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Kill Team Tactica: Astra Militarum

Kill Team game Astra Militarum

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53 replies to this topic

#1
Orpheus108

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Geeetings All,

Thought I'd add this here since it's not here yet, and I'm slowly building a kill team for them. Itll be a while til I've finished them but I'll get there.

So have many of you used the guard for kill team yet? How did they go? What was I'm your team? What are the pros and cons for them?

Cheers


Edited by Chaplain Dosjetka, 17 September 2019 - 07:56 AM.
Edited title.

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#2
sfPanzer

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Who are those "Adeptus Militarum" guys? I only know about Adeptus Astartes and Astra Militarum. teehee.gif


Disclaimer:

If my posts appear rude to you, I apologize. It's not meant to be rude in any way, it's just the way folks are in my country. It's really more about being direct than being rude. I know how it's perceived in the english speaking community and I already try to tone it down but I barely notice when it's too much since it's normal for me.


So yeah, I'm really not rude it's basically just cultural differences that act against me here. Again, I apologize.

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#3
Orpheus108

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Oops, fixed that, damn auto correct
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#4
GreyRavenC

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I played a couple of games with Scions versus Marines. I got hammered pretty hard, but that's because my nephew realised I suck at CC, so he kept charging me with his WS 3+, S4 marines to avoid my AP -3 lasguns. Going full Tempestus, you'll only get one Tempestor with CC-capabilities. I had mine with a chainsword, which was one the worst mistakes I could make. I'll have to change that to a Powerfist. Still, that's one guy with a meleeweapon, good luck with that against Reivers.

 

Some noted I scribbled during the fight.

- Range hotshot lasguns isn't great, 9" to get rapid fire is damn close.

- Keep models in groups of at least 3, strength through numbers.

- Orders are key, lasguns by themselves are so damn weak.

- Dudes with lasguns are expendable, throw them in front of your specials.

- Could use some more Melee-options. Sergeant tanks it all right now.

 

I'm not used to playing Guardsmen, I need to stop treating them as Marines. If anyone has some decent lists to recommend, I would be so happy.


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#5
Orpheus108

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I've been looking over the guardsmen, and looking at the special weapons guardsmen, and if I'm correct, you have 3 gunners at 5pts each and each of them can take a grenade launcher at 2pts each, plus an infantry gunner 5pts, equip him with a grenade launcher, 2pts. So that's 4 grenade launchers and you don't get the negs to long range with grenade weapons, have a comms guy in the back to support and now your hitting on a 3+, but if they are obscured then it's 4+. Maybe give the order Take Aim or Bring it Down. And if the enemy targets your comms guy or the grenade launcher dude, then 1cp use Get Down, making sure he is in cover as well, most likely long range so that's -3 to hit him.

Then maybe add some scions to go toward and take the fight to them, not sure about the scions, I've never used them, and by a few of the reports they aren't that good and it's a pity they can't take grenade launcher either.

I'm going to use my renegade imperial guard as just imperial guard to try it out, see how it works. Most likely a colossal failure but with 4 grenade launchers going every turn something you hope is going to going to give on the enemies side.

I'm just looking at what the imperial guard are all about, lots of troops and a ton of firepower to throw at the enemy. So it's going to be a massive win or the biggest fail, either way I don't think an opponent will be expecting 4 grenade launchers....hehehehehehe

Edited by Orpheus108, 08 August 2018 - 05:50 AM.

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#6
golfdeltafoxtrot

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Sadly grenade launchers are Assault weapons, not Grenade weapons, so they still suffer the -1 at long range. It also means you can fire more than one per turn - if they were Grenade weapons only one member of your KT could use them per turn. I think they’re still pretty good though, the versatility is nice.

#7
Orpheus108

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Ah :cuss, well that blows that theory out the window with chunks. So only thrown grenades get the no penalties for long range.

Are there any other grenade weapons other than the plain grenade?
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#8
Brother Chaplain Kage

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Nope. You have 5 types of weapon - Heavy, Assault, Rapid Fire, Pistol, and then Grenade. Grenade launchers, blight launchers, and frag cannons are all assault weapons. 


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#9
Orpheus108

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Oh well, I think I'll still add the 4 grenade launchers for fun, so hitting on 5+ then and one guy gets 4+ with comms boost.

Have many people used an imperial guard army? How did they fair? And what did you take?

So thinking about it, it's only grenades and the aux grenade launcher that don't get -1 to hit at long range.

Got me how a grenade launcher isn't a grenade based weapon. It's just a bigger aux grenade launcher.

Man........Im totally miffed now.......,So crabby now......grrrrrrrrr😠😠😠😠😠😠😠😠😠

Edited by Orpheus108, 08 August 2018 - 08:42 AM.

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#10
golfdeltafoxtrot

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The Intercessor's AGL is sort of a Grenade weapon, but it just extends the range to 30" while keeping all the other limitations of Grenades (only one per turn). That's pretty much it though.


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#11
Ahistorian

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In modern warfare terms, the aux launcher is just a UGL and the grenade launcher is more like an RPG, at least as I understand it.

#12
Stoic Raptor

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Well, the auxiliary grenade launcher is like an M-203 (yes, a UGL) but the grenade launcher weapon is more like an MM-1.  An RPG would be a "missile launcher" in this game.


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#13
leonhart040

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This is the list I'm planning to use. I really like Tempestus but never played them, maybe this is the time:

 

+++ KT Tempestus (Warhammer 40,000: Kill Team (2018)) [100pts] +++
 
++ Kill Team List (Astra Militarum) ++
 
+ Configuration +
 
List Configuration: Matched Play: Kill Team
 
+ Leader +
 
Tempestor: Display Voice of Command Orders, Leader, Plasma Pistol, Power Fist
 
+ Specialists +
 
Scion Gunner: Heavy, Hot-shot volley gun
 
Scion Gunner: Comms, Plasma gun
 
Special Weapons Gunner: Sniper, Sniper Rifle
 
+ Non-specialists +
 
Guardsman
 
Militarum Tempestus Scion: Vox Caster
 
Militarum Tempestus Scion
 
Militarum Tempestus Scion
 
Militarum Tempestus Scion
 
Militarum Tempestus Scion


#14
Orpheus108

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Cool list @leonhart040, after you play lets us know how it goes and what team/s you played against
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#15
Orpheus108

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Ok, trying to build a guard army, I've only got 2 start collecting Astra militarum sets, plus a steel legion with power sword/bolt pistol and I'll use as the sergeant.

This is what I've got so far for a list, I've gone grenade launcher heavy, as this is a fun list to see how it plays out with grenade launchers


++ Kill Team List (Astra Militarum) [56pts] ++

+ Configuration +

List Configuration: Matched Play: Kill Team

+ Leader +

Sergeant [5pts]: Bolt Pistol, Chainsword, Display Voice of Command Orders, Leader

+ Specialists +

Guardsman Gunner [7pts]: Demolitions, Grenade launcher

Special Weapons Gunner [7pts]: Grenade launcher, Sniper

Special Weapons Gunner [7pts]: Comms, Grenade launcher

+ Non-specialists +

Guardsman [10pts]: Vox Caster

Guardsman [5pts]

Guardsman [5pts]

Guardsman [5pts]

Guardsman [5pts]

++ Total: [56pts] ++

Created with BattleScribe

Any help will be greatly appreciated
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#16
Mr4Minutes

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Only guardsmen with a vox can be a Comms specialist, so switch those 2. I’d pack as many special weapons as you can get. Outside of specialists you get one guardsmen gunner in an infantry squad and 3 in a special weapons squad.

I know they don’t come on the regular infantry sprues, but you should try and get a hold of some plasma guns.

Scions are also pretty good, and can take 4 gunners for more special weapons. They’re also in our kill team box with more tactics cards, which are pretty good.

Guards biggest draw back is being a horde army with low leadership. Once we start taking break tests it’s a 50/50 chance we’ll break. So I’m thinking (not enough play tests to confirm) that you’ll want to pack in plenty of bodies to insulate having to take a break test early on. Loosing 5 in a turn should not be unexpected.

#17
Orpheus108

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@Mr4Minutes, thanks for that, I don't have any scions yet, but looking at getting the scion box for 5 of them
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#18
jakerichmond

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It may just be me (I've been away from 40K for a long time) but the Astra Militaruim Kill Teams seem a little weak compared to most other teams.  I'm used to playing Krieg, so the lack of heavy weapons didn't register for me at first, but now that I've seen the other lists we seem really undergunned. We can take 4 Guardsmen with Special Weapons, but thats only 1  more than most other factions. Scions can give us another 4, but they're expensive and heavily eat into our numbers advantage, and even if we max out Scions we still have a pretty small selection of guns on poor shooters. We also don't have access to any close combat specializations, so our Sergeants aren't going to be doing any real fighting. Which is too bad, since I was especially hoping to field a Commissar as a Zealot Sergeant.

So are we actually undergunned? It seems like we're supposed to rely on strength of numbers, but I feel like weak shooting, close combat and morale won't make up for that. Am I missing something? Are Orders going to make a big difference? 


Edited by jakerichmond, 26 August 2018 - 08:29 AM.


#19
Stoic Raptor

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If 8 guys with Plasma Guns is "weak" you're doing it wrong.

That is all.


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#20
jakerichmond

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I guess I was wanting to build lists that were fun and thematic and took advantage of more interesting options, instead of just spamming our most effective gun. For me that just creates super boring game play.


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#21
sfPanzer

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Well you can't complain about a weak team if you take weaker options. Anyway, taking other special weapons still beats having no special weapons so there's that.


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Disclaimer:

If my posts appear rude to you, I apologize. It's not meant to be rude in any way, it's just the way folks are in my country. It's really more about being direct than being rude. I know how it's perceived in the english speaking community and I already try to tone it down but I barely notice when it's too much since it's normal for me.


So yeah, I'm really not rude it's basically just cultural differences that act against me here. Again, I apologize.

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#22
jakerichmond

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Well you can't complain about a weak team if you take weaker options. Anyway, taking other special weapons still beats having no special weapons so there's that.

 

I feel like our options are weaker across the board though. We have a really limited selection of weapons. Scions are pretty good shooters, but taking them cuts heavily into our numbers advantage.  Guardsmen aren't good at shooting or close combat, but at least they're cheap. We can spam special weapons, but I feel like other armies that can take a few less weapons on better platforms are in a better position. So I'm wondering if Plasma Gun spam is really what we need to do, or if theres other advantages we ca actually leverage to be effective. How do we use our numbers to really make a difference?



#23
Halfpint100

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4 sniper rifles and 4 plasma guns will give any opponent pause, or if your feeling cruel. 8 flamers!!! BURN THE HERETIC

Edit: heavy weapon kill team

Leader: srg with plasma pistol
Comms: guard with vox
Sniper : scion gunner with HSVG
Demo: scion gunner with flamer
4 guard gunners with flames
2 scion gunner with HSVG

Exactly 100 points. Lap the tears up people

Edited by Halfpint100, 27 August 2018 - 11:06 AM.

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#24
Mr4Minutes

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I’m not sold on flamers. With the short range you have to expose yourself to shoot them. I like one or two for a counter to CC, but half the team may be excessive.

#25
Orpheus108

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Flamers and other weapons that ignore cover are fantastic, remember to that with you can split your attack between models if they are close, so against horde KT there is a chance to take out multiple models. Of course there is a chance not to take them out but that's just the game
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