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Warhammer 40,000/Tactics/Astra Militarum/Kill Team
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=== 0-2 Troops === Troops make up the variety of the AM's options despite only having 2 choices. *'''Infantry Platoon''' - What's that everyone? Modified FOC messing up your plans? AM literally brings it's own mini-FOC! The Infantry platoon is the go-to KT option for drowning your foe in BS2-3 shots. 1 command squad mandatory, 2 infantry squads mandatory. 3 more infantry, 5 heavy weapon, 3 special weapon and 1 conscript squads optional. ** ''Command Squad''- 30 pts. Mandatory. Comes with a 2A commander that can be kitted out for different roles. The other 4 have a range of options: two can be paired with a purchased heavy weapon and another can snag a special. If you don't want to commit the points to Heavy Weapons or Special Weapons Squads and just want one, don't forget this. ** ''Infantry Squad''- 50pts. You need 2 of these still so get your mileage. At 9 men and a sergeant, they bring a reasonable amount of bodies. A single pair can team up for a heavy weapon (that, again, you must by) and another can grab a special. ** ''Special Weapons Squad''- 30pts. For 30 you get 6 bodies, half of which can grab a special weapon from a cheap flamer or grenade launcher up to a 15 point plasma gun. Worth considering if you really want a lot of specials but always use your infantry squad and command squad's special weapon allotment first. Remember that the rules say 3 troops MUST replace their weapons with a special. So this squad will always be some measure more expensive than the base 30. ** ''Heavy weapons Squad''- 45pts. 3 heavy weapons teams. You must purchase their weapons separately meaning at the cheapest this squad will actually run you 60 pts (the least expensive option is a 5pt mortar). In all reality, the odds of you being able to afford to use these guys instead of the heavy weapon allotments of your command and infantry squads is low. ** ''Conscript Squad''- 60pts nets you 20 man-grots. It's a lot of bodies. Shame they're not good for much else. While the infantry platoon may seem like a plethora of choices, your point restrictions are going to start rubbing against the squads mandatory mini-FOC. Meeting the requirements for this unit is 130 points before any upgrades, special weapons or heavy teams. Still the sheer weight of average shots and inexpensive special weapons is a quality all its own and the minimums still give you a platoon commander and 2 sergeants. And in case you're wondering, the largest mass of bodies you'll be able to field in KT is 48 (5 command squad, 20 from 2 infantry squads, 23 from a conscript squad with 3 purchased extras) for an 199pts. Give your platoon commander a bolter for 1 point calm your OCD and reach 200. They'll all be waving flashlights and CCWs except for him but think of all the grenades! * '''Veteran Squad'''- 60pts gets you 9 vets and a sergeant and an extra +1BS over those newbies above. You're not going to drown enemy in corpses like using an infantry platoon but your going to get things done better on a per model basis. You can still trade 2 vet for a heavy weapon's team that keeps your better BS. You also can bring 2-3 special weapons to the party, making the veteran squad a lot more densely packed with toys than infantry platoons. Vets can still grab combat doctrines and these can be a pretty significant force multiplier. Forward Sentries in particular gives you camo gear that's much welcomed in the cover-heavy gameplay of KT for a reasonable price of 10 and the snare mines might find a use.
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