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World Eater flavour Kill Team?


Machinepriest

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Hey everyone!
So while I've yet to try Kill Team I think it's one of the most exciting releases to come out in a long time and I would love to combine it with my passion for the Horus Heresy and run a World Eaters themed Kill Team.

I've only glanced the rulebook, but I noticed that there are no rules for Berzerkers or chain axes so I was wondering if it would be possible to build a thematic Kill Team with a focus on close combat.

 

I'm guessing I would have to proxy my Tacticals with chainaxes for regular Chaos Space Marines with chainswords, but as I'm new to the game I'm not sure what works, so any help with a list would be greatly appreciated!


 

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There aren’t berserkers per se, but if you give your chaos space marines the Mark of Khorne you can spend command points and fight twice, just like a berserker. Played against a buddy of mine last night and he had a zealot MoK CSM and that seemed pretty decent. Of corse combat specialists are good too for World Eaters.

 

Your first turn you will start with 2 command points, so you can Beseech the Dark Gods for bonuses on your chosen killmeister and then once they slam into combat spend 2 more to fight again. Just make sure your enemies don’t run away from you- assault troops need to activate after their targets. Otherwise your prey just disengages and it’s really lame.

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Your first turn you will start with 2 command points, so you can Beseech the Dark Gods for bonuses on your chosen killmeister and then once they slam into combat spend 2 more to fight again. Just make sure your enemies don’t run away from you- assault troops need to activate after their targets. Otherwise your prey just disengages and it’s really lame.

 

Not a note on the berzerkers specifically but on using them - unless I'm reading it totally wrong even if you charge an enemy model in the movement phase before it activates it can't fall back.  You're not allowed to fall back in the same phase that someone charged you.  

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When you are charged, you get to react, provided you did not advance or fall back. Your options for reacting are overwatch or, if you haven't already moved or attempted to charge this battle round, retreat. If you retreat, you get to immediately move 3" away from the charging model. Models that have retreated can't react again in that battle round, or shoot unless they can fly.
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Your first turn you will start with 2 command points, so you can Beseech the Dark Gods for bonuses on your chosen killmeister and then once they slam into combat spend 2 more to fight again. Just make sure your enemies don’t run away from you- assault troops need to activate after their targets. Otherwise your prey just disengages and it’s really lame.

Are you talking about falling back after already being in combat at the start of the turn?  If so, going second does not allow you to charge them again.  Just move normally.  Re-read the rules.  You cannot charge if you started the movement phase within 1" of an enemy.  If they move away first you still cannot charge.

 

If you are talking about going second so they cannot react them that is sometimes helpful, sometimes not.  a 3" retreat is often a lot less than a move or advance.

 

So while going second can have some benefits, it doesn't often help you to set up charges.  Which is what a CC team needs.  A CC team really wants to just kill whatever they charge.

 

I am still just learning all the rules myself, but I've seen this come up a few different times and I think the above is how it is supposed to be played out.

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So this was a learning experience, I actually had people disengaging on the turn I had charged, which appears to be incorrect. The 3” ‘running away’ response is bad enough.

 

I need to play this game more and work out the wrinkles!

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