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==Astra Militarum== ===Why Play Astra Militarum=== *'''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. **With the ability to take an outrageous eight special weapons the Guard are your one stop shop for flamer, plasma, or melta spam. The sheer output of this many special weapons can annihilate some smaller elite teams but remain aware that you are extremely vulnerable to melee teams. Tyranids, Harlequins, and Death Guard can quickly overwhelm you if you don't keep your distance. **[[Sly Marbo]] *'''Cons''' **No Ratlings (besides the character duo from Blackstone Fortress), 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. **The Commanders and Elites expansions effectively unlocked the psychic phase for just about every faction that has psykers, except you. The Guard has only 2 options for have psykers in Kill Team. Both are commanders and only one is worth taking. And worse they're both from non-book sources, meaning they're often banned or not in play. This makes it difficult to mount a proper defense against psychic powers, and that's a fairly serious problem when use of the psychic phase has been expanded as much as it has. **Despite the Elites expansion promising a range of elite options, Veterans are still not one. So, if you had your heart set on a Die-hard team of elite veteran troops from any of your favourite guard novels you are out of luck. You will have to look elsewhere or settle for regular mooks/storm troopers with no options in between. ===AM Special Rules=== *'''Voice of Command:''' Once per battle round and if the Leader or an {{W40kKeyword|OFFICER}} is not shaken or out of action, they can issue an order to another (not themselves) friendly non-shaken, non-Commander model within 12" at the start of the shooting phase. These orders are: **'''Take Aim:''' Reroll hits of 1 until the end of the phase. **'''Bring it Down!:''' Re-roll wound rolls of 1 for until the end of the phase. **'''Forwards, for the Emperor!:''' The ordered model can shoot even if it advanced. **'''Get Back in the Fight!:''' The ordered model can shoot even if it fell back. **'''Move! Move! Move!:''' The model can advance as if it was in the movement phase. **'''Fix Bayonets!:''' An ordered model within 1" of an enemy can fight immediately as if it was in the fight phase. *'''Vox-caster:''' As long as a friendly model with a vox-caster is on the field and not shaken, failed nerve tests for {{W40kKeyword|ASTRA MILITARUM}} models can be re-rolled. ===AM Regimental Doctrines=== When you add a model to your command roster, you can assign it a regiment. If all the non-scion, non-Ogryn models on your Kill-Team (yes kill team, not roster so you can have multiple regiments represented across different lists) are in the same regiment, those models get access to their Regimental Doctrine. This means Ogryns and Scions don't get access to regimental doctrines, but they also don't prevent them either. However, if your list consists of only Scions, you do get the Militarum Tempestus doctrine. *'''[[Armageddon Steel Legion]] - Industrial Efficiency:''' Rapid Fire fires its double shots at 18" rather than at half range. Does not eliminate the Hit penalty from being at long range though. Only applies to Lasguns and Plasma Guns, as scions aren't affected. *'''[[Cadia|Cadian]] - Born Soldiers:''' Re-roll unmodified hit rolls of 1 in the shooting phase for models that haven't moved in this battle round. If a model is issued the "Take Aim!" order and it has not moved in this battle round, re-roll all failed hit rolls for that model until the end of the phase. **This gives Cadians some of the most lethal plasma shooting in the Imperial Guard, and maybe the whole game, effectively freeing you to supercharge up to 4 plasma guns, and a pistol, to your heart's content. *'''[[Catachan]] - Brutal Strength:''' Add 1 to the Strength of your kill team's models. Add 1 to the Ld of models in your kill team if they are within 6" of a friendly Catachan Officer. **Of questionable usefulness. Sure, this lets your guardsmen punch like space marines, but they still take a punch like plain old guardsmen, and your sergeant is the only effected unit that actually has melee wargear. Might give you an edge if you decide to pull a wild card and charge some cultists or Tau, but that's pretty much it. **The Ld boost ''could'' come in handy, but it only applies to Commander games as only the Platoon/Company Commander can have the required keywords. All other Commanders either lack the {{W40kKeyword|OFFICER}} keyword (e.g. Commissars) or cannot be drawn from a Regiment to get the {{W40kKeyword|CATACHAN}} keyword (e.g. Tempestor Prime). If you want better morale, just take Valhallan, its strictly better. *'''[[Valhalla|Valhallan]] - Grimm Demeanour:''' Roll nerve tests on a D3 instead of a D6, so you need 4 models out of action to even have a chance of failing. Also, as a 1 is always a pass, you always have a 33% chance to pass nerve tests. For any non-horde lists, after 4 models OOA you've probably already lost anyway. *'''[[Vostroyan]] - Heirloom Weapons:''' Ignore long range penalties, like the sniper rifle. *'''[[Tallarn Desert Raiders]] - Swift as the Wind:''' All non-Heavy weapons can be fired after advancing like they were assault weapons, and assault weapons no longer take the penalty to hit. **Basically turns your guardsmen into budget Eldar, and can make a meltagun-armed scout specialist downright scary. *'''[[Militarum Tempestus]] - Storm Troopers:''' If inside half range, you get an additional shot when you roll 6's on the hit roll. There is nothing stopping this new attack from generating yet another new attack. **Perhaps this was intended to be unique to Scion models but by RAW this Doctrine can be applied to your regular guardsman. You can choose any Regimental Doctrine to apply to your guardsman and its one of them, the only restrictions actually in place are that ''already'' have the {{W40kKeyword|MILITARUM TEMPESTUS}} keyword never be drawn from other regiments. So if you want your mixed team to all benefit from a doctrine, consider this. ***<span style='color:Purple> Not working because for the Tempestus to gain this doctrine, every member of the team MUST have the '''MILITARUM TEMPESTUS''' keyword. This way you would have regular guardmen generating more hits, not actual tempestus. </span> A keyword that the guardsmen get by taking the Miltarum Tempestus as their subfaction. Which is the point. <span style='color:Purple> This is not 40k, where units have their regiment as keyword, so this strategy is illegal. </span> Yes they do. Elites Pg 16 ''"Its Sub-faction is treated as an additional keyword that the model has, so a model drawn from the Ultramarines has the ULTRAMARINES keyword"''. Section is a mess with discussion, will format into a proper explanation soon. *'''[[Mordian Iron Guard|Mordian]] - Parade Drill:''' Grants a +1 bonus to leadership and the ability to hit on 5's in overwatch to any troops in contact with 2 other Mordian troops. **Putting your guys together mean that charges that do make it (which even at 5's will be many) are more likely to lock down multiple models as well as giving your opponent the ability to split shots for a better kill rate. If you need overwatch, flamers autohit. If you need Ld, take Valhallans. ===AM Ranged Weapons=== *'''Frag Grenades:''' Included with every Guardsman and Storm Trooper. Since grenades are exempt from the long range penalty, throw one when things get too uncomfortable. Normally only one model may throw a grenade per turn, but the Grenadiers Tactic can allow you to use as many grenades as you have CP to spend on the Tactic. *'''Krak Grenades:''' Storm Trooper exclusive. *'''Laspistol:''' The default pistol for the Sergeant. However, for the same cost of free, a bolt pistol can be taken in its place. Leave the laspistol for better uses, like baking potatoes during KP. *'''Hot-shot Laspistol:''' The default pistol for the Tempestor. It is the shortest range weapon in the Guard's arsenal at 6", on par with grenades. Compared to the bolt pistol, it has less Strength but better AP. *'''Bolt Pistol:''' The Sergeant or the Tempestor can take this for free. It is a flat upgrade for the Sergeant, should he not choose the Plasma Pistol. *'''Plasma Pistol:''' For the cost of a measly point, the Sergeant or Tempestor may replace their laspistol with a plasma pistol. <s> Use this if you expect to deal with MEQs, but remember to use 'Take Aim' first. While take aim makes you more likely to hit an unmodified one will still kill you. Don't overcharge unless you're sure. </s> Modifiers are plus and minus to hit. You still get to reroll that first roll of 1 and only die if you roll another 1. *'''Lasgun:''' The Lasgun is the default weapon of both the 'Infantry Squad' Guardsman and the 'Special Weapons Squad' Guardsman. Obviously Free. The weapon of choice for a Guard blob. *'''Hot-shot Lasgun:''' The default zero cost pick for the glory boys. The 18" range in Kill Team will be punishing, as most enemies will drop their -1 to hit within 12" before the 9" required to reach with the hot-shot. However, the AP-2 makes this baby a lot nicer than your standard lasgun all-round, especially against GEQs and MEQs. *'''Hot-shot Volley Gun:''' With 4 shots, S4 and AP-2, this is one of the best weapons the Guard can take for Kill Team. Scion Gunner exclusive in addition to 3 points. Obviously best used with a Heavy Specialist to re-enact scenes from ''Predator.'' *'''Plasma Gun:''' For 3 points, a 'Infantry Squad', a 'Special Weapons Squad' Guardsman, or a Stormtrooper can have the potential to down an Astartes without any assistance, or a Primaris on an overcharge, in a single turn. Be sure to order 'Take Aim'. *'''Sniper Rifle:''' A weapon capable of mortal wounds in addition to the standard single wound on 6+ wound rolls and doesn't suffer the long range hit penalty. That's, pretty much all it's got going for it. In the hands of a Guardsmen it can only hit on a 4+, and unlike Scout Marines, your guardsmen have no shortage of more powerful and reliable special weapons to choose from. **Because the mortal wound ability doesn't specify an ''unmodified'' roll of 6+, it can seem tempting to give it to a Demolitions specialist to increase the chance to proc a mortal wound. Against an obscured enemy and with the tactic, you'd only need a 4+ to get a mortal wound. Indeed this increase the chance to kill a MEQ by 40% ... from 5% to 7%, for an absolute gain of 2%. In comparison, the lowly grenade launcher using the same buffs improves by a similar absolute value AND comes out in total kill chance against basically all targets. Or you could put it on a flamer for a 23% chance to kill that MEQ AND a 7% absolute gain from those buffs. The specialism and the CP are best spent elsewhere. Keep the sniper rifle only for times you literally can't spend more than 1 point on a weapon, it is after all still better than a lasgun, right? Even then, only against 3+ Svs and better, or when you can't risk getting closer enough for Rapid Fire range. *'''Grenade Launcher:''' Send Krak and Flak Grenades at the range of a lasgun. Perfect for a demolitions specialist to remove the Tau plants infesting the structures. Note that this weapon is 'assault', so keep it firing. Available to both Scions and Guardsmen as of the latest FAQ. Be sure to order take aim when shooting the krak profile. 2 points. *'''Flamer:''' For 3 Points, your guardsmen or scions can trade their worry of ballistic skill for worrying about their armor save. When use properly, however, this weapon can lock down corridors, and oust infantry dependent on cover saves. Obviously more cost effective on Guardsmen than Storm Troopers. *'''Melta Gun:''' A true threat on the table. Expect the enemy to give priority to this model, so put it on a Storm Trooper for extra survivability (3+ save). Make him level 1 sniper for rerolling 1s to hit, and keep your comms specialist nearby to have a BS of 2+, rerolling 1s, with an almost guaranteed 2+ wound roll, and the -4 AP making sure this will drop nearly anything in shooting. Not only will the weapon drop its long range penalty at 6", but will allow the choice from two dice to select from when applying wounds instead of just 1. Great for making sure Death Guard take multiple save and injury rolls. 3 point cost. *'''Frag Bomb:''' A frag grenade with a bigger boom given for free to Ogryns and Bullgryns. A whopping +1S upgrade, but otherwise identical *'''Grenadier Gauntlets:''' Take the Frag Bomb, make it Assault instead of Grenade, up the range to 12" and you have this, the default Bullgryn weapon. Spend the extra 2 points and swap it for the Maul. *'''Ripper Gun:''' Ogryns aren't very good shots but thats OK because their default gun isn't very good either. 12" range Assault 3 and S5. No AP, No multidamage. Chances are a stock standard Scion will be more deadly, and even he has better range. And you can take 3 scions for 1pt more than an ogryn. *'''Negotiator Pistol:''' A bolt pistol with AP-2 and an extra shot. Rogue Trader Neyam Shai Murad takes a pair of them. *'''Demolition Charge:''' The same as the one taken by GSC. The same power (seriously, its like a super charged plasma gun with d6 attacks), and the same once-per-battle limitation. Taken only by Raus. ===AM Melee Weapons=== *'''Chainsword:''' Default free choice for Sergeant and Tempestor. +1 Attack. *'''Power Sword:''' A Sergeant or Tempestor may upgrade to a power sword for 1 point. Gotfret gets it for free. *'''Power Fist:''' A Tempestor may upgrade to a power fist for 2 points. *'''Bullgryn Maul:''' Bullgryn can take this in place of a grenadier gauntlet for 2 points. A D2 power maul for squishing enemies *'''Ripper Gun:''' The Ogryn default weapon gives them this profile for melee as well. Only better than the Close Combat weapon everyone is assumed to have by virtue of being AP-1. *'''Force Stave:''' Staff and whomping stick of Aradia Madellan, Primaris Psyker. S+2 AP-1 and Dd3 might not on par with a Power Fist, it still does pretty well in scrap. ===AM Psychic Powers=== ====Eisenhorn==== Exclusive to Eisenhorn *'''[WD2019July] Enforce Will (Warp Charge 8):''' Pick a visible enemy model within 12". You can immediately shoot or fight with that model as if it were your own and it was the respective phase. **Its essentially CP-free Mindshackle Scarabs. A WC of 8 is effectively the same check you'd have to make against an Ld7 so its no different against a Marine but you get no bonus for targeting a weak-willed guardsman, but now its at 12" instead of 6" and the model can fight, not just shoot. Its not often that you're going to want to use this over Psybolt but in rare instances like hitting the plasma gunner and overcharging for a chance at 2 kills or turning a powerful special weapon on their own team might pay off. ===AM Units=== *'''Infantry Squad Guardsmen (Leader [Sergeant Only], Heavy [Gunner Only], Comms [Vox-Caster Only], Medic, Demolitions, Scout, Sniper, Veteran):''' A regular old guardsmen with a lasgun isn't worth much more in Kill Team than they are in 40k, but like 40k, you can bring a ''lot'' of them for their cost, and they can shoot better than Boyz or Termagants **Cheap, with a base price of 5 points. **'''Infantry Squad Sergeant (1):''' Lacks a lasgun, but gets a choice of pistols and melee weapons. Your cheapest leader option when you want the most boys on the field, but even if you have something else as your leader, it might be a good idea to bring a sergeant anyway as a cheap melee scout or veteran specialist. **'''Infantry Squad Guardsman Gunner (1):''' The difference between the gunner and the average guardsman? This one gets a different weapon. He's pretty much here if you've run out of spaces for special weapons guardsmen. **'''Infantry Squad Guardsman with Vox-Caster (1):''' Only 5 points more than the run of the mill armydude and he becomes your most likely comms specialist. *'''Special Weapons Squad Guardsmen (Heavy [Gunner Only], Leader, Medic, Demolitions, Scout, Sniper, Veteran):''' Identical to regular guardsmen, except these are the guys that can bring the special weapons you'll ''need'' to bring down the bigger nastier stuff that would otherwise mulch right through [[your dudes]]. **There is basically no difference between the "Infantry Squad" Guardsman and this one, save a change in keyword, and that leader specialization isn't limited to specific models from this unit. The latter is likely a typo, but it was never FAQed, so if you want to keep your leader out of close combat, or even give him a special weapon, these are your dudes. You'll just be sacrificing the Ld of a Sergeant or Tempestor to do it. **'''Special Weapons Squad Gunner (3):''' Here's your means of grabbing the nice guns, which you'll probably need to fight anything tougher than a gaunt or a heretic. *'''Tempestus Scion (Leader [Tempestor Only], Demolitions [Gunner Only], Heavy (Gunner Only], Comms, Medic, Scout, Sniper, Veteran]:''' Bigger, tougher, better guardsmen (think MEQ shooting and armour save) that have have hot-shot las weapons instead of regular las, krak grenades, and can take hot-shot volley guns instead of sniper rifles for more [[dakka]]. Take if you want a team focused on quality over quantity. Or, even if you have a team of regular dolts, it might be a good idea to bring a Tempestor as your leader to have a more survivable source of orders. **A regular scion can take a vox-caster for 5 additional points. The model also gains a hot-shot laspistol for free with its vox-caster and has the option of keeping or ditching its hot-shot lasgun. A scion with a vox-caster is the only model that can be a comms specialist from this unit. **Near double the base price of a regular guardsman at 9, and 10 for the Tempestor or Scion Gunner, so you'll be running 10 dudes at best. **'''Tempestus Scion Gunner (4):''' An extra point permits the gunner to grab the nice guns, including the hot-shot volley. **'''Tempestor (1):''' Also a point more than the average scion, but this nets him a melee weapon (chainsword, power sword, or powerfist) to throw down. *'''Pious Vorne (BSF/Annual2019) (Zealot [Specialist Retainer]):''' If you wanted a zealot without dipping into the specialist pool (or at all as AM), Vorne's got you covered. Don't be fooled by that plate armor her model is wearing, though. With a 7+ save, apparently it's literally made of wet rotten cardboard. However, Vorne does get a Feel No Pain that works on 5+ and re-rolls attacks when charging or gets charged. Her lone weapon works in both melee with S+1 AP-1 or as a heavy flamer that re-rolls the number of hits when shooting {{W40kKeyword|CHAOS}} models. **Unlike the Ratling twins, she does qualify for Regimental Doctrines. **Unfortunately they took away her ability to take orders in Annual 2019, meaning no more Fix Bayonets! shenanigans. *'''Rein & Raus (BSF/Annual2019) (Sniper [Specialist Retainer][Rein Only]):'''The twin ratlings are always taken as a pair and Rein must take your sniper slot, but does not otherwise contribute to the 3 specialist limit. Armed with a BS2+, stub pistol and sniper rifle, Rein gets to re-roll hits and wounds with his rifle if his brother can see his target. Unfortunately it's still a sniper rifle, and so still underperforms compared to other weapons in your arsenal. He also prevents you from taking Sniper on a plasma gun for safe(ish) super charging. Raus gets his own stub pistol, a grappling hook to climb any distance as well as a single-use demo charge that's likely to insta-kill most things with his BS2+. Both of them can immediately move after shooting, and add -1 to any attacks against them if they're in cover. Combined with their two wounds and diminutive model size, the twins can actually be surprisingly durable, despite their T2 and 6+ save. Watch out for flamers or models that ignore cover though. **They are Auxilla, so do not qualify for Regimental Doctrines. *'''Gotfret de Montbard (WDSept2019/Annual2019) (Combat [Specialist Retainer]):''' Crusader originally from Blackstone Fortress Escalation. Armed with Power Sword and Storm Shield. While he unfortunately didn't keep his Deny the Witch ability from 40k, he is beast in melee with Hacking Advance generating 2 hits on every unmodified hit roll of 6. And thoughtfully, they made him a Combat specialist meaning you can take him with Pious Vorne and populate your entire kill team with the faithful. **Because his Specialist Retainer text doesn't include any text about the stat boost being included in his statline like every other Character does, this means he actually has 5 attacks. Add in Hacking Advance and thats a lot of attacks every turn. **Unfortunately they took away his ability to take orders in Annual 2019, meaning no more Fix Bayonets! shenanigans. *'''Ogryn (Leader [Bone 'ead only], Combat, Demolitions, Heavy, Veteran) :''' Ogryn can't shoot worth a damn, but that's okay. What Ogryn are for, and what an otherwise very shooty and very squishy team ''really'' needs them to do, is smash faces. And Ogryn do that rather well. Three S5 AP-1 attacks will certainly make a dent in just about anything. Post errata, can no longer take orders. **'''Ogryn Bone 'ead (1):''' Despite not being able to take orders post errata, a bone 'ead can be a leader and issue orders, so if you want the toughest source of orders you can get, a Bone 'ead is the way to do it. *'''Bullgryn (Leader [Bone 'ead only], Combat, Demolitions, Heavy, Veteran):''' Post errata, can no longer take orders. **'''Bullgryn Bone 'ead (1):''' Despite not being able to take orders post errata, a bone 'ead can be a leader and issue orders, so if you want the toughest source of orders you can get, a Bone 'ead is the way to do it. Plus the Bullgryn Bone 'ead is even tougher than the normal Ogryn, plus he can mix in melee with the best of them. ====AM Commanders==== *'''Janus Draik (BSF/Annual 2019) (Logistics):''' <span style='color:red>'''[ADD YOUR AM SPECIFIC OPINION HERE]'''</span> **Unclear if qualifies for Regimental Doctrines, as the ability comes from having a regular Keyword, but the Keyword is added to models with the Faction Keyword. *'''Inquisitor Eisenhorn (WD2019July) (Strategist):''' At 70pts at level 1 and cool 105pts at 4, Eisenhorn is the single most expensive Commander available to the AM. <s>Unfortunately he's the victim of another statline screw up, losing FOUR wounds, THREE attacks and dropping down from a Ld 10 and a 4+ to Ld7 and a 6+. In other words they copy pasted the Bloodletter statbox from the same issue and forgot to change the statline. And a damn shame too. Giving Ld10 to all your Guardsmen in 6", psyking and 4 attacks with a D-D3 weapon would have made him a solid contender despite the cost. As it is? Well lets just hope they release some errata. </s> - The White Dwarf that was released fixed this, making his LD 10 and with 5 wounds. ** Qualifies for Regimental Doctrines. *'''Espern Locarno (Blackstone Fortress) (Psyker):''' This navigator isn't much to write home about, with only a 4+ Invul and a melee weapon that deals Dd3 at S3 AP0 separating him from the common leader, but he has his psybolt that can deal mortal wounds to a designated model even if they're not the closest. Like the Grey Knights, his psybolt is limited to a 12" range. ** Qualifies for Regimental Doctrines. *'''Platoon/Company Commander (Leadership, Logistic, Shooting, Stealth, Strategist):''' The cheapest commander choice in the game, only the Commissar is as cheap as the platoon commander. You can almost always afford the extra five points for +1W, Ld, and order. In no way a beatstick, the commanders give extra orders, one for the platoon, two for the company commander. Their aura tactic makes an order affect all units within 6" of the ordered model, which can be a fantastic boost for a plasma blob. Has a refractor field for a 5+ invulnerable save, which can keep them a little more durable than your opponent may expect. It may be worth it to give them the plasma pistol and power fist for emergency combat, since they are cheap. ** Qualifies for Regimental Doctrines. *'''Tempestor Prime (Leadership, Logistic, Shooting Stealth, Strategist):''' More expensive and generally less useful than the Platoon and company commanders. Pays 10 extra points for the same statline as the Company Commander, except a 4+ save, but no invulnerable, a hot-shot laspistol, Krak grenades, and needing to pay an extra 2 points for the second order. Unless you think you can get a lot of extra mileage out of the 5+ overwatch from his aura, you should probably give him a pass in favor of the Company Commander. ** Like other Militarum Tempestus models, only qualifies for their Regimental Doctrine but does not prevent other doctrines. *'''Commissar/Lord Commissar (Fortitude, Leadership, Logistics, Melee, Shooting, Strategist):''' The Lord Commissar costs extra, but gets better Ld, Wounds, a BS/WS of 2+, and a 4+/5++ instead of just a 5+. While the base Commissar is a good choice if you just want the morale boosts, the LC can do fairly well in melee if equipped with a Power Fist. That said, the abilities are more geared towards holding together after everything's gone wrong, while the Platoon/Company Commander tend to be more proactive. No variant qualifies for Regimental Doctrines. **'''Feodor Lasko:''' A named Commissar with his own specialism. Really, really wishes he had a power fist. Without one, it's not worth going beyond level 1 for the durability boost. The 5 points he costs over a regular Commissar of the same level goes to paying for his Power Sword and Plasma Pistol. Can use normal Commissar exclusive tactics. Might have a 5++ Refractor Field depending on how you interpret the datacard. ***'''Commissar specialism:''' Feodor Lasko's unique skill tree, with the following skills. ****'''Level 1: True Grit:''' +1 to Toughness, built into the statline. ****'''Level 2: Skilled Swordsman:''' Re-roll unmodified 1s to hit and wound in the Fight phase. ****'''Level 3: Grav-Chute''' Acts like an always-on version of the Level 1 Logistics Tactic. ****'''Level 4: I've Had Worse!:''' FnP on a 5+. If he already has FnP from another source, choose which source applies and re-roll FnP results of 1. **'''Severina Raine (White Dwarf) (Leadership):''' Essentially a Commissar statline with a 4+ save and a slightly improved Chainsword and Bolt Pistol. Like Lasko, she can use regular Commissar exclusive tactics. She only costs 20pts but has no options for better weapons. She does have a special rule letting units within 6" automatically pass Nerve tests while she is in combat, but she doesn't have the gear, statline or specialism to survive there and neither do your guardsmen. While Annual2019 face her point values for higher levels if you're (rightfully) ignoring the Commander's FAQ, she's still basically terrible. If you like the model, take her as regular Commissar. *'''Taddeus the Purifier (Blackstone Fortress) (Ferocity):''' You got yourself a beefy preacher with only a rosarius and 4W for protection. As a melee combatant he's not much, but re-rolls hits on a charge or when he's charged and he's got a power maul and two pistols (neither are very effective, but he gets to fire both and one of them shoots three times). He's also handy to get the troops in on the fight with his free, always-on aura granting an additional attack to the troops within 6" and to himself. Ridiculously overpriced for what he offers, as a Power Fist Lord Commissar is 19 points cheaper, infinitely more capable in combat and more than makes up for the extra attacks from your useless guardsmen. **Qualifies for Regimental Doctrines, and was updated in Annual 2019 to not be affected by Orders. *'''Sly Marbo (Elites) (Legendary Hunter Level 4 Only):''' Youβre joking, right? You actually NEED a reason to take Sly Marbo? Well, he always wounds on a 2+, he can perform one of three different out-of-sequence attacks after being set up from reserves, and with Like Fighting A Shadow he can return to reserves to do it again. His lack of AP is annoying, but his unique Tactic makes that a non-issue in melee. Oh, and remember that Orders don't work on him, but now no orders work on any commanders, so this is a pointless distinction. Regimental Doctrines still do, so you can have a Mordian Sly Marbo if you like. **With the new Dev Commentary he's now not an option in Matched Play at all, as they've made it mandatory that all commanders be taken at Level 1 going against their own rules in the Commanders book, that's right he's so powerful kill team can't contain him. *'''Aradia Madellan (WDSept2019) (Psyker):''' Sanctioned Primaris Psyker originally from Blackstone Fortress Escalation. Armed with a Laspistol, Force Stave and her own mind. She can also give a single model within 6" Superior Transhuman Physiology for the round. ** Costing the exact same as Eisenhorn at every level basically puts her totally out of contention. Compared to the Inquisitor she has worse weapons, worse statline, no FNP, and her ability is likely going to be less useful than Unquestionable Wisdom which gives your weakwilled guardsman an Ld that makes Custodes look like cowards. She also doesn't qualify for Regimental Doctrines like Eisenhorn does (but doesn't prevent them either) *'''Neyam Shai Murad (WDSept2019/Annual2019) (Shooting):''' Rogue Trader originally from Blackstone Fortress Escalation. Armed with a pair of Negotiator pistols but weirdly not her own sword-leg. Is always considered readied and ignores obscurity. Not bad in combat, but too expensive **Unclear if qualifies for Regimental Doctrines, as the ability comes from having a regular Keyword, but the Keyword is added to models with the Faction Keyword. **Also unclear is if her Quick Draw ability lets her shoot when she advances. It needs to be FAQ'd but until then ask your opponent/TO before you try it in game. If you're the one being asked, consider allowing it - Neyam is not a particularly great Commander for her cost otherwise. ===AM Tactics=== *'''[Elites] Aerial Drop (Reserve) (1CP):''' Used at the end of the movement phase, bring in any combination of 3 {{W40kKeyword|Militarum Tempestus Scions}} and/or {{W40kKeyword|Tempestor Prime}} models from reserves and put them anywhere more than 5" away. Weird they didn't just say 3 models with the "Militarum Tempestus" keyword. *'''[Core] Get Down (1 CP):''' When an enemy unit shoots at one of your units, so long as your unit is obscured, this adds an additional -1 penalty to their hit rolls. *'''[Core] Cunning Strategy (2 CP):''' Your leader or {{W40kKeyword|Officer}} Commander can issue an additional order. *'''[Core] Reserves of Courage (1 CP):''' In the morale phase, if a model needs to take a Nerve test it rolls a d3 instead of a d6 for the test. *'''[Imperator] Sir, Yes Sir! (2 CP):''' After picking a model to be affected by an Order, everyone other than the Leader within 3" of that model also benefits from that Order. Mutually exclusive with Cunning Strategy. Not a bad idea if you wanted to stack Take Aim on a group of, say, 8 plasma gunners. *'''[Imperator] Reconnaissance Protocols (1 CP):''' At the start of the first round, choose a {{W40kKeyword|Tempestus Scion}} present on the battlefield. He can move as if it was the Movement Phase, replacing their Movement characteristic with 2d6". *'''[Imperator] Mission Critical Supplies (1 CP, Sector Imperialis Killzone):''' At the start of the first round, select a Munitorum Armored Container. For the rest of the battle, that container grants models from your Kill-Team that are within 1" of it -1 to their Nerve tests. *'''[Imperator] Defensive Stand (2 CP):''' When one of your models is charged, its Overwatch shots hit on a 5+. *'''[Imperator] Vengeance For Cadia! (1 CP):''' When choosing to shoot or fire Overwatch at a {{W40kKeyword|Heretic Astartes}} model, re-roll all failed hit and wound rolls. **Keep in mind that the {{W40kKeyword|Heretic Astartes}} doesn't just cover Marine models or the faction of the same name. Every model in all 3 of the major CSM factions (CSM, DG, TS) has that keyword from the lowly Poxwalker and Chaos Cultist all the way up to Elites and Commanders. This makes this tactics a lot more attractive then it might appear at first. *'''[Imperator] Fight to the Death! (1 CP):''' Before an injury roll is made for a model from your Kill-Team, apply a -1 modifier to the roll. *'''[Imperator] Adrenal Shot (1 CP):''' When a model suffers a mortal wound, roll a d6 for it and all future mortal wounds received. They are ignored on a 5+. *'''[Imperator] Grenadiers (1 CP):''' When selecting a model to shoot with, that model may use a grenade even if another model has already done so. This Tactic can be used more than once per phase. ===AM Commander Tactics=== *'''[Commanders] Inspirational Command (2 CP):''' Its Sir, Yes Sir! except with a 6" radius and only for an order issued by your {{W40kKeyword|Platoon Commander}} or {{W40kKeyword|Company Commander}}. A model can still only be affected by a single order per round. There is no language to prevent using it and Sir, Yes Sir! (or it and Cunning Strategy) in the same round. *'''[Commanders] Covering Fire (Aura) (1 CP):''' Defensive Stand in a 6" aura while the {{W40kKeyword|Tempestor Prime}} is not shaken. *'''[Commanders] Aura of Discipline (Aura) (1 CP):''' Automatically pass nerve tests in a 6" aura while the {{W40kKeyword|Commissar}} or {{W40kKeyword|Lord Commissar}} is not Shaken. It also replaces their Leadership with the Commissar's for things like the Thousand Sons' Treason of Tzeentch. *'''[Lasko] Bellowing Voice (1 CP):''' Gives any auras your commander has an additional 3" to radius. Lasts the entire battle round. **Only applicable to the Tempestor Prime and the Commissars as only they have Auras. *'''[Lasko]I Am Your Worst Fear! (Aura) (1 CP):''' While your {{W40kKeyword|Commissar}} or {{W40kKeyword|Lord Commissar}} is not Shaken, gives everyone Transhuman Physiology in a 6" aura. *'''[Elites] Knife in The Dark (2CP):''' Use when {{W40kKeyword|Sly Marbo}} makes an attack in the fight phase but before making the hit roll. If the attack hits, target takes D3 mortal wounds and the attack ends. ===The Last Chancers and Gaunt's Ghosts=== At the September 22nd, 2018 Warhammer World Kill Team Weekender Event a rerun of these old, OOP metal models was sold with datacards for their use in AM Kill Teams. But given how few of these models would actually enter circulation, GW decided to restrict them all from Matched Play. Every card had "For Open and Narrative Play Only" emblazoned across the top. Because they're banned from Matched Play, i.e. most play, they're not included in the above sections to avoid confusion. <div class="toccolours mw-collapsible mw-collapsed"> '''Last Chancers and Gaunts Ghosts''' <div class="mw-collapsible-content"> <big>'''LC Models'''</big> *'''Animal:''' Special Weapons gunner with Meltagun and Chainsword. Pays 1pt for his otherwise illegal chainsword for a total of 9pts. No Frag grenades though. *'''Brains (Comms Level 2 Only):''' Regular Guardsman with a Voxcaster and a Comms specialist at Level 2. Pays the normal cost for a guardsman + Vox + being level 2 for 14pts. Unfortunately has to take Static Screech for his level 2 ability. Lasgun ofc but no Frag grenades. *'''Demolition Man:''' A lasgun guardsman but with a 3+ WS and BS and trading his frag grenades in for a Demolition Charge. He only pays 3pts for both the Charge and his improved statline, a steal at 8pts. *'''Fingers:''' A stock standard guardsman, only with a name and no Frag Grenades. 5pts as you'd expect. *'''Grease Monkey:''' A guardsman statline, but only armed with a Bolt Pistol. Despite being singificantly handicapped by his weapon choice, still costs the same 5pts of a regular guardsman. *'''Hero (Leader Level 2 Only):''' A Sergeant in every way, except he was smart enough to grab a Lasgun in addition to his Laspistol and Combat Blade (a chainsword by another name). Must be taken as a Leader and at level 2, and has to take Bold to autopass nerve tests. Pays 4pts for his level, but nothing for the Lasgun for a total of 9pts. No frag grenades though. *'''Ox (Heavy Level 3 Only):''' A guardsman gunner with an Heavy Bolter. Must be taken as a Level 3 Heavy with Extra Armour and Heavily Muscled. Pays 8pts as usual for his level and 3 pts for his otherwise illegal gun choice for a total of 16pts. Guess what... no frag grenades either. *'''Rocket Girl:''' A Special Weapons Gunner that somehow knicked a Missile Launcher from the SM weapons list. She pays the usual 5pts for it for a total of 10pts. No frag grenades but does she need them? *'''Scope:''' A Special Weapons Gunner with a sniper rifle just with a name and no frags. Unfortunately this means he's slightly more useless than the already useless special weapons gunner with a sniper rifle. 6pts as you'd expect. *'''Shiv (Combat Level 2 Only):''' A guardsman but with the classic Sergeant loadout of a plasma pistol and power sword. His mandatory two levels of Combat means he's a match for a sergeant in combat, with an extra attack and Deadly Counter. Guardsman at 5pts + Level 2 for 4pts + Power Sword for 1pt and Plasma Pistol for 1pt should give you 11pts, but he costs 13 for some reason. *'''Warrior Woman:''' Guardsman with a Lasgun and swaping frags for a Combat Blade. Apparently thats an even swap because she's only 5pts. <big>'''LC Commanders'''</big> *'''Colonel Schaeffer (Fortitude Level 3 Only):''' A Company Commander with Plasma Pistol and Power Sword. His statline is as normal except he has a 2+ WS and BS, a 4+ save in addition to the 5++ and Ld of 9 instead of 8. His specialism is the otherwise illegal-for-Company-Commanders Fortitude at Level 3, taking Hard to Kill and Iron Constitution as well as Stoic Hero Trait. He pays full price for all of his gear and abilities but nothing for this improved statline, for a total of 50pts **Living up to his lore, Schaeffer will survive anything with a 4+/5++/6+++, 5W, ignoring Fleshwounds and halving the Damage of incoming attacks. Only let down by the his low T and a power sword instead of a power fist, Schaeffer would be one the best Commanders available to AM with both a durable source of 2 extra Orders and as deadly as a Lord Commissar. Presumably thats why he's not allowed in Matched Play. **Its also worth noting that his card lists him as a Company Commander, which entitles him to use Inspirational Command, one of the best tactics available to Guard. <big>'''GG Units'''</big> *'''Tanith Ghost Trooper:''' Your Generic Tanith Badboy. A guardsman that swaps his frag grenades for chainsword-equivalent Straight Silver Blade to be a little less useless in melee. Costs the standard 5pts. *'''Brin Milo (Comms Level 4 Only):''' Guardsman with a vox caster and swapping his frags for a Straight Silver Blade. Can only be taken at Level 4 and must be taken with Expert, Vox Ghost and Command Relay. He pays full price for his level and vox, but swapping frags for the blade was apparently free, as he costs 22pts. *'''Colm Corbec (Leader Level 4 Only):''' A sergeant that swaps his laspistol and grenades for a Lasgun. Instead of a chainsword he takes the equivalent Straight Silver Blade. Must be taken at level 4 and must take Inspiring, Mentor and Bold. He pays fullprice for his level but upgrades to the lasgun for free, at 17pts. *'''Doc Dorden (Medic Level 4 Only):''' A guardsman but only armed with a laspistol. Must be taken at level 4 and must take Field Medic, Trauma Specialist and Triage Expert. He pays fullprice for his level but saves no points with his crappy wargear, costing you 17pts. *'''Hlaine 'Mad' Larkin (Sniper Level 4 Only):''' A special weapons gunner with a Sniper Rifle and Straight Silver Blade. Must be taken at level 4 and must take Sharpshooter, Mobile and Eagle Eye. Unfortunately its still not enough to make the Sniper Rifle feasible and Eagle-Eye is completely pointless on a Sniper Rifle. You literally can't be out range of the Sniper Rifle on a standard KT board and it ignores long range penalties making level 4 a completely dead level for him. He pays fullprice for his level, even his dead one, and rifle, costing you 18pts. *'''Trooper Mktane:''' Guardsman gunner with a name, plasma gun and straight silver blade. Pays the regular price of 8pts. <big>'''GG Commanders'''</big> *'''Ibram Gaunt (Leadership Level 3 Only):''' A Lord Commissar statline with a Bolt Pistol and his custom Power Sword, the Sword of Heironymo Sondar, Gaunt must be taken at Level 3 and must take Aura of Command and Heroic. He costs 50pts. At 45pts base for his model and level, the bolt pistol being free, and the regular powersword being 2pts, apparently the extra point of strength on the power sword costs 3 points for a total of 5. I.e. 1pt short of a Power Fist. Unfortunately with nothing else special going for him, this makes him essentially inferior to the regular Lord Commissar with the same build. Pay the extra point, get a powerfist for +2S and D3 damage. **Adding to his misfortune, unlike Colonel Schaeffer who is a Company Commander and is thus entitled to Company Commander Tactics, Ibram Gaunt is just Ibram Gaunt. He has the statline and abilities of a Lord Commissar but not the required keyword or name to use Commissar specific tactics. <big>'''Weapons'''</big> *'''Combat Blade:''' A renamed chainsword available to a few of the Last Chancers *'''Straight Silver Blade:''' A renamed chainsword that comes with every Ghost barring Doc and Gaunt himself. *'''Heavy Bolter:''' Just the standard Heavy Bolter carried by Ox. *'''Missile Launcher:''' Stock standard Missile Launcher wielded by Rocket Girl. *'''Sword of Heironymo Sondar:''' A S+1 power sword taken by Gaunt. </div> </div> ===AM Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''Meltaspam and Volleyspam:''' <div class="mw-collapsible-content">At 8pts, an ordinary guardsman with a meltagun has a fair chance of deleting any model in the game should it hit. As counter intuitive as it might sound, making a scion with a meltagun your sniper is actually a quite viable choice, since you're capable of reliably hitting on 2's even when advancing to close range. However you'll be giving them to regular guard in most cases and handing Volley guns to your Scions. The core of this strategy is based around two elements. Good use of full cover to break LOS and strategic use of orders and the universal strategy Decisive Shot. The latter is tied closely to whether you've won or lost the initiative and your enemies CP reserves. As a rule of thumb, if the enemy ends their movement phase with 1CP or less, and they have an isolated unit within 12 inches of you, that unit is dead. Decisive shot provides priority shooting, so even if the enemy has readied that unit to shoot, you can shoot first and therefore, if you send in a scion with a +2 to hit melta, there is literally nothing the enemy can do to save their unit but hope you roll 1's. The game has few invulnerable saves and due to how flesh wounds work, a multi wound model that loses all it's wounds in one shot is just as screwed as a single wound model. Once your enemy is aware that you can walk forward and delete units, they'll likely start treating your melta's with more respect. Fortunately for you, you're capable of forcing unfair trades. Again, should the enemy win the initiative and decides to instead ready all their guns against your onslaught, you can move two units forward into optimal melta range. As before, using decisive shot to win initiative on one unit, and using move move move to relocate the other before the enemies readied shot goes off, hopefully leaving them without a valid target. In this, do not be afraid to trade units with your enemies. Meltagun toting guardsmen are cheaper than any of your enemies special snowflakes- although the same doesn't necessarily apply to scions. If you win initiative, don't move closer than 9 inches to an enemy without good reason. Considering the options available to your opponents, you can expect people trying to counterpick with long range firepower. Bear in mind, that a standard kill team board is only 30" by 20" and should have plenty of terrain offering full cover, so this isn't a dealbreaker. Anything with a range of more than about 24" inches has the same threatened area, if lower accuracy as long range weapons. Hence let's first cover your matchup against the best ranged weapon in the book, Frag Cannons. ''Frag cannons''', which fire high explosive [[cheese]], come to 21 points with the marine attached to them. Outside of 12 inches, they will kill you and medium infantry. Inside of twelve inches, they will kill any heavy infantry and inside of 8 inches they will kill you, your family and your dog. Probably will be FAQ'd, but until then they aren't completely unbeatable. Their primary weakness is they come attached to 1 wound MEQ's. The optimal configuration for a frag cannon team is a normal, Heavy, a Comms and a Sniper backed up by a Leader with a normal bolter. From your box of boys, should you expect to face seal team Chedder, you have two basic options. Pick your specialists to work outside of 24 inches and try and plink the enemy down (which in guard doesn't work due to the weapon options on offer), or go danger close with melta and plasma. Your enemy will be on a common turn of shooting, be hitting on 2-3+ often with re-rolls of 1's. Due to ignoring the penalties of the first flesh wound, anything less than a confirmed kill is meaningless, as by the time a second flesh wound is inflicted, it's fairly likely that the enemy will be closing to use their 2d6 autohitting mode. The issue with trying to outrange fragspam as any faction is the aforementioned size of the table and terrain density. A marine with a frag cannon can move and be in range to hit anything on the board, with the accuracy to hit it outside of 12". They can be in flamer range within two turns, and then you're at the mercy of an average of 7 S6 hits splitfired at everything you love and care about. If they win the initiative, expect to be facing high accuracy readied shots and aggressive placements. If you're trying to fight at range your choice is to either duke it out with them or move to break LOS. Bear in mind that should you instakill a deathwatch and the player has CP remaining, the player will take another round of shooting with them. Moreover as AM, you only have one weapon which outranges your enemy. Sniper rifles. You can also only take them on regular guardsmen, but taking them eats into the number of actually useful weapons you can field. Having considered what we can't do, lets consider what we can do. 4 scion gunners with hot shot volleyguns are 13 pts a piece and under most circumstances won't go any worse than a 4-5 to hit. In a 100 pt game you can take 4 scion gunners with hot shot volley guns, at 13 points a pop. On average considering the buffs on offer, terrain, range and cover and heavy weapon movement penalties, you can expect your scions to be regularly around BS4. A single scion who shoots at this strength is capable of putting one wound on a marine. Should the enemy be in cover, you have about a 60% chance of inflicting a flesh wound, which means basically nothing for Astarte shooting. The obvious answer to this is to buff accuracy further and focus fire. The obvious problem with this is if you and your opponent are taking turns shooting, the odds are on his side- you need two rounds of shooting to take him out, he only needs one to take two of your models out. Even if you increase one models accuracy so that it hit's on 2's, you're still likely to only inflict a flesh wound. If you try to take a decisive shot, even if you've got a volley gun hitting on 2's, you're still left with a coinflip as to whether your target will actually die if they're in cover. Basically, exchanging fire like this will cause you to lose models faster than your enemy- but fret not, for that's where the melta tactics we discussed earlier come into play. This also works with plasma, but if you plan to use specialists, Melta will get more Milage. If you plan for them to die the moment they leave cover, then rapid fire that overcharged plasma by all means. If you start forcing one for one trades, where win or lose the enemy is left with only one target to shoot at, then you can grind them off the board. Using comms and orders a normal 8pt guardsman who's walked into range can decisive shot at an impressive +2 to hit the target he's flanked. Against '''other factions''', your tactics will vary significantly, depending on whether or not you want your specialists to be part of team Melta or team Volley Gun. Meltas are overkill for '''orks''', but on normal troops either melta or plasma is still worth taking since it will prevent anything surviving with flesh wounds. Your enemy may either spam deffguns or bring a heavy deffgun loota and buff him with comms. In the latter case, focus him down first, and unless the comms is armed with a big shoota, ignore it. The only other unit you really need to worry about is a nob with a combi-skorcha. If said nob gets into range and you've blobbed up behind cover, Dakka Dakka will occur, and tears will flow. Don't give him the opportunity. Your safety distance in a given movement phase is 9 inches. Even though orks re-roll charges, they aren't exactly flush with ways of getting extra moves. Play smart, the major threats are the same durability as basic boyz, so prioritise between specialists and anything which will start next turn within 9 of one of your units. Be careful of any sneaky grot objective capping that might occur if they've backed you into one side of the board. '''Nids''' are a tougher nut to crack. They're better equipped to get into CC with you. Volley guns are still the name of the game, but you'll want to back them up with flamers, since even if they should double move, if they charge from 9 inches, you can simply fall back and they'll need 11 to get to CC. Melta should still be brought, since they make Lictor's cry. Against '''any CC army''', if you win the initiative, unless your leader is capable of ordering 'get back in the fight' or you have other specialist/activated abilities handy, do not bother falling back from any combats you might be in. <s>Your enemy will simply re-charge you, you don't get overwatch and will just end back in the fight with the enemy hitting first. If you lose the initiative,</s>. You can't charge again if you started the movement phase within 1" of an opposing model (even if they leave your model by falling back). Relevant rule: "When you pick a model to move, if that model started the movement phase within 1 inch of an enemy model, it cannot make a normal move" Core rules p.22. You should always fall back from any given combat and let the rest of your army shoot the now gormless CC sitting in the open. '''Deathguard''' are stupidly tough, to the point where consider strongly taking more high damage weapons and aiming for high accuracy close range exchanges can be advisable- though be wary of poxwalker spam, either as soft cover or objective capping. If the enemy has an entire team of poxwalkers for some bizarre reason, you can kite them around the board as you whittle them down; no charge phase and similar base movement scores, along with orders means they'll struggle to actually catch you. If they do catch you, expect a quick and painful death at the hands of a [[cheese|Flail of Corruption-toting Plague Marine Combat Specialist with +1 to all hit and wound rolls, especially as you're T3 Sv 5+ W1 facing a possible 9 S6 AP -2 D2 attacks, and DttFE can result in them getting '''another''' d3 attacks on you on a hit roll of 6]] (shoot those guys first). '''Eldar''', should you actually hit them, will find it difficult to endure volley guns. If they're trying to slink around and exchange shots from cover, show them whose boss, use comms and the sniper CP buff and split the resultant +2 to hit shots against all the units that they thought were safe simply because they happened to be 22 inches away and obscured. Due to flesh wounds they have a fair chance of living making this less than 'optimal', but seeing you perform such a feat may cause your opponent to make a misplay, and also if that's the first shot in the shooting phase, any survivors will find it harder to return fire. An interesting combo is to use a demolitions volleygunner with orders and Comms, for and impressive result 3's to hit against units at long range and in cover, and with +2 to wound against units in cover. Said gunner will wound basically anything on a 2, making it a force to be reckoned with, particularly against enemies in cover inside 12" (which is anyone who was planning of charging into CC next turn) since they're both hitting and wounding on 2's and shredding armour. With '''Harly's''', avoid taking refuge inside structures, otherwise you may find yourself in the unpleasant situation of your enemy walking over the roof to drop straight onto you. Should the harly player win initiative and successfully enter CC, consider moving all your other units away from the doomed one to avoid being immediately charged next turn. Terrain is basically meaningless against them, so although their pistols are deadly, you're in a strange situation where open space is safer than cover that might ultimately lead to your units getting boxed in- even considering factors such as intervening terrain in melee. Expect the Clowns to take full advantage of their mobility and the existence of difficult/dangerous terrain in kill team. These are one of the units that Melta's don't shine against due to the whole invulnerable save thing and only having one wound anyway. These are also one of the few units you might want spend CP on to hit your overwatch on 5-6's. Don't expect flamers to see much use on overwatch thanks to the Harly's 3d6 charge, and because they ignore units as well as terrain. Grenade launchers aren't bad against them, nor are flamers, however, don't expect to get the opportunity to use the latter. Remember, if you win the initiative, but can't avoid being charged for whatever reason, you can use a more expendable unit to counter-charge the enemy, and thereby prevent them getting into CC with multiple units at once. The difficulty of facing Clowns is heavily tied to the objective and board setup. If for whatever reason there's 500 bucks worth of assorted terrain in your killzone, good luck. What you can hope for is that the table/objectives force a situation where a Harly cannot end their movement phase outside of LOS in an unflankable position or in CC, at which point your guns will slice through them like butter. If you want to actually go on the offensive against Harliquens with a ranged setup, you ''must lose the initiative'' in order to be able to advance for shooting without the danger of being charged before you get a shot off. If you manage to catch one off guard by advancing up to where one is hiding, then you may end up rolling against your opponent on the decisive shot- with a fusion pistol blast being the price of failure. One thing to bear in mind is that since harlequins are so fragile, pistol fire in CC can kill them before the fight phase, and the Harly player will be unwilling to kill you before the end of the shooting phase, if doing so would leave him outside of combat and therefore vulnerable to being shot. Secondly, with 'Fix Bayonets' if you do have a CC guardsman, then he has the opportunity to fight before the xeno's can even think about shooting. While the odds aren't great, it's nonetheless one of the best uses for that strategy, should you have nothing better to do with your order. If you're playing with the 'exclusive' IG tactics provided in the IG kill team box, Sir Yes Sir has interesting potential for winning the fight phase outside of the fight phase. However, Harly's have one advantage that we haven't covered yet, which is that keeping your leader out of harms way behind solid walls doesn't do anything. On a standard game-board, this can mean that he'll be getting charged by a space elf through two buildings and a promethium pipe as early as turn 2. Expect them to do this every time and at the earliest opportunity. There's no good general way to deal with this, as if you want to support troops with orders, you must remain within 12" and objectives will often require you to do things that don't involve camping the far corner of your deployment zone. In summary this is potentially one of your most difficult matchups. '''Dark eldar''' are interesting. You don't really care about poisoned, since you're not known for your toughness anyway. Going for volume of fire over damage here is the temptation, but, it's not a terrible idea to continue with plasma/melta simply because of their merit as weapons which will almost certainly kill their targets and deny the privilege of a flesh wound. This is more important than against, say Clowns, not only because they lack an invulnerable save, but because compared to you, they can't take nearly as many special weapons. You'll want to use a heavy scion with an accuracy buff to attempt a decisive shot snipe on their gunners before they can make their points back with their splinter cannons. These guys are like Nid's for CC, in that flamers can deter a charge, simply because the odds are against anyone charging in from outside flamer range due to the reaction rules. Be wary of their troops trying to position to make charges that avoid overwatch. Also, and this applies to any eldar player, if they start bundling their troops out of LOS with 3 CP in their bank, then they're planning to attempt a decisive shot followed by fire and fade. It's worth being wary of players who aim for morale damage as a priority- but don't obsess over it. Consider your options if you start being denied your special abilities due to units becoming shaken, but don't let it stop you from making the best plays you can. Hot shot volley guns will cut through these guy's like a knife through butter. If you're looking to catch an enemy off-guard, there's a special, but, not necessarily advisable tactic that bears mention here. Since CC is the safest place to be, players may seek to take refuge in it to wait out the shooting phase, leading to multiple models charging into combat with a single enemy model, eschewing cover if they can make such a charge reliably and it will put them closer to the main enemy force. No enemy with any smarts will use pistols if it will take them out of CC while there are models who can shoot at them still alive. However, bizarrely enough, should a model with a plasma pistol decide to overcharge and die for it, they can leave an entire wad of units just sitting out in the open as a big fat juicy target. It's a long shot strategy, but one your opponent is unlikely to see coming- unless they've read this page of course. '''Necrons''' get to cry since for now as a faction, they have to take sniper specialisations on snipers and not more useful weapons. Reanimation protocols is annoying, as it is, it's actually ''More Likely'' to trigger should they get hit by high damage weapons [[wat]]. On top of that, 'Prime Reanimation protocols' needs clearer wording, since as it is, it could potentially block the activation of the reanimation protocol special rule. Your priority target is their comms. They don't get to take heavies, but expect their comms to be buffing an immortal with a Tesla Carbine, since it lacks the 'unmodified' keyword from it's special rule (Not that it's a good thing, see below). Because of the wording on the comm's ability, it might even be an immortal buffing itself. Thankfully in matched play, their level 1 specialist choices aren't nearly as effective as yours. Flayed one's are scary in CC, but don't really have the tools that other races do to close the distance. Their weapons are the same range as yours, but as we've discussed because of orders and specialisations, as well as the fact that their weapons are all rapid fire, you will win a long distance shooting battle with relative ease. Let the hotshots do their job, use cover and occasionally the guard strat to maximise their hit penalties. Your arrangement will be, 1 Volley heavy, 1 Volley sniper, a normal volley and a Volley Comms backed up by a leader. Comms buffs itself and the leader uses 2 CP (assuming you didn't need it for a decisive shot) to buff both the heavy and the normal volley, so all four reach BS+2. If both sides are at range and in cover, your enemy will have BS+5 with one shot per unit, with the exception of tesla guns. Tesla guns against units at range and in cover become rather pitiful, since even with comms, their special rule cannot proc, due to requiring a modified hit roll of 6. Since it is ''impossible'' for the enemy to roll above an effective 5 no matter what configuration they're in under these circumstances, they're not particularly threatening. Meanwhile, you have 16 shots at BS+4 which will wound 2-4 Necrons, and likely put two to rest for good. While your scions provide this barrage of firepower, you can move the rest of your group to play the objective, or simply provide great volumes of uncharged plasma. If the enemy doesn't advance, they'll spend 2-3 turns in the present state of affairs before they can close to "12 since their weapons are almost exclusively rapid fire not assault and therefore they'll be less inclined to advance. Since you have the advantage in a straight fight, keep your mind on what the objective is, since that's the more likely way for your opponent to snatch victory here. '''Tau''' possess, for now uniquely, flying units in the form of drones and stealth suits. You don't really care though since you aren't planning on engaging them in CC, right? Same goes for their 'for the greater good special rule. The rail rifle is the sniper rifle that everyone would actually want their snipers to take. Too bad it's on a unit with a base BS of 4. Markerlights are scary, but, that's only until you realise that the markerlight itself still has to hit. It may have a range of 36, but it's a heavy weapon. So, if they've moved and you're in cover, that's 6's to hit and they've just wasted their entire shooting phase, to possibly give a bonus to hit against a single one of your models. If they proc the tactic, again it can get scary, but, they still have to roll 1d3, and it's still a bonus to hit against a single model. This is great and all, but, since in order to proc it in the first place, if involves designating a model to fire a weapon, if they do this they've likely just yielded you several consecutive turns in the shooting order, during which time you can actually frigging do some damage. Finally, after all that, even if they get a maximum markerlight count on you, if a pathfinder sniper with a railgun fires at you from across the board, point out to your enemy that ''Rail rifles take penalties for long range''. This means that only if they bank 3 CP and manage to roll max on markerlights (assuming they managed to hit with them) will their snipers hit on 2's (you're in cover, right? If not, get in cover(Well, recon drones mean that you'd be better outside of cover actually so pay attention to that)). And if you still have CP banked you can always have your model use 'get down', reducing their accuracy back to 3. Should the enemy hit, they'll almost certainly kill you, but they'll have paid dearly for it in actions and CP. Rail rifles and ion rifles are rapid fire 30" so look to punish them while they try to close to 15" using your superior BS. While your scions handle their more fragile units, have your special weapons guard initiate decisive shot tactics against any stealthsuits with melta/plasma once more. Pay more attention to cover than usual during close range firefights against them since a round of shooting from one is entirely survivable if you happen to be obscured. If the stealth-suits are still alive once your scions have cut down their other kill team members, volleys will help clean up. If the enemy has gone pathfinder heavy, strongly consider taking out recon/pulse accelerator drones that they might be hoping to use as soft accuracy buffs. Force them to fight on your terms. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Strategies for playing '''against''' this faction go here </div> </div> ===AM Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *The Default Guard List, 10 Models, 100pts. **1 Sergeant with Bolt Pistol and Power Sword, 6pts (Leader) [Cadian] **1 Guardsman with Vox, 10pts (Comms) [Cadian] **1 Special Weapons Guardsman Gunner with Plasma/Flamer, 8pts [Cadian] **1 Special Weapons Guardsman Gunner with Plasma/Flamer, 8pts [Cadian] **1 Special Weapons Guardsman Gunner with Plasma/Flamer, 8pts [Cadian] **1 Guardsman Gunner with Plasma/Flamer, 8pts [Cadian] **1 Tempestus Scion Gunner with HSVG/Plasma/Meltagun, 13pts (Sniper) [Cadian] **1 Tempestus Scion Gunner with HSVG/Plasma/Meltagun, 13pts [Cadian] **1 Tempestus Scion Gunner with HSVG/Plasma/Meltagun, 13pts [Cadian] **1 Tempestus Scion Gunner with HSVG/Plasma, 13pts [Cadian] Swap out Special Weapons as appropriate to the mission & opponent. Scion Meltas are for ambushing with Reserves. Third specialist depends on the weapon selection. Take Cadians as they're always useful, they're the best to use with plasma spam, and trying to give different subfactions to non-plasma gunners would require duplicating the Comms and Sergeant on the roster and you don't have room. Its also the generic choice, perfect for the generic roster. </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'' Accept that you're probably going to lose. </div> </div>
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