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Kill Team Specialisms and lists


Brother Antio

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Currently participating in a pretty competitive campaign. Going 3 rounds undefeated, every game is a wipe. Mortal wounds are OP. Simpy nothing can be done about them.

 

I use Brother Captain (more tanky) and Librarian (more deadly) a Justicar with Halberd, Combat with Hammer, Zealot with Falchions, Veteran with Incinerator, Demolisher with Incinerator, Heavy with Psilencer and Demolisher with Psilencer. Veteran with Incinerator can reach almost any target turn 1 and wipe it with high probability. I won't be taking combat with hammer outside of campaign, but it can get +1 to-hit, which is very strong. Other guys are nice, but these two are heavy lifters. 

 

I think, brocap with staff and iron arm is perfect. 3++ in close combat with t6 makes him almost impossible to kill in first 2-3 turns, while his damage output is fromidable. There are lots of specialisms to play with. Main downside is his cost - you cannot afford more then lvl 1, because of 200-250 pts limit. But even at level 1 there are very strong specialisms. 

 

Librarian, on the other hand, is perfect as psyker. Throwing two mortal wounds a turn with +2 to cast and +2 deny, heck yeah! He also can throw incinerators and other guys in good positions, or pull them out of combat. There are other fun options, like throwing misfortune on a terminator model. But Gate+Iron arm is probably still the best combo.

 

They only problem are tyranids. They are stupidly cheap. Only thing I can hope about is killing hive guards before they obliterate my entire squad. 

 

All in all, GK in KT are way more stronger and more fun to play than in basic WH40K. I view it as a sort of compensation.

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@corvus, looking for some feedback.

 

i recently bought a 5 man paladin squad. I am going to make one a model with force stave.

 

i was looking at the weapon loadout for the other 4 models.

 

Q. Is it better to kit them all out for CC?

 

Q. Is having one model with a psilencer a good idea?

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I have been wrecking house with my Paladin list recently. One Paragon, and the one Paladin with the Veteran specialism to get him up the board. 98 points for the two of them. I went three games without either of them getting taken out of action even once.

 

Unfortunately last night one of our local guys informed me politely that a Kill Team list needs a minimum of three models. I checked the rules and, yup. I've definitely been running an illegal list.

 

So turns out you can't take a 100 point list of just TDA!

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Currently participating in a pretty competitive campaign. Going 3 rounds undefeated, every game is a wipe. Mortal wounds are OP. Simpy nothing can be done about them.

 

I use Brother Captain (more tanky) and Librarian (more deadly) a Justicar with Halberd, Combat with Hammer, Zealot with Falchions, Veteran with Incinerator, Demolisher with Incinerator, Heavy with Psilencer and Demolisher with Psilencer. Veteran with Incinerator can reach almost any target turn 1 and wipe it with high probability. I won't be taking combat with hammer outside of campaign, but it can get +1 to-hit, which is very strong. Other guys are nice, but these two are heavy lifters. 

 

I think, brocap with staff and iron arm is perfect. 3++ in close combat with t6 makes him almost impossible to kill in first 2-3 turns, while his damage output is fromidable. There are lots of specialisms to play with. Main downside is his cost - you cannot afford more then lvl 1, because of 200-250 pts limit. But even at level 1 there are very strong specialisms. 

 

Librarian, on the other hand, is perfect as psyker. Throwing two mortal wounds a turn with +2 to cast and +2 deny, heck yeah! He also can throw incinerators and other guys in good positions, or pull them out of combat. There are other fun options, like throwing misfortune on a terminator model. But Gate+Iron arm is probably still the best combo.

 

They only problem are tyranids. They are stupidly cheap. Only thing I can hope about is killing hive guards before they obliterate my entire squad. 

 

All in all, GK in KT are way more stronger and more fun to play than in basic WH40K. I view it as a sort of compensation.

Nice! How many points are your games in this campaign?

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  • 2 weeks later...
@corvus, looking for some feedback.

 

i recently bought a 5 man paladin squad. I am going to make one a model with force stave. 

 

i was looking at the weapon loadout for the other 4 models.

 

Q. Is it better to kit them all out for CC? 

 

Q. Is having one model with a psilencer a good idea? 

 

 

Actually, the cheaper you keep it, the better it is. I'd actually go for close combat. Psilencer on Paladin is overpriced, IMO, but it can make it a serious distraction. But if going for a gun, Incinerator would be the best choice. 

 

Nice! How many points are your games in this campaign?

 

 
We played 100, 150 and 200 points so far.
 
Played two more games last saturday. My opponent conceded both times. 2 mortal wounds every turn, Incinerator veteran and Demolisher Psilencer are our best choices.
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  • 3 weeks later...

Ok, I finished my part in Campaign, with 9 victories out of 10 games, lost 2 guys with unlucky casualty rolls. Lost only duel of Honour Against Necron lord. I should've take librarian wtih Sanctuary for 2++ or doube smite. 

 

I played mostly against other marines, and GK feels a bit imbalanced. I even started to experiment a lot to give other guys chance, and battles indeed became a bit more intense, but still double smite is way too strong. Triple smite is plain broken. Generally, if your opponent coming towards you, you are already a winner 90% of times. Just set up so you cannot be charged turn 1 and obliterate enemy forces on your turn from smites/charges, etc. If you are going towards your opponent, things get trickier. You have to survive at least one enemy shooting at full strength. But if you made it, basically do the same - smite them from the table and finish off with bolters/charges.

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