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==Tactics== The important thing to remember about the Big =][= in a kill team is versatility. Sure you can only have one squad by default and that squad is, itself capped at 12 models BUT look at the variety of models you have to pick from. Your gaggle of henchmen are borrowed from all over the flavors of Imperial troops and support (how fluff appropriate). Just remember what each of yours is for and use Specialist rules to buff out their weaknesses. Some models can be flatly ignored: the mystic is pointless because you can't deep strike. The psyker is likewise undermined because Kill Team rules remove brotherhood of psykers, effectively making them nothing unless you can talk someone into houseruling them into ML1 psykers (feel free to try because they're a steal if you can). The servitor is more of a gamble than the previous two, potentially being a decently killy weapon platform that has a 50:50 chance of being useless on a turn-by-turn basis. Potentially worth the points, but use at your own risk. Daemonhosts have quite a bit of potential but be aware of how random then can be. Of course you could always field 20. EMfH means you'll need to roll a fresh power for each one every turn then and you'll win your games because every opponent will end the match in police custody from trying to murder you. Priests lose a lot of appeal because they no longer have anyone else to give buffs to. They can be tooled out for combat but always ask yourself if one of the cheaper options could do a better job in an assault. Speaking of which... The Arco-flagellant, crusader and assassin represent your assault. Crusaders can get stuck in pretty well on their own but don't expect them to hack through hordes. The assassin benefits hugely from Specialist rules that help her get in, smack someone and get out like Hit and Run. Consider bringing an arco-flagellant if you expect to be up against hordes or a vehicle: they may not be able to cut into MEQs like your assassins but they can lay out 4 attacks, survive with FNP and even pop light armor with glances (and guess what's the only kind of armor you can expect in Kill Team hmm?) Jokaero are welcome on any composition because they can bring anything you need. Slap a bunch in a Chimera and watch your opponent's face as barrel of space-monkeys lays out death from all ranges. Be aware however of RAW regarding their customization feature: EMfH states that models are deployed individually and customization's rules are 'when deployed' meaning each monkey is on his own and there's no way to use multiples for the +1 that lets you avoid the useless first result. Not a huge deal and even with the 35 point price tag the simian obliterators are worth it. Lastly we have acolytes. Good old acolytes. Between special weapons and varying degrees of armor you can purchase, these guys can ride the spectrum from cheap filler to psuedo-marine. They have access to the full, sexy range of guns and 3 of them can grab even nicer stuff. Put your specialist rules to work on these guys and you can have some scary custom soldiers. Stripped down they're absurdly cheap so if you're below your 12 model headcount and the point are around it never hurts to grab another. Transports are also available, giving you some option when it comes to getting your henchmen around. Given you're hard-capped on models compared to everyone else you have slightly more justification in grabbing a ride, especially if your expecting to be up against a swarm like orks or nids. Your pimpmobile can be upgraded like always but if you're not at 12 models always divide the cost of an upgrade by 4 and ask "will this be better than an extra acolyte?". The Chimera can allow lots of fire from within but be aware of it's price tag: 55 points is over a quarter of your assets. Still not bad if you've got a squad big enough to use it (and if you do, you're probably using stock acolytes who would appreciate the cover). The Rhino is another solid option and a little cheaper in exchange for limiting passenger shooting but if those two models shooting out of the hatch are Jokaero waving heavy flamers and whatnot it can be quite a threat. For small teams a Razorback can be a viable option, creating a bit of a firebase with it's heavy mounted weapon and BS4, just be aware that it's a cheap vehicle that can get pricey fast if you start up-gunning. [[Category: Inquisition]] [[Category: Warhammer Tactics/KillTeam]]
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