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==Thousand Sons== ===Why Play Thousand Sons=== *'''Pros''' **One of only three (four if you count the CSM Icon of Flame) factions in the game that can make use of Kill Team's psychic phase without Commanders. **Despite all other units with a 2+ save (except Custodes) being barred from kill team, Rubrics can boost their save to a 2+ against attacks that deal only 1 damage. **-2 AP on all the Rubric Marine's standard ranged weapons will eviscerate GEQ opponents and seriously threaten other MEQ targets ''almost'' as severely. **The 1CP Hungering Warp Flame tactic makes Warp Flamers OP as fuck. Allowing you to advance in the movement phase with no penalty and guaranteeing any charge within 8” will be shredded by overwatch (still watch out for harlequins and howling banshees tho). *'''Cons''' **Limited weapon selection, literally two guns and a heavy for Rubricae. **Unlike all other space marines, your Rubric Marines do not have Transhuman Physiology, meaning if they do take (flesh) wounds, or if you have to patch them up with a ''Medic'', their accuracy will start to drop noticeably. **All your (non-commander) models lean heavy towards melee or shooting. If a rubricae gets punched or a Tzaangor shot then they can’t do much back. **A very limited model roster, fine for 100 points but with commanders you’ll find it tough against other armies such as SM who suddenly have loads of different models and lots of utility. ===TS Special Rules=== *'''Death to the False Emperor:''' You've seen it, you know. Any hit roll of a 6+ in close combat against an {{W40kKeyword|IMPERIUM}} model generates another attack roll against the same target with the same weapon. These bonus attacks cannot generate further bonus attacks. Also note, it you take two or more Flesh Wounds, you will be unable to trigger DttFE, due to the -1 or worse to hit. But considering your lack of close combat weapon options, you should avoid close combat wherever possible. *'''All is Dust:''' Unique to Rubric Marines and Rubric Marine Gunners, your +1 to saving throws against weapons with a damage characteristic of 1. Additionally the Rubric Marine Gunner ignores the -1 to hit penalty for moving and firing Heavy weapons. *'''Favoured of Tzeentch:''' Gives the model a 5+ invulnerable save. A good fall back save if your Rubric marines get hammered with meltaguns and overcharged plasma guns (because of All is Dust, see above). Not the most reliable save, but AP is plentiful in Kill Team and as one of the few factions that have them, it's better than nothing. *'''Aura of Dark Glory:''' Favoured of Tzeentch, but for your Tzaangors. +5 invulnerable save. Basically guardsmen armour, but one that you can take regardless, be it a lasgun or a meltagun. *'''Transhuman Physiology:''' Unique to the Aspiring Sorcerer only, this allows him to ignore the first flesh wound suffered for to hit penalties (won't stop the +1 to injury rolls though. Useful, but situational, as you don't necessarily want your sorcerer too close to the action in order to shoot/fight, since he can just smite instead. ===TS Faction Attributes=== *'''Brotherhood of Sorcerers:''' 2 psykers in your team can manifest per psychic phase instead of 1, and range of your psychic powers is increase by 3" **This looks great! You get the same buff that GK get and it was a big buff to them! Except to actually benefit from it you have to have 2 psykers in your team. And unlike GK only select TS models are psykers. So to actually use this ability you HAVE to take the drastically overpriced Scarab Occult Terminator, further reducing the size of a relatively elite faction and basically nerfing your team's effectiveness. The range benefit is also mediocre compared to the GK's +1 to Psychic tests, as the only psychic power your regular psykers have access to is Psybolt and 18" is already plenty of range on KTs small boards. Elites gives TS basically nothing. ***The one exception to the above is Commanders. Both of your commanders are Psykers, so you will already have 2 psykers on the board. And better yet, while GKs +1 would still be better, the range bonus can actually come into play with the 12" ranges on the Disciplines of Tzeench. Now if only anyone actually played Commanders... ===TS Ranged Weapons=== *'''Inferno boltgun:''' A boltgun, but with -2 AP. With a 24 inch range, very little will be able to stay out of range of -2 shots. You may not have many of them, but each of them that gets through is most likely going to hurt. Getting into Rapid Fire range boosts their effectiveness considerably, but also gets them within Melee threat range. Somewhere your definitely don't want to be! *'''Warpflamer:''' Identical to a flamer, but with -2 AP, this thing is scary, especially as you can Advance and still shoot with this thing! '''Heavy Weapons''' *'''Soulreaper Cannon:''' A up-gunned Heavy Bolter, it trades a third of the range for an additional shot and -3 AP, leaving most opponents with at best a 6+ Armour save (with the exception of, hilariously, other Rubric marines). Rubric Marines already can move without getting a -1 to hit when wielding heavy weapons. '''Pistols''' *'''Inferno bolt pistol:''' Like a bolt pistol, but better. Unfortunately you pay for that with the cost of the model, but in exchange you get -2 AP. That's going to leave most targets with a 6+ save if any, 5+ if your a space marine or it's not going to affect them if they're Harlequins. Still, you will more likely get your wound through if you manage to wound it. And you can use it is subsequent rounds of close combat. *'''Warpflame pistol:''' Similar in some ways to the hand flamer, this baby instead gets D6 shots at -2 AP, increasing the chances that one will at least wound. Should be seriously considered if you plan to run a rubric-heavy team, where you'll really ''need'' that second flamer to help ward off anything getting too close to your spooky-scary dudes. *'''Autopistol:''' A las pistol by another name, don't expect these to do much. In fact, you probably won't use this, as the short range generally means that the choice is usually shoot or charge. And in most cases, Combat is usually the better place to be, especially with Str4. Still, if you find yourself locked in combat for more than one round, use them. You never know what might happen. '''Terminator Weapons''' *'''Heavy Warpflamer:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Hellfyre Missile Rack:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Inferno Combi-Bolter:''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ===TS Melee Weapons=== *'''Chainsword:''' The trusty reliable chainsword, +1 Attack when used in combat and that's about it. Turns your Tzaangor's into decent CC combatants but not as good as Tzaangor blades. *'''Force Stave:''' The default weapon of both brands of Sorcerer. +2 str, -1 ap and Dd3 make it reasonable for primaris removal. *'''Tzaangor blades:''' -1 AP and +1 attacks makes these a nice default choice for Tzaangor, who probably wouldn't hit anything with their autopistols anyway. *'''Power Sword:''' Your Scarab Sorceror can swap his Combi-Bolter for one, but given he's already packing a Force Stave, he shouldn't. Exalted Sorc loses nothing taking one, but still shouldn't for the same reason. ===TS Psychic Powers=== *'''[Commanders] Gaze of Fate (Warp Charge 6):''' Gives you one free re-roll of any one roll until your next psychic phase. Better than the standard stratagem, without dipping into your CPs. *'''[Commanders] Treason of Tzeentch (Warp Charge 8):''' Beat an enemy model's Ld on a 2d6 and they become part of your kill team until the end of the fight phase. **with the overall lowered leadership in kill team and the ability to target normal mooks this becomes much better than its 40k counterpart. **Bonus points for killing 2 or more enemy models with overcharged plasma. *'''[Commanders] Bolt of Change (Warp Charge 9):''' The closest visible enemy model within 12" of the psyker takes d3 mortal wounds. ===Other Wargear=== *'''Brayhorn:''' Unique to the Tzaangors, It allows friendly Tzaangors within 6" to add 1 to their Advance & Charge rolls. Also allows the model to become a ''Comm'' specialist. Because blowing through a horn is an effective way to direct the firepower of a suit of power armour filled with dust... Consider converting your comm specialist 'gor with psychic radio antenna antlers or something if a literal musical instrument seems a little too silly. *'''Icon of Flame:''' At the start of your turn in the psychic phase, roll 1d6 for each model equipped with an Icon of Flame. On a 6, you cause a mortal wound to the closest enemy model within 12". Your 2nd psychic phase. Don't rely on it going off, but if it does, it's unlikely that your opponent has thought to keep a disposable body between the icon bearer and a more important target. ===TS Units=== *'''Aspiring Sorcerer (1) (Leader, Combat, Demolitions, Veteran)''' With a stat line identical to most space marine sergeants (including a 6" move compared to his Rubric marines) this guy is pretty reasonable, and as one of only two options when it comes to choosing a Leader, he is probably the standout winner. He is very limited choices for wargear; only being able to swap his inferno bolt pistol for a warpflame pistol. His only other weapon is a force staff, which while only -1AP, does deal D3 damage per wound, so can really deal out the pain in close combat. Being the only member of the kill-team with Transhuman Physiology helps him to keep hit accurately. He is no Melee monster though, with only a 3+ save (but also a 5+ invulnerable) to keep him going, so keep him out of bigger scraps unless he is well supported by Tzaangors. As the only psyker played exactly as set out in the book (Grey Knights were nuffed slightly), he gives a pretty reliable mortal wound factory, crippling and killing a single 1 wound model a turn. Occasionally he might roll high enough for D3 mortal wounds on the target, though this is only useful against targets with 2 or 3 wounds. Keep a CP handy though, as a dreaded Perils of the Warp has a good chance of killing him, and dealing damage to your seemingly untouchable automaton bodyguard. *'''Rubric Marines (Combat, Demolitions, Veteran):''' In comparison to the other space marines, Rubrics lost out Transhuman Physiology and dropped to a 5" Movement. In return, they gained a 5+ invulnerable save and the All is Dust ability. This means you will get a 2+ save against most small arms fire, and a 5+ invulnerable against anything with a half decent AP. And even against a meltagun, at least you get a 5+ save. At 5" move, you are slower then most marines, though on the small area of kill team, this isn't so much of an issue unless you need to get off the other side of the board. Can take inferno boltguns for longer range -2AP shooting, or warpflamers to Advance up the board and unleash a torrent of -2AP fire right into your opponents grouped together models (this works especially well with the ''Demolition'' specialism. Stay out of combat where possible, it is a waste of your abilities and you don't have pistols. Though an over watching flamer is still nasty. **'''Rubric Marine Gunner (1) (Heavy, Combat, Demolitions, Veteran):''' Limited to one per kill team, and thus only 1 Soulreaper cannon, this is still a good weapon and a good firing platform. Everything this apples to basic Rubrics applies here, but with the added benefit of being able to take the ''Heavy'' specialism, and the fact you ignore the -1 to moving and firing heavy weapons already. *'''Tzaangors (Combat, Medic, Veteran, Zealot):''' Your source of cheaper but still surprisingly tough bodies. With Str and toughness 4, and WS 3+ they are akin more to Ork boyz then to the cultists and pox walkers of other chaos kill teams. Cost about the same too, which means you will not be able to flood the battlefield in quite the same numbers as the other chaos kill teams. They do have a 5+ invulnerable save however, so they at least have a chance of stopping a meltagun from one-shooting them. They also move 1" faster than your Rubric marines, which is always handy. For options, they can either take chainswords and autopistols, or drop shooting altogether for tzaangor blades, giving you a respectable -1 AP in Melee. This synergises quite well with the passive effect of the brayhorn, and the ''Medic'' stratagem 'Stimm-shot', meaning that Tzaangors can cross the field into combat surprisingly quickly, which is where they do there best work. Whether that is taking out key enemy models, or holding them back from your Rubric marines so they can spend their time shooting. **Bizarrely enough these guys are one of the only SM or CSM kill team units which can be Medics. While this will not have much effect in the first few games, as you gain experience your ''Medic'' will be able to help keep your expensive marines in the fight, and even revive them if they go down (or twice in the same turn, if you have the CP to spend on this AND 'Immovable Automaton'). In regular matched play games, though, you'll have to settle for just combining Stimm-shot with the speed boosts of a brayhorn to make your 'gors, particularly a Combat specialist Twistbray, move fast and hit hard. **'''Tzaangor with brayhorn (Comm, Combat, Medic, Veteran, Zealot):''' Identical to a normal tzaangor, but with a big ass warhorn. You often see it recommended that it be taken as ''Comms'' to boost the shooting of your Soulreaper cannon, but 4 shots, decent strength and very good AP mean its close to its maximum potential as a D1 weapon already and any buffs will have rapidly diminishing returns. In fact, if you have both a bolter and a cannon on the same team with a comms, you're more likely to get a kill if you buff the bolter and let the cannon shoot as normal. Its generally not worth using the specialism on. Even as a non specialist though, this guy can really boost the speed of a tzaangor heavy kill team (as previously mentioned). This is also probably the 'gor you'll want to equip with a chainsword and autopistol, as he's probably going to end up hanging back a bit, so you might as well give him something to do in the shooting phase, for what little it's worth. **'''Twistbray (1)(Leader, Combat, Medic, Veteran, Zealot):''' Your tzaangor boss, and also you second choice for Kill team ''Leader''. Has exactly the same options as his subordinates, but with +1 attack and leadership. While he maybe more fragile then a Aspiring Sorcerer, the extra attack he gets over him (regardless of weapon load out) makes him a pretty good ''Combat'' specialist. 4 attacks with -1 AP is not something you can easily ignore. He will leave a mark if left alone, so use this to your advantage to keep shit away from your Rubric marine fire support. *'''Scarab Occult Terminator (Combat, Demolitions, Veteran):''' Your heavy hitters, coming stock with T4, 2A, 2W and a 2+ 5++. They retain their All Is Dust rule but are the prime targets for 2D weapons so don't count on them tanking too may hits as they are giant fire magnets. Stock equipment is a power sword and an Inferno Combi-Bolter. Up to two of these or their Gunner equivalent (see below) can stick Hellfyre Missile Racks on their backs for some sweet Strength 8 anti-Elite weaponry. **'''Scarab Occult Gunner (2) (Heavy, Combat, Demolitions, Veteran):''' These Gunners can swap out their combi-bolters out for a Heavy Warpflamer or a Soulreaper cannon, and aren't affected by moving and shooting for Heavy weapons. However, if you make one a Heavy specialist, you can use the '''MORE BULLETS''' heavy tactic to get +1 attack to '''EACH''' ranged weapon. If you give your Gunner a Soulreaper and a Hellfyre Missile Rack, probably two models are gonna have a pretty bad day as they take 5 S5 AP-3 1 Damage shots and 3 S8 AP-2 D3 Damage shots. Since you resolve all the attacks with one weapon before declaring your second set of shots, you can choose to hammer down a single target if it's somehow still standing or split them up between two models if the first set killed something. **'''Scarab Occult Sorcerer (1) (Leader, Combat, Demolitions, Veteran):''' Basically an a more expensive Aspiring Sorcerer. Moves at 5", but his 2+ save is solid. Runs around with an Inferno Combi-Bolter and a Force Stave. You can swap out the Bolter for a Power Sword, but why anyone would ever do that is beyond me. Unfortunately brutally overcosted, but in non-commander games he's your only option for getting that second Psybolt off. ====TS Commanders==== *'''Exalted Sorcerer (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Tzaangor Shaman (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ===TS Tactics=== *'''[Annual2019] Vengeance For Prospero (1CP):''' Use this Tactic at the start of the Fight phase. Until the end of the phase, the Death to the False Emperor ability generates additional attacks on hit rolls of 4+ instead of 6+ for attacks made by models from your kill team that target a {{W40kKeyword|SPACE WOLVES}} model. **Are you ever going to use this? Probably not. Still something to keep in mind when playing against dogs, though. *'''[Annual2019] Guided By the Past (1CP):''' Use this Tactic when you choose a model from your kill team to shoot in the Shooting phase, or fight in the Fight phase. Until the end of that phase, you can re-roll hit rolls for attacks made by this model that target enemy models that have already been chosen to shoot or fight this phase. *'''[Core/Elites] Veterans of The Long War (2CP):''' Use this Tactic when a {{W40kKeyword|RUBRIC MARINE}} or {{W40kKeyword|SCARAB OCCULT TERMINATOR}} from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model’s attacks that target {{W40kKeyword|IMPERIUM}} models, until the end of the phase. *'''[Core] Sorcerous Focus (2CP):''' Use this Tactic at the start of your turn in the Psychic phase. Pick a {{W40kKeyword|PSYKER}} model from your kill team that is within 2" of at least two other models from your kill team. Add 6" to the range of this model’s Psybolt psychic power, until the end of the phase. ** Gets your Psybolt to 27" with the Brotherhood of Sorcerers ability. Good if you prefer to keep your enemy at arms length for the first and second battle round, but still want to get in those mortal wounds! *'''[Annual2019] Webway Infiltration (Reserve) (2CP):''' Use this Tactic at the end of the Movement phase. Choose up to three models from your kill team that were set up in Reserve. Set one of those models up anywhere on the battlefield that is more than 5" away from any enemy models, and then set up any remaining models within 2" of that model, and more than 5" away from any enemy models. *'''[Annual2019] Ritual Slaughter (1CP):''' Use this Tactic at the start of a Shooting phase or Fight phase, if exactly 9 enemy models have been taken out of action during the course of the battle. Until the end of that phase, re-roll failed wound rolls for attacks made by models from your kill team. *'''[Annual2019] Power of the Cabal (2CP):''' Use this Tactic when a model from your kill team attempts to manifest a psychic power, before taking the Psychic test. Add 1 to the result of that Psychic test for each friendly model (other than shaken models) within 3" of the model attempting to manifest the psychic power. **Got a big clump of melee with your Sorcerer touching a Terminator/Lychguard/Paladin/Custodes? Pop this, get an easy D3 blast. Also remember that RAW, "each friendly model" counts itself! *'''[Annual2019] Guided by the Future (1CP):''' Use this Tactic when you choose a model from your kill team to shoot in the Shooting phase, or fight in the Fight phase. Until the end of that phase, you can re-roll hit rolls for attacks made by this model that target enemy models that have not yet been chosen to shoot or fight this phase. *'''[Core/FractalBlades/Annual2019] Hungering Warpflame (1CP):''' Use this Tactic in the Shooting phase, when you choose a model in your kill team to shoot with a warpflamer, heavy warpflamer or warpflame pistol. Until the end of the phase, you can roll two dice when determining the number of attacks made by that weapon, and pick the highest result. **This is insane on a demolitions specialist. **The Fractal Blades printing of the tactic card added the Heavy Warpflamer which wasn't in the game when the Core Manual was printed. This was promptly forgotten about when the tactic was reprinted in the Annual. As Annual explicitly supersedes all previous printings, this technically makes it no longer a valid target... but you should ignore that because its an obvious and stupid mistake. *'''[Core] Cycle of Slaughter (2CP):''' Use this Tactic at the end of the Fight phase. Pick a {{W40kKeyword|TZAANGOR}} from your kill team – that model can immediately fight an additional time. *'''[Core] Malicious Familiar (1CP):''' Use this Tactic at the end of the Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound. **Identical in operation to the Heretic Astartes and Death Guard stratagem, except this one, only cost 1CP rather than 2. *'''[Elites] Teleport Strike (Reserve) (1CP):''' Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models. *'''[Core/Elites] Immovable Automation (2CP):''' Use this Tactic when a Rubric Marine, Rubric Marine Gunner, Scarab Occult Terminator or Scarab Occult Gunner from your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead. ===TS Commander Tactics=== *'''[Annual2019] Empyric Translocation (1CP):''' Use this Tactic at the start of the Movement phase, if an {{W40kKeyword|EXALTED SORCERER}} from your kill team (other than a shaken model) is on the battlefield. Pick one other model from your kill team, remove it from the battlefield, then set it up within 3" of the Exalted Sorcerer and more than 5" from enemy models. The model set up in this way is not considered to have been within 1" of any enemy models at the start of the phase. *'''[Annual2019] Architect of Fate (3CP):''' Use this Tactic at the start of the Shooting phase. Pick an {{W40kKeyword|EXALTED SORCERER}} (other than a shaken model) from your kill team. All enemy models within 9" of that model that are Readied are no longer Readied. *'''[Annual2019] Bestial Prophet (1CP):''' Use this Tactic at the start of the Shooting phase or the Fight phase, if your kill team includes a {{W40kKeyword|TZAANGOR SHAMAN}}. That model gains the following aura ability until the end of that phase. As long as this model is not shaken, add 1 to hit rolls for attacks made by friendly {{W40kKeyword|TZAANGORS}} whilst they are within 6" of this model. *'''[Annual2019] Boon of Tzeentch (1CP):''' Use this Tactic in the Psychic phase, if the roll for a Psychic test made for a friendly {{W40kKeyword|COMMANDER}} was exactly 9. That model can attempt to manifest 1 additional psychic power this phase **Will only happen occasionally (fittingly, the chance of exactly a 9 on 2d6 is 1 in 9), but costs you nothing in the meantime as you only have to pay once you can get the effect. When it procs, you effective get to use Psychic Barrage for half price and without needing an Lvl 3 Psyker Specialism. Solid when you can use it, but definitely not something to rely on happening. *'''[Annual2019] Soul Flare (2CP):''' Use this Tactic when a {{W40kKeyword|COMMANDER}} {{W40kKeyword|PSYKER}} from your kill team is taken out of action. Before removing that model from the battlefield, roll a D6 for each enemy model within 9" of that model. On a 6, the model being rolled for suffers a mortal wound. **A 6 on a D6 is low odds for 2CP, especially given its only a mortal wound that has a 50% chance to kill. But a 9" radius circle does cover a lot of the board. Niche at best, but might come in handy one day. ===TS Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''TS Strategies:''' <div class="mw-collapsible-content"> Since Psybolts target the nearest '''visible''' enemy model, control your lines of sight for some truly fantastic psybolt aiming. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Invuln saves are great against TS Shooting, but terrible against Psybolts. Cheap and disposable units are great against Psybolts but die in droves against TS Shooting and melee. Mix the two, have your disposable units soak up psybolts (that have to target the '''nearest visible''' enemy model), and enjoy your Storm Shields surviving into the shooting/fight phases. </div> </div> ===TS Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *7 models, 100 points **Aspiring Sorcerer with warpflame pistol (Leader), 18 pts **Rubric Marine with Icon of Flame, 17 pts **Rubric Marine with warpflamer (Demolitions), 20 pts **Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts **Tzaangor with Brayhorn (Comm), 10 pts **Tzaangor, 7 pts **Twistbray, 8 pts *6 models, 100 points **Aspiring Sorcerer with warpflame pistol (Leader), 18 pts **2 Rubric Marines, 32 pts **Rubric Marine with warpflamer (Demolitions), 20 pts **Rubric Marine Gunner with soulreaper cannon (Heavy), 20 pts **Tzaangor with Brayhorn (Comm), 10 pts </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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