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==Forge World== As of the Q1 2022 Dataslate, this kill-team has been superseded by the Hunter Clade kill-team below. ===Why Play Forge World=== *'''Pros''' **A versatile middle spot between IG and SM, with units that can hit hard at long range, move fast into melee, and cause all kinds of pain everywhere in between. **You have some of the best guns in the whole setting, and you can take a lot of them. **Ruststalkers provide some serious melee hurt. *'''Cons''' **Everyone in your team is extremely specialized: Your dedicated shooters suck in melee, and your rustalkers have great melee but no shooting. **Skitarii Vanguard can't use their rad saturation power in Kill Team for some reason. **Strategic Ploys are all single-use. **Tyranids and Harlequins, in general, can shut you down HARD with multiple super fast melee fighters murdering your expensive models turn by turn. You do have counters against the spammable or the big fast ones (Sicarians, Plasma), but the thing is you ''have'' to prepare for it. It's not like you aren't putting out the firepower of a kill-team twice your size, though. ===FW Wargear=== *'''Cense Bearer (2 EP):''' Any friendly operatives activated within circle/2" of the bearer can move as if it isn't injured, which can be useful for escape strategies. *'''0-1 Data Tether (4 EP):''' Absurdly expensive for equipment, but it's quite powerful. For the cost of 1 AP, you can get 1 CP. The use of this can be easy to find, especially if you're making very liberal use of ploys. *'''Enhanced Bionics (2 EP):''' The bearer can re-roll any saving throws of 1. *'''0-1 Omnispex (2 EP):''' This provides its own action. When used, the bearer marks a friendly operative within square/3" as well as one enemy operative. The ally can shoot the enemy operative, ignoring obscuration and gaining No Cover on their gun. This is all quite powerful, so much so that the bearer can't shoot or fight on their own until their next activation. *'''0-1 Servo-Skull (2 EP):''' The bearer of this thing reduces the AP cost of any objective actions by 1, meaning that you can perform certain tasks for free - incredibly useful depending on the case. *'''Uplinked Video Feed (2 EP):''' {{W40kKeyword|Ranger}} or {{W40kKeyword|Vanguard}} only. This allows the bearer to fire overwatch without any penalty to their BS, a vital implement considering how their guns are all they focus on. ===FW Units=== You my take two from the following list of fire teams. <tabs> <tab name="Skitarii Ranger Fire Team"> This Recon/Security fireteam is composed of 5 of the following: *0-1 Skitarii Ranger Alpha (if you don't have another leader) *2-5 Skitarii Ranger Troopers *0-2 Skitarii Ranger Gunners with either Arc Rifle, Plasma Caliver, or Transuranic Arquebus *'''Skitarii Ranger Alpha (Warrior, Marksman, Scout):''' Unlike most leaders, the alpha has the option to go primarily shooting with the galvanic rifle. However, you can bring it into line with other leaders with a pistol+melee weapon. **The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit. **The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+. *'''Skitarii Ranger Trooper (Marksman, Scout):''' The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The galvanic rifle it comes with is inconvenienced by having Heavy on a gun that's about as strong as a bolter with P1 for slightly meaner crit. *'''Skitarii Ranger Gunner (Marksman):''' All of the guns the gunner can use are more effective at nailing enemies and two of them are going to be more mobile than the base troopers. **The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit. </tab> <tab name="Skitarii Vanguard Fire Team"> This Security fireteam is composed of 5 of the following: *0-1 Skitarii Vanguard Alpha (if you don't have another leader) *2-5 Skitarii Vanguard Trooper *0-2 Skitarii Vanguard Gunner *'''Skitarii Vanguard Alpha (Warrior, Marksman, Scout):''' Unlike most leaders, the alpha has the option to go primarily shooting with the radium carbine. However, you can bring it into line with other leaders with a pistol+melee weapon. **The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit. **The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+. *'''Skitarii Vanguard Trooper (Stanch, Marksman):''' The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The radium carbine it comes with is pretty pitiful damage-wise, but Rending means you can get multiple crits out of just one. Compared to the rangers, these are the ones more likely to be up-front as they can shoot after moving. *'''Skitarii Vanguard Gunner (Marksman):''' All of the guns the gunner can use are far and away more dangerous compared to the base radium carbine. **The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit. </tab> <tab name="Sicarian Fire Team"> This Seek & Destroy/Infiltration/Recon fireteam is composed of 4 of the following: *0-4 Sicarian Ruststalker *0-4 Sicarian Inflitrator *1 of the following(if you don't have another leader): **0-1 Sicarian Ruststalker Princeps **0-1 Sicarian Infiltrator Princeps *'''Sicarian Ruststalker Princeps (Warrior, Scout):''' The ruststalker princeps is basically a copy-paste of the base ruststalker, which is a fine enough option if you're looking for an elite beatstick with that beastly 2+ WS to guarantee hits. *'''Sicarian Ruststalker (Warrior, Scout):''' Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. This is especially vital for the ruststalker, who is your dedicated melee machine. This means that they will favor mobility over anything else. **The only choice for loadout is between how you plan on cutting up the enemy. The chordclaw+transonic razor comes with Balanced, providing a chance to re-roll one hit die. The transonic blades deal more damage on a crit - something that it's built around thanks to Rending providing more crits. *'''Sicarian Inflitrator Princeps (Warrior, Marksmen, Scout):''' The infiltrator princeps is the same as the normal one. *'''Sicarian Infiltrator (Warrior, Marksmen, Scout):''' Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. While still important to the infiltrator, they aren't quite as dependent as going up-close and personal. **The taser goad does rather modest damage, but has Stun to rob AP on a crit. The power weapon is the weapon of choice for straight-up damage. **The stubcarbine has infinite range and Ceaseless for accuracy, and its output is decent. The flechette blaster has poor damage and limited range, but Relentless and Fusillade means that you're laying down all sorts of suppressive fire. </tab> </tabs> ===FW Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Aggressor Imperative (1 CP):''' Once per game, your operatives add 1"/triangle when moving or charging but you must re-roll one successful save roll. For the most part, this is keyed towards the Sicarians, who are primarily focused on getting up-close and personal. *'''Bulwark Imperative (1 CP):''' Once per game, your operatives can re-roll one failed save roll but sacrifice 2"/circle in movement. This won't mean much if your team's already in place, but this will hurt for your melee-focused operatives. *'''Conqueror Imperative (1 CP):''' Once per game, you can let your operatives re-roll one hit roll when fighting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful hit when shooting as well. This is meant for the Sicarians who live to get in the fight. *'''Protector Imperative (1 CP):''' Once per game, you can let your operatives re-roll one hit roll when shooting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful hit when fighting as well. Skitarii will mostly be unaffected by this, as they need to be at range anyways. </tab> <tab name="Tactical Ploys"> *'''Control Edict (1 CP):''' When a {{W40kKeyword|Forge World Leader}} is activated, you can trigger this and activate another friendly operative within 3"/square. As GA2 is fairly minimal in this game, you'll be needing whatever advantage you can get to speed up certain tasks. *'''Electrostatic Interference (1 CP):''' When an enemy operative is within pentagon/6" of an {{W40kKeyword|Infiltrator}}, they can't be activated until another enemy operative is activated first. This is primarily for area denial, especially when dealing with objectives or trying to eliminating a choice target. </tab> </tabs> ===AdMech Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''AdMech Strategies:''' <div class="mw-collapsible-content"> Admech are a very versatile team. You need to have a list in your rooster to appropriately deal with every type of opponent you might encounter. To start with, a Vs GEC/horde list (highest number of attacks per model) and Vs MEC list (most powerful weapons), is probably enough, then you can expand later. You also have the choice of whether to go full on shooty, full on melee or a mixture of the two depending on your playstyle, which needs deciding before building your rooster - you won't have enough models to effectively vary this. Although be aware, for example, you're not going to win against Tau in a straight out shooting match. As a shooty one, you better make sure you pick an Arquebus as a sniper. Hell, even melee teams would want one of this as fire support. Choose Ranger as you don't want this thing to ever, EVER, go to melee. Well placed and protected, the sniper will become your best friend, and the best bet you could have at killing heavy units in one hit. Rerolling ones and with the hyper penetrative shot stratagem that makes it ignore injury and cover, and it will pretty much hit all the time. After that, S7 AP-2 will make sure the shot actually wounds, and with D3 and a mortal wound after 6+, it has a chance of taking a unit each turn. With that, you should take three things into consideration: *The transuranic arquebus is expensive, so you'll probably have just one. Two or more is just inviting trouble. *It's a heavy weapon that can't fire after moving, even with the Heavy speciality. As such, you better put it on a location where it can do the most from the very beginning. *Anyone who's played against AdMech before will immediately try to kill it, shooting it or going melee against it fast. Keep it protected. The Arquebus is also useful against Custodes, due to having the potential of killing them in one hit while also being so far away from them they'l need a turn or two to actually reach it. BS3+ or more with comn/stratagems, S7 vs T5 and 3/4++, it has a decent chance of hitting, and once it hits, a roll of 3 (or a 2 + mortal wound) could do it. Considering the range of the gun, it could be interesting to bring at least two of them to a fight against Custodes, but assume that once they start reaching shooting range, your snipers won't be save. Plasmas are also interesting, but they are withing shooting range of the custodes' weapons, so do it at your own risk. Against MEQs you might want to drop that Arquebus. Why? Plasma. They are 2 points cheaper, can shoot after moving (and running), have more shots and the better AP is vital against 2+ saves. It's not unreasonable for one Plasma to take out a 38point Terminator in a single round. '''Take 6 of them''', or as many as you can squeeze in point and $$$ wise (maybe you might want to try proxying your Arc Rifles as Plasma). [[that guy|For more relaxed beer and pretzel games don't go above four]]. Make one a sniper and always overcharge it, overcharge the others if you have spare CPs. Consider taking one as heavy too. One or two Omnispex's, with one as scanner, are good at helping get the Arquebus/Plasmas off. Take a shooty Ranger Alpha as your leader and then put him as far away from the enemy as possible, either out of enemy range or totally hidden - those extra CPs are too valuable to risk. Data Tether? Meh, too expensive. After that, a shooty kt has to choose between vanilla Rangers or Vanguards. Rangers have 4S compared to Vanguard's 3S, but vanguards are Assault 3 in comparison to Rapid Fire 1. Vanilla vanguards are better spamming attacks, while the rangers are better with the specialisms. Rangers are better for shooting GEQ from long distances, while vanguards are more versatile and flexible overall. Against the bigger MEQs Rangers and Vanguards are mostly irrelevant - even taking account your superior numbers and number of shots, you might as well be firing paper darts against those high saves, don't even bother. For melee, Skitarii melee Alphas and Corpuscarii should be ignored. Rustalkers and Fulgurites should only be considered if you can work with melee only units effectively. Infiltrators are our standard melee units, with decent pistols to back them up. Taser against GECs and squishier for the exploding number of attacks to wipe them out, Powersword against MECs for that sweet AP. Give you standard Infiltrators Combat speciality, so both him and your Princeps have 3 attacks each (making the Princeps a combat specialist just makes him too much a target). The -1 to enemy leadership in melee is also a decent plus. A melee AdMech list will run into the problem of having low unit count, considering the price of the Sicarians, W2 is not a safe number when having only S3. With that said, a good use of cover will make this team into a rather striking force, considering how fast they are, plus the 6++ can always come in handy. Just don't push your luck and don't send them alone. Mixing them with shooters with help your numbers. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> You want to ''defeat'' the followers of the Omnissiah? Well read on... Admech are good on the attacking, pumping out lots of attacks and/or high damage in both shooting and melee. But they can't take the damage and will fall apart quickly when attacked back. In general against Admech you want to get to them before they get to you. Admech is also vulnerable to bringing the wrong <s>trousers</s> list. If you've got MECs and they bring standard Vanguard/Rangers then just wade in, soaking up the bullets and laughing. If you've got GECs/hordes and they bring plasma/sniper spam or Sicarians, then take the numbers and spread out and spray with as many attacks as you can. Expect the Admech player have fixed this the next time they play you. The following assumes the Admech player hasn't fallen to that trap. A 4+/6++ save means you don't need anything better than AP -2, and in most cases AP -1 is plenty, especially if it allows you to bring something with more attacks. 2 damage is useful to give the double injury roll dice, but 1 is fine, and you certainly don't need anything higher. Universal 3T means you can mostly not care about your own strength. Flamers are an interesting proposition, but a smart Admech player won't charge against a flamer that can hit the charging unit, so there's that. Admech are good at hiding via abilities and model sizes. Bring as many +1s to hit as you can. They also have no psykers or psychic defense, not in vanilla KT, not in Elites, so they will be victim to smite and other mortal wounds caused by them. A single Plasma or Arquebus can take down the biggest guy. Protect your expensive guys - a hit at the beginning of the match can cripple a good team. Low model count MECs teams can be especially vulnerable here. Where possible, shoot the Sicarians and Electro Priests, but get into Melee against the Skitarii. Remember the Admech player will be trying the opposite. And also anything below a super MEC should still be wary of any guns on a Sicarian or Electro Priest. The Arquebus can be especially difficult to take out. Plasma spam is more likely to be moving forward giving chance to take them out. But the Arquebus will be most likely sat on the back lines, and its range means nowhere is safe from the risk. Its value and killing potential means that it will be defended tooth and nail before something can use CQC against it. *Trying to counter this sniper with another sniper is difficult, considering the arquebus practically doubles the range of every other sniper weapon. SM Scout sniper with missile launcher could do it if it rolls enough attacks, but has no AP whatsoever, and the krack missile has to hit first (considering it could have -2 hit modifiers from cover and range, the krack is somewhat unreliable, though rather deadly if it actually hits). Tau could use markerlights to deal with it, though for once the blueberries will be outranged in this endeavour. Units like the AM's ratling sniper can give the transuranic arquebus a run for its money, especially in sniper duels. Assuming they both have the sniper speciality: **Reim can move after shooting, has Raus as backup for repeating failed rolls, has two wounds, gets extra protection in cover and has has a BS2+. On the other hand, it crumbles like paper in melee, T2 and 6+ is ridiculously low (and considering how annoying it is to shoot down, they will go to kick him out from his sniper's nest hand to hand) and needs Raus to be deployed as well, which makes the Reim & Raus combo 18p compared to the 15p a ranger sniper costs. Plus, it can only make 2 damages for shot at the very best (regular attack plus the 6+ mortal wound), meaning some tankier units can brush its attacks off if they so wish. **The transuranic sniper has a BS3+ with a decent amount of stratagem options to boost him, and the weapon in question has the longest range in the whole game (seriously, 60" means it will never be out of reach), has S7, AP-2 and D3 damage, meaning it only needs one hit to cripple units with multiple wounds. Any character with 3 wounds or less will be at risk of dying to this guy early on, and even 4 wound characters are at risk of that extra mortal wound. Not that many units can really be safe of that kind of firepower. Plus, the 4+/6++ of the unit means it can actually resist some attacks decently enough. If it's a vanguard sniper, it gets the sweet radiation effect against enemy toughness in melee, but this is pretty much something of a last resort, only really useful when locked in melee alongside a support unit of the sniper. Alone, it's not going to do much with one S3 attack. And there's the chance of actually having more than one arquebus on the team, even without the Sniper speciality. The problem comes with the inability of shooting after moving, meaning if you want to use it, it will be a sitting duck. **TLDR: Reim is the more precise sniper, and can actually move around the map, but the arquebus is better at everything else. *Other ways to deal with the sniper are fast units with a decent invulnerable save, though you'll have to consider the chance of the mortal wound getting in. Cheap melee units like genestealers are also a good option: even if one falls on the way, other is bound to reach it, though it will have to actually go through the rest of the team if the AdMech player is smart. Tau players could use the battlesuits protected by drones to tank the sniper hits as well, but considering how expensive those are, that's a considerable risk if the dron fails to take the hit. The lictor is also a decent bet, but mostly as a Distraction Carnifex, as its high point cost and W4 means that the AdMech are going to fire everything at it. Again, one lucky shot of the arquebus will put the sneaky lictor down, but those are risks you have to deal with. </div> </div>
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