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Army List - Imperial Guard (200 pt KT commander, 100 pt KT)


N00bZilla1001

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Hey everyone,

 

Getting back into 40k, the new KT format looks sweet. I've constructed two lists - a 200 pt imperial guard list for KT commander and a 100 pt list for (regular) KT. I wanted to get feedback before going and buying the models... my intent is to use a combination of tempestus scions as well as death korp of krieg models. 

 

List 1: KT Commander

 

1x Company Command [Commander, Level 3 Strategist]: 40 pts

     Plasma Pistol

     Power Sword

     Strategist - Resourceful, Advisor, Master-Tactician

 

1x Tempestor [Leader, Level 1]: 12 pts

     Plasma Pistol

     Power Sword

 

1x Scion, Gunner [Heavy, Level 1]: 13 pts

     Hot-shot Volley Gun

 

1x Scion, Gunner [sniper, Level 1]: 13 pts

     Plasma Gun

 

1x Scion, Gunner [Comms, Level 1]: 18 pts

     Plasma Gun, Vox-caster

 

1x Scion, Gunner: 13 pts

     Plasma Gun

   

3x Special Weapons Gunner: 24 pts

     Plasma Gun

 

1x Guardsman Gunner: 8 pts

     Plasma Gun

 

6x Scion: 54 pts

     Hot-shot Lasgun

 

1x Guardsman: 5 pts

     Lasgun

 
Total Model Count: 17, Total Points: 200
 
General Strategy: Company Commander (CC) hangs in back with the Sniper and Comms specialists, and uses his two voice of command (VoC) to buff them. This works nicely as he can give the Sniper 'Bring it Down', and the Comms 'Take Aim', which pairs well with their specialties as the sniper ability (marksman) already allows it to re-roll 1's to hit. The comms specialist is to buff the sniper using [scanner]. Additionally, the Company Commander's ability [Advisor], allows the comms/sniper to use higher value tactics. The company commanders ability [master tactician] also reduces the cost of 2CP tactics to 1CP. This is great as it allows reduces key 2CP tactics, namely Sir, Yes Sir! [Astra Militarum], to 1 CP.  The remaining Plasma Scions and Guardsmen are to cluster around the Tempestor, who can cast Sir, Yes Sir, optimally giving the plasma gunners re-rolling to-hit values of 1. The Heavy specialist can move up the field with the Guardsmen, (without a penalty for having a heavy weapon). 
 
 
List 2: KT Astra Militarum
 
1x Sergent [Leader]: 6 pts

     Plasma Pistol

     Chainsword

 

1x Scion, Gunner [Heavy]: 13 pts

     Hot-shot Volley Gun

 

1x Scion, Gunner [sniper]: 13 pts

     Plasma Gun

 

1x Guardsman  [Comms]: 10 pts

     Lasgun, Vox-caster

 

2x Scion, Gunner: 26 pts

     Plasma Gun

 
3x Special Weapons Gunner: 24 pts

     Plasma Gun

 

1x Guardsman Gunner: 8 pts

     Plasma Gun

 

Model Count: 10, Total Points: 100

 
Strategy: Sniper and Comms camp in backfield, Leader and rest of team push for objectives... what do you think? 
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For matched played specialist level cap is 1. Otherwise to get to those levels your kill team needs to gain exp via campaign. maybe in open play you can get an oppt to agree but I've yet to see anyone play higher than lvl 1 in a pick up game.

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Thank tordeck for the feedback. Must have missed this :/  - KT rulebook states "Note that, in a normal matched play game, you can only include Level 1 specialists in your kill team." For some reason, I was under the impression that in Commander games you can choose specialists at any skill level... dang will have to modify the list accordingly. 

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