Editing
Warhammer 40,000: Kill Team (HoR)/Tactics/Dark Angels(8E)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Army List== Your FOC is as follows *1 Leader *1-20 Core *0-3 Special ===Leaders=== *'''Tactical Sergeant''': Your utility HQ with options for almost anything he desires. In most cases, you'll end up settling with this guy unless you're kitting around a specific tactic since he's the middle of the road guy. Make use of the Look out Sir! rules and keep a couple of meatshields with him to dramatically increase his survivability (given the small amount of low AP weapons you should almost always have an Armor save even for your bullet-catchers). **'''Veteran Sergeant''': Your basic sergeant, now slightly better and able to make Company Veterans Core. He has an additional use in adding towards any requirements for Tactical and Assault marines, which rocks. **'''Assault Sergeant''': He's the Tac Sarge with a chainsword instead of a bolter. He's about as expensive this way, but you'll more than likely grab the jump pack and a better weapon if you really want to go rip and tear. *'''Ravenwing Sergeant''': Your first biker sarge. While he lacks the fancy gear, he's easier to include in a list. **'''Ravenwing Huntsmaster''': Leader for Core Black Knights. You get the more powerful Plasma Talons and Corvus Hammer, but 55 points is a bit steep if you plan on making a large force. *'''Deathwing Sergeant''': Your basic leader for Deathwing Teams. He's big, hard, and he's a force to be reckoned with in close combat. He's not really able to do much else outside of that, however, so you'll need to cover that. **'''Deathwing Cataphractii Sergeant''': Now in Cataphractii flavor! While he lacks the ability to go full melee, he does possess the Cataphractii's protection and an optional grenade harness to make up for it. **'''Deathwing Tartaros Sergeant''': In Tartaros flavor! This one gets to carry guns of the not-combi variety, so you can actually include a plasma blaster/volkite charger if you're so inclined. Also has options for a grenade harness. **'''Deathwing Knight Master''': Leads Deathwing Knights. He's got no options for weapons instead of the Flail, and in HoR, weapons like that have kinda fallen by the wayside without some reworking. In all honesty, you can do just as much with a base DW sarge. *'''Company Champion''': Your CQC-focused leader, he comes with the boss-ass Blade of Caliban. Make sure he keeps on killing and making use out of this sword. **'''Deathwing Champion''': See that issue with the Knight Master? This guy suffers from a similar issue, which might need some rewording to make use of it. **'''Ravenwing Champion''': Stack that champion on a Black Knight bike. You lose nothing, but are now the most expensive leader out there. *'''Codicier''': A Librarian with Smite and one other Interromancy power. The Force weapon means he can gib enemy leaders or multi-wound gribblies with relative ease. Unfortunately he can't take Terminator Armor or Bike, but he can grab a jump pack for some added mobility. **'''Primaris Codicier''': +13 points for a slightly beefier statline and less choices. *'''Excoriator-Chaplain''': A Veteran aspirant to the Confessor-Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate. **'''Primaris Warden''': More expensive, but provides a more durable Chaplain. *'''Intercessor Sergeant''': Basic Primaris leader. He's still pricey, but he's only at 29 points with the option for melee weapons *'''Hellblaster Sergeant''': Unlike the Intercessor, this guy is pure range. He's also pure plasma boy, which is perfectly fine for the Sons of the Lion. In fact, it's better. *'''Aggressor Sergeant''': Bigger, beefier, and very much a bastion of mass destruction for any force. *'''Inceptor Sergeant''': Flyboys with the most powerful pistol-sized guns out there. You want these guys to rush in, rush out, and keep shooting. *'''Gravis Sergeant''': A weaker Gravis captain. You exchange the firepower for the ability to actually hit in melee. *'''Reiver Sergeant''': Your CQC Spook-boss. *'''Scout Sergeant''': About the same as the basic Sergeant, but as a Scout. He can grab a CCW or Shotty if he needs to make a stand, a sniper to pair with the Camo Cloak for proper snipery, and basic special-issue gear. **'''Scout Biker Sergeant:''' If he grabs a bike, then he can take more than 3 Scout Bikes. *'''Second Lieutenant''': Another veteran, this one with the re-rolls to wound of a Lieutenant. He's not as dependent on hitting as the normal sergeant is, so he can be useful for a gunline. He also adds to prerequisites for Tacs and Assault marines. **'''Primaris Second Lieutenant''': The Chad equivalent, with a fancier bolt rifle. ===Core=== *'''Tactical Marine''': The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5. *'''Scout''': They're Scouts. They'll be needed for the dakka since you would otherwise be taking Neophytes to do combat. *'''0-5 Assault Marine''': These guys are rather confined, hardcapped at 0-5 and only 2 out of the 5 can grab a Flamer or Plasma pistol. Don't even consider the Eviscerator unless you have backup. When you take a Jump Pack sarge, it's still advisable to take some shooty units to keep them distracted while you tie them up. A flying flamer can be decent against some of the most cover-reliant enemies. *'''0-3 Scout Biker''': They're Scouts. On Bikes. Hardcapped at 0-3 without a Scout Sarge on a bike. Only thing of note is that one of them can grab a Grenade Launcher (and another one if you take 3+ models), but that's it. *'''0-3 Ravenwing Biker''': Limited to 0-3 without a RW Sarge. Each 1 out of 3 can grab a new gun for their bike. The special weapons here are particularly vulnerable, since you can't have redshirt bikers catching bullets with their faces for the gravgunner, though having Junk makes them more protected than the classic flavor. Additionally, you can't buy Chainswords without sacrificing your pistols, meaning you need to dedicate each one to a certain task. **'''0-1 Ravenwing Attack Bike''': It's slightly more than your base bike, but you now have a heavy bolter or multi-melta stuck onto it. Never leave this thing alone because you don't want this lost. ===Special=== *'''Company Veteran''': Good solid shooty units, though they will end up pricy to kit out. With the limits in this category, you need to make sure you're picking the smartest weapons for the job. If your enemy gets too close remember they have 2 attacks base, so they aren't totally harmless against non power weapon wielders. One of them can also take a Heavy or Special weapon, a nice idea if you want a Heavy Flamer. *'''Deathwing Terminator''': Your fave super-armored kill-tanks, limited to 0-5 Core slots if you take ANY {{W40kKeyword|Deathwing}} Leader. These guys have a good lot of versatility to them, and can be kitted to fit most of your needs. Even if you grab a Termie Sarge to make them core, make sure you bring other support units to at least keep from draining all the points. In Kill team they are nothing to scoff at, being resistant and with decent weaponry. **'''Deathwing Knight''': Unlike the Leaders, the Mace of Absolution lacks any hangup involving massed combat. **'''Deathwing Cataphractii Terminator''': Thicker termie. **'''Deathwing Tartaros Terminator''': Mobile Termie. The draw on these guys is their possession of the Reaper Autocannon. *'''Ravenwing Black Knight''': The bigger bikers. If you need something less likely to kill you, you can give them a grenade launcher, which isn't subject to the single-use rules Grenades are subject to. *'''0-4 Aggressor''': Your big heavy gunners, though they don't benefit from ammo. You bring them for their hail of fire, which makes multi-target firing a good move. *'''Inceptor''': Big jumpy marines. *'''Hellblaster''': Cheaper than the rest by far, these guys provide safe, reliable anti-whatever fire. *'''Reiver''': Your other scouts are a lot more mobile. Though not as sneaky and lacking in the sniping department, you do possess a superior ability to set up as you wish and a better melee game. *'''Apothecary''': The standard Apothecary, though he now has the option to grab a Bike. He is a mixed bag: he costs as much as 2 Marines, but if you keep your soldiers close he can act as a good force multiplier. On the flip side if you bunch up you can have difficulties capping Objectives and are more susceptible to flanking manoeuvers. If you happen to run Iron Hands enjoy your 3+/4+++ tacticals. Congratulations, your basic goon is as resilient as a terminator for less than half the price. **'''Primaris Apothecary''': Now slightly bigger! **'''Deathwing Apothecary''': The Terminator edition. **'''Ravenwing Apothecary''': Take a Black Knight and replace his hammer with a Narthecium. That's what you brought here. *'''Tech-Adept'': Virtually identical to a Techmarine. Unlike the base techie though, this guy has some special effects that can influence the turn (One enemy takes -1 to hit with a weapon, one ally and nearby allies remove penalties for heavy weapon movement, robbing cover from an ally, a save from overheating, or possibly forcing an ally to spend more TP for a Tactic), making him especially handy.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information