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==Imperial Guard== ===Why Play Imperial Guard=== *'''Pros''' **Kill Team is where the variety of the Imperial Guard can ''really'' shine, allowing you play obscure or custom regiments (those fancy conversions shown off in the codex for example) that would be too troublesome to convert or too expensive to buy for a full 40k army. **Orders let your guardsmen shoot better, stand firmer, move faster, and fight harder than the cultists they otherwise share stats with. **You have the most options for accuracy buffing of most teams, dirt cheap units and special weapons. *'''Cons''' **No Ratlings or Ogryns, despite them being perfect for Kill Team operations. **Most of your units will drop like flies. **No access to heavy weapons. **Losing your leader, and thus CP and orders, is much like Tyranids losing synapse. The rest of the match after that is probably going to be very brief and very painful. **Sergeants don't have access to boltguns in Kill Team. If you regularly model yours with a real man's gun in 40k you'll have to make a new one with something else for Kill Team. **No [[Sly Marbo]] **You're SOL for melee, considering that your only unit capable of doing any damage up close and personal is also the one unit you depend on for orders and will want to keep out of harm's way. ===IG Wargear=== *'''Frag Grenade''' (2 EP): Rather useless for your gunners with a grenade launcher, but this does give your other guardsmen the ability to toss out a Blast to cover some enemies. *'''Krak Grenade''' (2 EP): Another weapon for your other guardsmen, though this one is better suited for popping armor with high damage and AP1. *'''0-1 Medkit''' (2 EP): Grants your operative the {{W40kKeyword|Medic}} keyword and a special action that lets them heal a friendly operative 2d3 wounds, which is pretty major. *'''Carapace Armour''' (3 EP): {{W40kKeyword|Guardsman}} operatives only. Gives the average guardsman a 4+ save. *'''Scion Blade''' (1 EP): {{W40kKeyword|Tempestus Scion}} operatives only. This provides the guy slightly more powerful weapon with 3/4 damage. *'''0-1 Regimental Standard''' (3 EP): Grants the bearer a bigger boost, providing +1 APL to this model when capping objectives. They also get a new action where they plant the standard, letting any operatives of the same {{W40kKeyword|<Regiment>}} or {{W40kKeyword|<Tempestus Regiment>}} within square/3" to re-roll one defense die until the end of the turn. ===IG Units=== You may take two from the following list of fire teams. <tabs> <tab name="Guardsman Fire Team"> This Security fireteam is composed of 7 of the following: *0-1 Guardsman Sergeant (if you don't have another leader) *1-7 Guardsman Troopers *0-1 Guardsman Comms *0-3 Guardsman Gunners *'''Guardsman Sergeant (Warrior, Staunch, Marksman):''' The sergeant is likely going to be your go-to melee guy, as all your other operatives are stuck with mere bayonets while you get chainswords...or power weapons that do everything the chainsword does but better and costs nothing because NO POINTS LOL. **Of course, this fighting style limits you to only pistols, with their limited range. In this regard, don't bother with the laspistol. There's no use when the bolt pistol does its job but better. The plasma pistol does better than the other ones but getting the most out of it might prove dangerous with overcharging. **All this talk, however, discards the real reason you grab him - ORDERS! That's right, this guy is the only one who can issue orders by taking a Strategic Ploy and distributing it to all your friends within pentagon/6" of him. This is critical considering how many guys you'll be taking care of, and a guardsman comms becomes indispensable in that regard. *'''Guardsman Trooper (Marksman, Scout):''' Your average steadfast guardsman, stuck with his ever-trusty lasgun and bayonet. Being one of the few units with GA 2, this means that you'll compensate for their obvious frailty by being able to activate twice for every single space marine or tyranid and compensate for their measly APL 2. Don't be fooled by the 7 wounds you get, those 7 wounds means that this guy can take about 2-3 lasgun shots before going down *'''Guardsman Comms (Staunch, Scout):''' A trooper with the vox-caster, something made very important in the new edition. Not only can this device let the guardsman sacrifice an AP to grant a fellow {{W40kKeyword|Guardsmen}} operative within 6"/pentagon a free AP, but they can also spend an AP to relay any orders a leader issues to all {{W40kKeyword|Guardsmen}} operatives in the field. All of them. For that reason, you should be keeping this guy at least within ordering range of the sergeant. *'''Guardsman Gunner (Marksman):''' The value of this guy is apparent - You can only bring one of each gun for your team, so each choice has to be used to perform a specific goal. **The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - and in here, overheating won't kill you outright! The sniper rifle comes with plenty of caveats (Heavy means you can't move and shoot, damage isn't the greatest) but it comes with a better BS than any other gun short of the flamer, has Silent so you can hide and shoot, and deals a mortal wound on a crit. </tab> <tab name="Tempestus Scion Fire Team"> This Security/Seek & Destroy/Infiltration/Recon fireteam is composed of 5 of the following: *0-1 Tempestor (if you don't have another leader) *1-5 Tempestus Scion Troopers *0-1 Tempestus Scion Comms *0-2 Tempestus Scion Gunners *'''Tempestor (Warrior, Staunch, Marksman):''' The Tempestor comes as your most powerful warrior, acting as a slightly stronger guardsman. As with the sergeant, he has an unnecessary chainsword, leaving you an option between the power weapon's easier crits and the stronger but unwieldy power fist. **As with the sergeant, your melee weapon limits you to only pistols, with their limited range. In this regard, don't bother with the laspistol. There's no use when the bolt pistol does its job but better. The plasma pistol does better than both of the other ones, but getting the most out of it might prove dangerous with overcharging. **The standout feature of the tempestor is its ability to be a mini-Rambo. Each turn lets him pull off a Tactical Ploy without wasting a CP. This alone can give you a lot of mileage to make him a big badass. *'''Tempestus Scion Trooper (Marksman, Scout):''' Slightly better than the guardsman, but not by much. Each scion gets a spare wound, a 4+ save and their hotshot lasguns are a step up from the base guardsman's lasgun. In exchange, however, your scions are all GA 1. You're going to need all the advantages you can take if you want to nail a space marine. *'''Tempestus Scion Comms (Staunch, Scout):''' Unlike the guardsman, this vox-caster isn't quite as vital. What this provides is an AP exchange to a friendly {{W40kKeyword|Tempestus Scion}} Operative nearby. This means that they aren't as dependent on hanging around a Tempestor, so their purpose is more to support their fellow not-stormtroopers. *'''Tempestus Scion Gunner (Marksman):''' Your gunners are largely similar in options compared to the guardsman answer, though at a slightly stronger baseline. **The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - and in here, overheating won't kill you outright! Your one unique weapon is the hot-shot volley gun, which is your closest answer to a heavy weapon with Fusillade to offer covering fire and some mild armor-punching with P1. </tab> </tabs> ===IG ploys=== <tabs> <tab name="Strategic Ploys"> Unique among the entirety of Kill-Team is that these can be shared among your team. When your leader takes one of these ploys, he shares that ploy with any fellow operatives within pentagon/6". Of course, using this with a guardsman comms makes that effect board-wide too. On the other hand, all {{W40kKeyword|Tempestus}} operatives always get orders map-wide regardless of a Sergeant or comms. I guess all that fancy academy training really does pay off. *'''Take Aim! (1 CP):''' Any operatives affected by this order can re-roll 1s to hit while shooting. *'''Take Cover! (1 CP):''' Any operatives affected by this order can re-roll 1s when rolling saves. *'''Fix Bayonets! (1 CP):''' Any operatives affected by this order can re-roll 1s to hit while fighting in melee. *'''Move! Move! Move! (1 CP):''' Any operatives affected by this order can add a triangle/1" to their movement, which lets them slide a little bit further. *'''Special Forces (1 CP):''' The only non-order tactical ploy, and it's made for the scions. This allows any {{W40kKeyword|Tempestus Scion}} operative to use the '''Pick Up''' or any other mission-based action at one less AP. This has no minimum, meaning that you can have any scion to fulfill missions at the same rate as space marines. </tab> <tab name="Tactical Ploys"> *'''Bring it Down! (1 CP):''' The one thing guardsmen are known for - being a massive wall of lasfire. Whenever one operative shoots an enemy, any successive guardsmen that fire on this same enemy can re-roll their hit rolls. This is how you compensate for the weaknesses of your basic guardsmen by making each one support each other. </tab> </tabs> ===IG Strategies=== ===IG Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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