Kill Team: Difference between revisions
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*'''[[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 (or dont)=== | ||
*'''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. | *'''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. | ||
On the other side it is also a boon: Going to ground works a lot better and everyone can throw grenades. If you send out your leader or specialists alone you are doing it wrong. Bring some bodyguards and move them in front of your special dudes, so they can at least enjoy a 5+ cover save if all else fails. | |||
*'''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. | *'''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. | ||
Vehicles are incredible in kill teams: land speeders, sentinels, piranha, etc. can realy f*ck up sh*t and are almoust impervious to small arms fire. Mount a heavy flamer if possible and bring a bucket for your enemy's tears. Just watch out for those heavy weapon specialists with the ignore cover USR and dont get to close to krak grenade wielding marines. | |||
*'''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). | *'''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). | ||
Assaults do not need to be hard, especially if the enemy exploits the going to ground rule. And the small scale makes it even more epic. The lists of some armies can only deal with vehicles in close combat. And nothing is more satisfying then pulling of that last-round 10 inch charge against the dude holding the objective, caving in his skull und use his intestines to embellish the objective itself. | |||
==See Also== | ==See Also== |
Revision as of 09:10, 6 October 2015
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 (or dont)
- 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.
On the other side it is also a boon: Going to ground works a lot better and everyone can throw grenades. If you send out your leader or specialists alone you are doing it wrong. Bring some bodyguards and move them in front of your special dudes, so they can at least enjoy a 5+ cover save if all else fails.
- 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.
Vehicles are incredible in kill teams: land speeders, sentinels, piranha, etc. can realy f*ck up sh*t and are almoust impervious to small arms fire. Mount a heavy flamer if possible and bring a bucket for your enemy's tears. Just watch out for those heavy weapon specialists with the ignore cover USR and dont get to close to krak grenade wielding marines.
- 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).
Assaults do not need to be hard, especially if the enemy exploits the going to ground rule. And the small scale makes it even more epic. The lists of some armies can only deal with vehicles in close combat. And nothing is more satisfying then pulling of that last-round 10 inch charge against the dude holding the objective, caving in his skull und use his intestines to embellish the objective itself.
See Also
- The different branches of Warhammer 40,000 roleplay: Dark Heresy, Rogue Trader (RPG), Deathwatch (RPG), Black Crusade (RPG) and Only War.
- The blog The Heralds of Ruin have created their own Kill Team supplement which basically fucks over the Offical rules by amending rules like Orders and War Hymns, having whole armylists for each faction and the most amazing Campaign system I have seen for smaller game since fucking Necromunda and Mordheim. Find it here and be amazed: http://heralds-of-ruin.blogspot.dk/p/kill-team-rules.html
- Heralds of Ruin Kill Team Tactics