Kill Team: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
No edit summary
Line 11: Line 11:
==Warhammer 40.000: Kill Team Digital Supplement==
==Warhammer 40.000: Kill Team Digital Supplement==


In this game mode, players usually play a VERY small force (as small as ''200 points''), usually a single or two squads with all models played individually. Limitations are huge in this mode, like no [[Heldrake|Flyers]], [[Tervigon|H.Q.]], [[Riptide|anything with]] [[Wraithknight|more than 3 Wounds]] or [[Terminators|2+ armor]]. It has its own missions, "Warlord Traits" and rules specific to certain codices, but it's actually pretty fun.
In this game mode, players usually play a VERY small force (as small as ''200 points''), usually a single or a couple of squads with all models played individually. Limitations are huge in this mode, like no [[Heldrake|Flyers]], [[Tervigon|H.Q.]], [[Riptide|anything with]] [[Wraithknight|more than 3 Wounds]] or [[Terminators|2+ armor]]. It has its own missions, "Warlord Traits" and rules specific to certain codices, but it's actually pretty fun.


Also, [[Warhammer 40,000]] made cheap and much [[cheese]] avoided. What's not to like?
Also, [[Warhammer 40,000]] made cheap and much [[cheese]] avoided. What's not to like?


Most surely a [[Warhammer 40,000/Tactics|Tactica]] should follow. Eventually. At least you can find the [[Warhammer_40,000/Tactics/Imperial_Guard/Killteam|Imperial Guard]] and [[Warhammer_40,000/Tactics/Inquisition/Killteam|Inquisition]] kill team tactica.
Most assuredly a [[Warhammer 40,000/Tactics|Tactica]] should follow. Eventually. At least you can find the [[Warhammer_40,000/Tactics/Imperial_Guard/Killteam|Imperial Guard]] and [[Warhammer_40,000/Tactics/Inquisition/Killteam|Inquisition]] kill team tactica.


===Things that rock in Kill Team===
===Things that rock in Kill Team===


*'''Fucking Cheap''': Let's take it like you want a Kill-Team from scratch and do not use any squad(s) you already have that meets the criteria. Well, congrats! You probably only need one box or two of miniatures. This depends of armies and builds, of course; but by average, it's highly plausible have a Kill Team with less than 50$.
*'''Fucking Cheap''': Let's take it like you want a Kill-Team from scratch and do not use any squads you already have which meet the criteria. Well, congrats! You probably only need one or two boxes of miniatures. This depends on armies and builds, of course; but on average, it's highly plausible have a Kill Team for under $50.


*'''Much cheese avoided''': Enough of the [[Riptide#XV104_Riptide_Battlesuit|Riptide]], [[Wraithknight]], [[Heldrake]] (even with [[Warhammer 40,000 7th Edition|nerfs]]) and [[Wave Serpent]] dickery? Good news, many of the most overpowered units cannot be taken in a Kill-Team game. Some because they miss the requirements or because the 200 points limit makes them nonviable.  
*'''Much cheese avoided''': Enough of the [[Riptide#XV104_Riptide_Battlesuit|Riptide]], [[Wraithknight]], [[Heldrake]] (even with [[Warhammer 40,000 7th Edition|nerfs]]) and [[Wave Serpent]] dickery? Good news, many of the most overpowered units cannot be taken in a Kill-Team game. Some because they miss the requirements or because the 200 points limit makes them nonviable.  


*'''[[Your dudes]] friendly''': While much harder in entire armies, it's easy to empathize with a squad of individual miniatures and make your Kill Teams truly unique and YOURS. The Specialist rules only makes this decision easier. Remember the [[Last Chancers]], where everyone was different? Basically the same thing that you can do to your dudes, especially if you have bits of the race the Kill Team will be. "See that [[Necron]] Immortal with bits of Deathmark's rifle? That's X-547, my weapon specialist and a hotshot everywhere", or "I'm Kargoth, the Dirty fighter[[Khorne|Berzerker]]! I'm here to kick asses and chew gum! I'M OUT OF GUM." That kind of thing.
*'''[[Your dudes]] friendly''': While much harder in entire armies, it's easy to empathize with a squad of individual miniatures and make your Kill Teams truly unique and YOURS. The Specialist rules only makes this decision easier. Remember the [[Last Chancers]], where everyone was different? Basically the same thing that you can do to your dudes, especially if you have bits of the race the Kill Team will be. "See that [[Necron]] Immortal with bits of Deathmark's rifle? That's X-547, my weapon specialist and a hotshot everywhere", or "I'm Kargoth, the Dirty fighter [[Khorne|Berzerker]]! I'm here to kick asses and chew gum! I'M OUT OF GUM." That kind of thing.


===Things that Suck in Kill Team===
===Things that Suck in Kill Team===


*'''Every man for himself''': That's the rule who makes all the models separate units. While is cool and that, also makes them a lot more vulnerable. There's no way any specialist can be saved from a Plasma gun unless in cover, pay an Invulnerable or a lucky Gets-Hot. ''(*cough*Medic*cough*FeelNoPain*cough*)'' Also, Blast and Template weapons have their effectiveness reduced heavily because of the spreading of the models.
*'''Every man for himself''': That's the rule which makes all the models act as separate units. While it's cool and all, this also makes them a lot more vulnerable. There's no way any specialist can be saved from a Plasma gun unless in cover, pay an Invulnerable or a lucky Gets-Hot. ''(*cough*Medic*cough*FeelNoPain*cough*)'' Also, Blast and Template weapons have their effectiveness reduced heavily because of the spreading of the models.


*'''No place for vehicles''': Honestly, the 33 combined armor limit it's good to filter; but the vehicles who pass are squishy. Anything more durable than a [[Rhino Transport|metal box]] probably can't be included. And everyone knows how durable a Rhino is... Fortunately, many vehicles that can be included have nice rules that makes them gain some additional survivability.
*'''No place for vehicles''': Honestly, the 33 combined armor limit is a good filter, but the vehicles which pass are squishy. Anything more durable than a [[Rhino Transport|metal box]] probably can't be included. And everyone knows how durable a Rhino is... Fortunately, many vehicles that can be included have nice rules that makes them gain some additional survivability.


*'''Hard-as-hell assault''': Given that anyone can die more or less easily, available Assault vehicles are scarce and weak and (probably) will be a lot of scenery and cover; assault is highly unrecommended (more so than in vanilla 40k). This makes that certain available units like Slugga boyz, Berzerkers, Striking Scorpions and the like hit the bottom of choices. However, harder units like Ogryns, Banshees and even Possessed can do the trick with careful movement, avoidance of LoS or a plain an ol' metal box (or whatever they have).
*'''Hard-as-hell assault''': Given that anyone can die more or less easily, available Assault vehicles are scarce and weak and (probably) will be a lot of scenery and cover. Assault is highly unrecommended (more so than in vanilla 40K). This makes it so that certain available units - like Slugga Boyz, Berzerkers, Striking Scorpions and the like - hit the bottom of choices. However, harder units like Ogryns, Banshees and even Possessed can do the trick with careful movement, avoidance of LoS or a plain an ol' metal box (or whatever they have).


==See Also==
==See Also==

Revision as of 17:56, 10 August 2015

This article related to Warhammer 40,000 is a stub. You can help 1d4chan by expanding it

Kill Team refers to a singular form of squad organisation, closely related to the universe of Warhammer 40,000. But anyone known to role-playing are familiar with the concept.

In Warhammer 40,000, Kill-teams are squads of specialists, usually employed by the Space Marines of the Deathwatch, used in missions which large forces aren't the smartest idea to deal with them (It doesn't stops certain individuals from trying it anyway), like sabotages, assasinations, objective-identifiers, information stealers/retrievers and everything involving enemy territory and not a full-fledged invasion.

There are 3(or 4) forms to play with Kill-teams: the X-box360/PS3 videogame, the Warhammer 40.000 Roleplay books, and a digital supplement to the miniatures wargame.

Can be argued that the strikeforces lead by Hairgel during the events of the 1st and 2nd Aurelian Crusades can be considered Kill-Teams, but the sizes are close.

Warhammer 40.000: Kill Team Digital Supplement

In this game mode, players usually play a VERY small force (as small as 200 points), usually a single or a couple of squads with all models played individually. Limitations are huge in this mode, like no Flyers, H.Q., anything with more than 3 Wounds or 2+ armor. It has its own missions, "Warlord Traits" and rules specific to certain codices, but it's actually pretty fun.

Also, Warhammer 40,000 made cheap and much cheese avoided. What's not to like?

Most assuredly a Tactica should follow. Eventually. At least you can find the Imperial Guard and Inquisition kill team tactica.

Things that rock in Kill Team

  • Fucking Cheap: Let's take it like you want a Kill-Team from scratch and do not use any squads you already have which meet the criteria. Well, congrats! You probably only need one or two boxes of miniatures. This depends on armies and builds, of course; but on average, it's highly plausible have a Kill Team for under $50.
  • Much cheese avoided: Enough of the Riptide, Wraithknight, Heldrake (even with nerfs) and Wave Serpent dickery? Good news, many of the most overpowered units cannot be taken in a Kill-Team game. Some because they miss the requirements or because the 200 points limit makes them nonviable.
  • Your dudes friendly: While much harder in entire armies, it's easy to empathize with a squad of individual miniatures and make your Kill Teams truly unique and YOURS. The Specialist rules only makes this decision easier. Remember the Last Chancers, where everyone was different? Basically the same thing that you can do to your dudes, especially if you have bits of the race the Kill Team will be. "See that Necron Immortal with bits of Deathmark's rifle? That's X-547, my weapon specialist and a hotshot everywhere", or "I'm Kargoth, the Dirty fighter Berzerker! I'm here to kick asses and chew gum! I'M OUT OF GUM." That kind of thing.

Things that Suck in Kill Team

  • Every man for himself: That's the rule which makes all the models act as separate units. While it's cool and all, this also makes them a lot more vulnerable. There's no way any specialist can be saved from a Plasma gun unless in cover, pay an Invulnerable or a lucky Gets-Hot. (*cough*Medic*cough*FeelNoPain*cough*) Also, Blast and Template weapons have their effectiveness reduced heavily because of the spreading of the models.
  • No place for vehicles: Honestly, the 33 combined armor limit is a good filter, but the vehicles which pass are squishy. Anything more durable than a metal box probably can't be included. And everyone knows how durable a Rhino is... Fortunately, many vehicles that can be included have nice rules that makes them gain some additional survivability.
  • Hard-as-hell assault: Given that anyone can die more or less easily, available Assault vehicles are scarce and weak and (probably) will be a lot of scenery and cover. Assault is highly unrecommended (more so than in vanilla 40K). This makes it so that certain available units - like Slugga Boyz, Berzerkers, Striking Scorpions and the like - hit the bottom of choices. However, harder units like Ogryns, Banshees and even Possessed can do the trick with careful movement, avoidance of LoS or a plain an ol' metal box (or whatever they have).

See Also