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Kill Team Tactica: Astra Militarum


Orpheus108

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Ok, don't have any scions yet but I've got the 2 start collecting Astra militarum sets, so I've finally come up with this list to try out, it's grenade troop spam. Mainly for a good laugh, as the troops are all renegades in service to the pallid hand DG, but use them as imperial guard until Forge World brings out rules for renegades & heretics for KT

 

 

 

 

++ Kill Team List (Astra Militarum) [99pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Sergeant [6pts]: Bolt Pistol, Display Voice of Command Orders, Leader, Power Sword

 

+ Specialists +

 

Guardsman [10pts]: Comms, Vox Caster

 

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

 

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

 

+ Non-specialists +

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman Gunner [7pts]: Grenade launcher

 

Special Weapons Gunner [7pts]: Grenade launcher

 

++ Total: [99pts] ++

 

Created with BattleScribe

So the theory is to just run the troops up as quick as I can while the grenade launchers lay down covering fire.

 

Critic away

 

Cheers

Edited by Orpheus108
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Ok, don't have any scions yet but I've got the 2 start collecting Astra militarum sets, so I've finally come up with this list to try out, it's grenade troop spam. Mainly for a good laugh, as the troops are all renegades in service to the pallid hand DG, but use them as imperial guard until Forge World brings out rules for renegades & heretics for KT

 

 

 

 

++ Kill Team List (Astra Militarum) [99pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Sergeant [6pts]: Bolt Pistol, Display Voice of Command Orders, Leader, Power Sword

 

+ Specialists +

 

Guardsman [10pts]: Comms, Vox Caster

 

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

 

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

 

+ Non-specialists +

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman Gunner [7pts]: Grenade launcher

 

Special Weapons Gunner [7pts]: Grenade launcher

 

++ Total: [99pts] ++

 

Created with BattleScribe

So the theory is to just run the troops up as quick as I can while the grenade launchers lay down covering fire.

 

Critic away

 

Cheers

Not bad for only having the shock troop box. I’d try to get some plasma guns if you can, eBay probably being the easiest way.

 

If you play a campaign I’d change a few guardsmen to special weapons guardsmen, that way you can bring more new recruits.

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Wow, your list is quite different from mine, which I'm afraid has too many toys (and "elite" models) and not enough boys.  That said, the campaign I'll be using it in has a roster cap of 12 models to start, so I can't go any wider than this - at least to for now.

 

My list is:

 

Infantry squad sergeant with plasma pistol and power sword or bolt pistol and power fist (not decided yet)  - 7 pnts [Leader]

Infantry squad gunner with flamer - 8 pnts.

Infantry squad guardsman with vox - 10 pnts [Comms]

Infantry squad guardsman - 5 pnts

Infantry squad guardsman - 5 pnts

Infantry squad guardsman - 5 pnts

 

Special weapons squad gunner with plasma gun - 8 pnts

Special weapons squad gunner with grenade launcher - 7 pnts

Special weapons squad gunner with grenade launcher - 7 pnts

 

Tempustus gunner with flamer - 13 pnts

Tempustus gunner with grenade launcher - 12 pnts [Heavy]

Tempustus gunner with plasma gun - 13 pnts [sniper]

 

Total - 100 pnts, 12 models.

 

Pictures added:

 

My team with my default leader (power sword & plasma pistol - will have to do a weapon swap for the pistol)

 

okdtOtE.jpg

 

My alternate leader (power fist & bolt pistol)

 

iisEIcy.jpg

Edited by Dr_Ruminahui
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I did a game today of:

 

leader, plasma pistol, power sword

sniper plasma gunner

demo sniper 

comms vox 

basic plasma

basic sniper 

11 guard 

 

versus some thousand sons 

sorceror with flamer pistol

2 flamer marines (one demo)

gunner souldakka heavy rubric 

2 tzangors 

tzangor srg zealot.

 

I won 7-5 playing the areal strike. Very close game.

 

Turn 1, I killed both flamer rubrics and put a flesh wound on the gunner, could not hurt a guy until turn 5 where i nailed the zealot and the leader (with a lasgun I might add, 6 to hit, 6 to wound, 1 for his save, re-rolled for a 1, 5 for injury. Crazy odds!)  

 

throughout his turns he whitled down my troops with both my plasma gunners killing themselves, I broke but the game continued. 

 

The game ended with the gunner with the T1 flesh wound and 2 tzangors alive, while I had 1 trooper with a flesh wound, the basic sniper with a massive 3 fleshwounds and the unharmed comms vox (which I used a banner cause I didnt have a vox model to hand). 

 

really fun game! really enjoyed it. rubrics are tough and tzangor zealots are brutal!

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Thanks for the report, Halfpint100.  I should be getting some games in this saturday, after which I'll try to post how my list goes.

 

 

12 models is still a good size. It's twice as many as Marine armies. Going with a horde of squishy models without proper punch can backfire quite quickly too. :wink:

 

That's what I was thinking - I'll get back on whether it actually works that way. :smile.:

 

I do realize that I could optimize my list a little - I could swap the flamer on the tempustus for a grenade launcher or plasmagun on a special weapons squad trooper - but that could lead to some confusion model wise, as my two tempustus plasma guns look exactly the same (they are the old metal vac suit stormtroopers) and I like the arbites/enforcer with flamer model I am using as the tempustus with flamer.

 

BTW, any thoughts on whether I should take my leader as a plasma pistol and power sword or a bolt pistol & power fist?  Neither combination seems to be particularly effective, given the base stats of a infantry squad sergeant.

 

I've now added pics of my team to my post above.

Edited by Dr_Ruminahui
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Ok so here's the list as a recap that I've use to give these guys a go.

 

++ Kill Team List (Astra Militarum) [99pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Sergeant [6pts]: Bolt Pistol, Display Voice of Command Orders, Leader, Power Sword

 

+ Specialists +

 

Guardsman [10pts]: Comms, Vox Caster

 

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

 

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

 

+ Non-specialists +

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman [5pts]

 

Guardsman Gunner [7pts]: Grenade launcher

 

Special Weapons Gunner [7pts]: Grenade launcher

 

++ Total: [99pts] ++

 

So I've played 3 games now with this list, on the 3rd game I did change the sergeant bolt pistol to a plasma pistol to try it.

 

Game 1 :vs Eldar

Environment: Deserted Habs

 

We used sector imperialis ruins, the game was a simple hold the objectives, 5 rounds.

 

The Eldar make was Dire avengers, ranger, guardians with a gun platform. The platform was deployed high with all the others in groups more to the left side with the ranger on the other side by himself. I deployed my grenade launchers across the board in my zone and my main target was hitting the platform and ranger sniper.

 

The platform took out 1 grenade launcher first and the guy was removed due to crap rolling on my part, all other shots from the Eldar didn't do much to me, he moved up the board a bit and moved the dire avengers in a blob. This I thought was good as I had range to hit with my launchers, and didn't want to close with them in anyway.

 

So the best thing to do is fire every grenade launcher into the Eldar blob. Half the shots went somewhere on the board and the other half hit home with near most wounding and removing 2 dire avengers.

 

Moving 11 guard in KT is daunting, looking at the board and seeing my team compared to the Eldar team was a massive difference, this worked in my favour as I was able to cover the whole board and get into good firing positions. He started to work on taking out my grenade launchers, my poor comms dude and sergeant. I was winning on do each round as I camped my guys on the objectives and moved more up to take others.

 

As each round went by my grenade launchers were just targeting the worse of the group, the ranger sniper was a pain in the bum so he was targeted 2 rounds in a row. My comms guy was shot at so many times I just hid him behind everything I could so he couldn't be targeted.

 

I won the game but did take some big losses, the number if shots I put out from the groups of guardsmen was a big help, they can't really shoot that well but there's enough of them to do some damage here and there.

 

But I do love the heap of grenade launchers in my unit, just love them and making one a sniper helps. My sergeant was good and protected him heaps because he was targets alot to be taken out, but through just mass numbers I got through as on average I got wounds through.

 

Game 2 : vs Orks

Environment: Smoke in the air (this also helped in screwing me over)

 

Mission : Assassinate (I was the defender)

 

The board again was sector imperialism ruins.

 

This game was a disaster, he ran burna boys, kommandos, and a few Gretchin. It was a combination of poor rolling and those cursed flamers.

 

His plan was to run his burna boys up as quick as he could to take my leader. I used the same tactic as before and targeted his main guys each round with grenade launchers, while hiding my leader as much as I could.

 

One of the main hassles I did have was a burna boy and 3 Gretchin going up the flank to sneak in and I through everything at them and couldn't hit them at all.

This was as unexpected as it could get, these little turds where indestructible. No matter what I shot at them with, it just didn't work.

 

The flamers just did so much damage and cover was nothing so it didnt matter. So by 4th turn the lone burna boy and his posse of Gretchin got the killing blow on my leader. I almost torched, microwaved and shot then buried my dice after that game.

 

I HATE GRETCHIN!

 

 

Game 3 :vs Harlequins

Environment: Traps

 

Mission: Terror tactics

 

The board was sector mechanicus, this I found this to be the best terrain.

 

This was the best game I've played so far. Im was worried at the beginning because the little turds are so mobile and move across just about anything. And this was a big great worry and really thought out my deployment and movement each turn.

 

Now I don't know whether it was my threat of killing my dice last game or the dice gods smiled down on my (or pity from the last game)

 

But I smeared those clowns across the board, again the grenade launchers where worked to the bone injunction with my comms guardsman. As per normal though alot of shots went every which way, but with guard that's to be expected.

 

Now in this game i was really protecting my leader as i did not want him in cc with a clown, I also changed out to a plasma pistol. This was the best thing I did as he took out 2 clowns with it, on both times it was overcharged. Yes a big risk but I took it and it paid off big time.

 

In the on turn 4 I broke his unit and won the game.

 

Now over all, I love lots of grenade launchers and I hate Gretchin.

 

Cheers

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Got my first game in yesterday, and it was a blast.

 

My list was as follows:

 

Infantry squad sergeant with plasma pistol and power sword  - 7 pnts [Leader]

Infantry squad guardsman with vox - 10 pnts [Comms]

Scion gunner with meltagun - 13 pnts [Veteran]

Scion gunner with plasma gun - 13 pnts [sniper]

 

Infantry squad gunner with flamer - 8 pnts.

Infantry squad guardsman - 5 pnts

Infantry squad guardsman - 5 pnts

Infantry squad guardsman - 5 pnts

 

Special weapons squad gunner with grenade launcher - 7 pnts

Special weapons squad gunner with grenade launcher - 7 pnts

Special weapons squad gunner with grenade launcher - 7 pnts

 

Scion gunner with flamer - 13 pnts

 

It's basically the same list as I posted above (http://www.bolterandchainsword.com/topic/349399-kill-team-tactica-astra-militarum/?p=5156417), except:

 

- I decided on the plasma pistol & power weapon sergeant over one with a power fist & bolt pistol.  Still not sure if that is the best choice.

 

- Currently the rules don't permit a Scion to have a grenade launcher, so I gave the grenade launcher to special weapons squad gunner and gave the scion a meltagun.  I'm pretty sure that it woul dhave been better to go plasmagun instead, but both my plasmagun scion models are identical and I wanted my specialist and non-specialist scion gunners to be visually distinct.

 

 

 

I played against Deathwatch.  His list was more or less as follows (this is from memory, they may other equipment that wasn't relevant):

 

Watch Captain wtih comb-plasma & xenophase blade [Leader]

Reiver with combat knife & heavy bolt pistol [Combat]

Intercessor with stalker rifle [sniper]

Veteran Gunner with infernus heavy bolter [Heavy]

Intercessor with some type of bolter

 

It was on the Sector Imperialis board (the one with the Kill Team box).  Mission was disrupt supply lines.  I was the defender.  All descriptions (in front, behind, right, left, etc) are from my viewpoint.

 

There was a line of walls near the front of my deployment zone, with a street (about 6" across) just behind that.  On the other side of the street there was a big ruin on the left, a wall on the right, and another wall right about in the middle of his deployment zone, a bit over 15" back from the walls iat the front of my zone.  I put 1 objective in the middle just in front of the wall, the other 2 deep in my zone on both the left and right.

 

I set my 12 guys up just behind the wall, with the specialists (leader, comms, scion melta vet and scion plasma sniper) & scion flamer on the right flank, the 3 grenade launchers in the middle, and the infantry fireteam (falmer + 3 guardsmen) on the left.  I had no LOS blocking terrain, so I tried to hide my leader and comms behind the 3 scions.

 

He set his stalker sniper behind the wall back in his zone, the watch captain and reiver behind the big ruin on the left, and his bolter intercessor & infernus heavy bolter on the right.

 

In the scouting phase, I picked disarm traps, he picked the one that gave 20% of his force an extra move.  Mine did nothing, he moved his watch captain into the ruined building and the reiver onto the second floor.

 

He got initiative every turn that mattered - which wasn't really to his benefit.

 

 

TURN 1 - AM 0 models out (0%), DW 0 models out (0%)

 

His watch captain moved to the front of the ruins, about 8" from my lines but out of LOS.  His reiver wanted to charge, but couldn't as he had made the mistake of moving onto the second floor and his grapnel only worked for normal moves - so he instead moved it down into the door of the ruin, just to the right of his captain.  His sniper stayed still & readied, his infernus bolter and intercessor squaddie moved up behind the right ruin.  One the left, the fireteam shuffled left to get LOS to the reiver, the 3 grenade launchers in the middle readied, and the specialists on the right shuffled back a bit toi get back out of the infernus 8" heavy flamer range, even though this meant my own flamer was also out of range and my melta was now at long range.  My sniper plasma is saved from killing himself by his reroll ones.

 

In the shooting phase, I used the AM tactic & an order to give reroll ones to hit 5 models on the middle left but I don't think I rolled any 1s over there).  For readied shooting, his sniper took a grenade launcher out of action.  My other readied grenade launchers and lasguns didn't do anything.  His infernus used the Decapitation tactic plus the heavy tactic to give his heavy bolter 4 shots, rerolling failed wounds on my leader, taking him out of action.  In return, my meltagun, with +1 to hit from my comms, took the infernus bolter out of action and my infantry flamer took a wound off the reiver.

 

TURN 2 - AM 2 models out (17%), DW 1 model out (20%)

 

His reiver declares a charge against 2 lasgun infantry - they retreat, but his charge still catches them both.  His watch captain moves up into the doorway.  His sniper readies, the bolter intercessor moves sideways behind the ruin to be able to go around it next turn.  My unengaged lasgun and flamer on the left scootch up between the reiver and the wall to get LOS to the watch captain, and my dream team (now without a leader) move back up to the wall so they are now within 6" of the bolter intercessor.

 

No orders this turn (or again this game) as my leader is out.  His sniper takes again takes out a readied grenade launcher, while my readied shooting again does nothing.  His captain then takes out the last grenade laucnher with his comgi-plasma, My meltagun, with +1 from my comms and a tactic reroll for my 1 to wound, erases his bolter intercessor.  In combat, his reaver only kills one of my lasgun guard, who does nothing in return.

 

TURN 3 - AM 4 models out (33%), DW 2 model out (40%)

 

My opponents watch captain moves up behind the wall, contesting the middle objective.  My guardsmen in combat with the reiver falls back (my opponent really wanted to lose initiative this turn so the reiver wouldn't be left stranded).  Otherwise my models ready, except my dreamteam which moves to kill the now exposed reiver.  His readied sniper puts a fleshwound on my melta, and his watchcaptain does the same for my infantry flamer - the first of the game.  My melta then, with comms cancelling his wound, evaporates the reiver and my plasma sniper, thanks to rerolling 1s to hit, does the same to his captain.

 

This is the first morale phase where we need to make nerve and break tests.  He only has one guy left, so has to make a break test, which he fails on a 9 (and on which the reroll tactic doesn't work).  His remaining model passes his nerve test, as does wounded flamer, thanks to my vox reroll.  My melta doesn't need to test as he is a veteran specialist and ignores penalties.

 

TURN 4 - AM 5 models out (40%), DW 4 model out (80%)

 

Movement doesn't really matter - I move onto all 3 objectives, his sniper moves out from behind his wall.  Shooting I do nothing to him, he manages to take out my melta thanks to the injury penalty from his wound.  His sniper fails his nerve test - we forgot he could reroll it.  Roll to see if game contiunues - it does.

 

TURN 5 - AM 6 models out (50%), DW 4 model out (80%)

 

Nothing much happens this turn, with my models missing and his stunned.  He fails his nerve test again, and then the game doesn't continue.

 

 

TAKE AWAYS

 

- I got super lucky with my melta, making every shot, (typically on a 4+ after the +1 from my comms) and rolling 3+ wounds every time, which pretty much guaranteed an out of action.

 

- Sniper plasma is great - that reroll ones is key to keeping him alive.

 

- Being a horde didn't hurt me this game, as he only got me to exactly 50% out of action.  Once more model down, however, and the game would have been effectively over as without my leader I break on anything more than a 6.

 

- death watch ammo plus incessor bolter types seem really good - I think the best armour save I got to make was on a 6+, and that was on a scion.  They do pay a lot for their models, though, which evens it out a lot.

Edited by Dr_Ruminahui
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Interesting that you guys are going hordes. I'm in a campaign

 

I run

 

Sgt, power sword

Guardsmen

Guardsman with flamer 

Special weapon with flamer

Special weapon with flamer

Special weapon with flamer

Scion with volley gun

Scion with volley gun

Scion with volley gun

Scion with volley gun

 

Meltas, Plasma, Flamers and volley guns are all 3 pts so I just swap out specials for what I think my opponent will run. 

The scions are specialist. 

 

Special weapons are a fire team. 

 

Really the whole list is about "Sir, yes Sir!"

 

You hide the crap out of your leader and pick the right order for your build. 

 

So if I am running 8 plasma guns I use give them all re roll ones. Flamer heavy? Re roll 1's to wound. 

 

Playing capture? fix bayonet. Need to get off the board? Move move move. 

 

Playing a horde faction? All flamer and get back in the fight. 

 

Other things that are kinda important. 

 

- I like a sniper scion melta gun. It's an assault weapon. Works well with their extra move and depending on who rolled initiative

 

- 2 models slightly closer than 3" basically can march block 5" of board space, also good for funneling models. With terrain you can often shut down movement on an entire board. But you will likely eat a charge. 

 

- When charging you rarely want to go base to base, so you can swing around and engage another models. Great way to charge a really shoot unit and not letting them get overwatch.

 

-  Conversely, always keep your flamer 3" apart. Slightly more for 32mm bases. 

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Played a game on Saturday versus a good friend's orks.  It is posted in the battle reports thread:

 

http://www.bolterandchainsword.com/topic/349390-kill-team-•-battle-reports/?p=5164669

Edited by Dr_Ruminahui
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You are correct, orders are normally one per turn affecting one model.

 

There is an AM tactic called SIr!  Yes sir!  (its in the Drop Force box) that allows you to give the order to all your models within 3" of the one you are ordering, so that's how I'm getting better coverage with my orders.  They still haven't made much of a difference - they might if I was using it to reroll ones for plasmaguns, but instead its  usually just some grenade launchers and lasguns.

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I've had the first 2 battles of my local GW's campaign, and I've done battle reports for them.  They can be found here:  and here: http://www.bolterandchainsword.com/topic/349390-kill-team-•-battle-reports/?p=5168271

 

So, after my latest game, what with experience and the 3 deaths I've had to change it somewhat.

 

In terms of experience, both my meltagun veteran (he got an extra XP from the casualties table) and both my surviving fireteams went up a level.  My infantry squad fireteam (3 lasguns and a flamer) got the Lucky advancement which allows them to reroll 1s to save - probably not worth a point each when they only have a 5+ save.  My special weapons fireteam (2 surviving grenade launchers) got the reroll nerve tests advancement, which is definitely not worth a point each provided I can keep my comms alive.  The campaign allows players to retire fireteams and recruit new (and inexperienced) ones, which I will definitely be doing with the grenade launchers.  I intend to replace them with plasma guns, as I found grenade launchers kind of weak even against softer targets.

 

So, I foresee my list going forward as being:

 

Infantry squad sergeant with plasma pistol and power sword  - 7 pnts [Leader, Lvl 1, 2 XP]

Infantry squad guardsman with vox - 10 pnts [Comms, Lvl 1, 2 XP] - just need to remember his vox reroll going forward.

Scion gunner with meltagun - 17 pnts [Veteran, Lvl 2, 3 XP]

Scion gunner with plasma gun - 13 pnts [sniper, Lvl 1, 0 XP] - a replacement for my plasma sniper who was fatally burned by his own weapon last game.

 

Infantry squad gunner with flamer - 9 pnts [Fire team Lvl 2, 4 XP and the Lucky trait (reroll 1s to save)]

Infantry squad guardsman - 6 pnts

Infantry squad guardsman - 6 pnts 

Infantry squad guardsman - 6 pnts 

 

Special weapons squad gunner with plasma gun - 8 pnts [Lvl 1, 0 XP]

Special weapons squad gunner with plasma gun - 8 pnts

Special weapons squad gunner with plasma gun - 8 pnts

 

 

If I retire both fireteams, rather than just the special weapon fireteam, that gives me enough point for 1 more guardsman.  That keeps my numbers at 12 (therefore needing 7 down before break tests, rather than 6), which seems to me to be better than a reroll 1s to save.  Either way, 2 guardsmen with lasguns (or one with a special weapon) will need to sit it out when my leader and comms hit 2nd lvl after my next game (provided, of course, they don't die).  Thoughts?

Edited by Dr_Ruminahui
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Not 8 plasmas but 4 plasma scions.

 

I still think it’s fluffy as a fully kitted out command squad.

 

Played grey knights and wiped them by round 3.

 

 

++ Kill Team List (Astra Militarum) [100pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Tempestor [12pts]: Display Voice of Command Orders, Leader, Plasma Pistol, Power Sword

 

+ Specialists +

 

Scion Gunner [13pts]: Comms, Plasma gun

 

Scion Gunner [13pts]: Demolitions, Plasma gun

 

Scion Gunner [13pts]: Plasma gun, Sniper

 

+ Non-specialists +

 

Scion Gunner [13pts]: Plasma gun

 

Militarum Tempestus Scion [9pts]

 

Militarum Tempestus Scion [9pts]

 

Militarum Tempestus Scion [9pts]

 

Militarum Tempestus Scion [9pts]

 

++ Total: [100pts] ++

 

Created with BattleScribe

Edited by Sharrowkyn
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Nice list - and good job against the grey knights.  From my own (admittedly limited) kill team gaming experience, AM tend to shine against low model elite lists, but can struggle against lists with both elite models and less elite bullet catchers - in a large part because our main killer is plasma and it takes elites and fodder out with equal ease, but the extra numbers makes it harder to inflict the 50% + casualties required for a break test.  Certainly that's what I found against death watch.  And your list in particular appears to be ideally situated to take out 3+ save models.

 

Additionally, given our higher model count, smite (or whatever its kill team equivalent is called) hurts us less than against more elite armies.

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  • 4 weeks later...

So, while the site was down I played two more campaign games against deathwatch - the first (the one where both sides try to get off the opposite side of the board) I won, the second (ambush, where just I was trying to get off) I lost rather badly, but as a bonus game it doesn't count as a game loss.

 

The 2 models I had killed in that game, however, did count, unfortunately.

 

I've decided to set the models killed aside and not reuse them in my kill team - I may review that decision when I run out of, for example, scion melta or plasmaguns, of which I only have 2 each and 1 of each are now dead.  So, here are my models KIA in the 4 campaign games so far:

 

qyecGmt.jpg

 

Dubois, Cabot and Delon were all killed game 2 vs heretic astartes.   Dubois was a lvl 1 sniper, the other 2 were lvl 1 non-specialists.

Girard and Marteau were killed game 4 vs death watch.  Girard was a lvl 2 veteran, Marteau was a lvl 1 non-specialist.

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Well after a few more games using the guard horde, while it's been fun with a few let downs along the way with getting totally hosed, I think I'm going to buy the start collection tempestus box, the tauros is good for added terrain and now will add scions to my roster.

 

The general make up is guard and scions plus you can use the Officio Prefectus and Commisar as commanders.

 

After getting the 2 start collecting imp guard to use for my renegade & heretics army for my death guard, i use the leman russ tanks as added terrain, while looking at the trenches set coming out, it'll look good with a couple of tanks in the middle

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The KT list that I have been running with decent results has been:

 

Leader - power sword & plasma pistol

Specialist 1 - Scion gunner w/ hot shot volley, HEAVY

Specialist 2 - Guardsmen w/ vox, COMMS

Specialist 3 - Guardsmen MEDIC (not the "best" choice but fluffy as hell!)

 

3 scion gunners with gernade launchers

3 special weapon gunners with flamers

1 guardsmen

 

Total of 11 guys with a lot of special weapons in there. The hot shot volley gun with the heavy strat and the comms specialist nearby is getting 5 shots that even at long range and obscured are hitting on 4+, grenades are so versatile to either pack on wounds to armies like tau/eldar, while hoping for a lucky krak hit ruins most power armor enemies. The flamers are either the tip of the spear or the speed bump depending on who im fighting, and the medic tags along with the leader to roid him up when needed.

 

Pretty good all round list that isn't too cheesy, 11 bodies means you gotta lose 6 before breaking. Toying with the idea of dropping a scion gunner and getting another flamer or 2 more naked guardsmen just for bodies.

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  • 2 weeks later...

Had a game last night with commanders and had a blast! 5 player so it was nuts, but fun. I ran at 200 points

 

Lv4 company commander with bolt gun and powers word, lv3 leadership and lv 1 strategist (15pt upgrade) for +2cp and a few other abilities

 

Guard Srg with bolt pistol as a leader

Demo guard SWS sniper

Sniper scion with plasma gun

Comms guard vox

 

5 basic guard

1 basic scion

2 meltagun scions

1 plasma gun scion

3 guard gunners with snipers

 

17 models and a lot of fire power, killed 3 primaris and flesh wounds all over the place. Lost a scion and a guard with both meltagun scion's suffering 1-2 flesh wounds.

 

Other players were 2 primaris players, 1 admec and 1 death guard.

 

Guard are much better as a mix of scions and basic guardamen IMO

Edited by Halfpint100
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