Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E): Difference between revisions

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They're the [[Space Marines]].  By now you should know how they run, even if it's just by word of mouth.  They're easy to build, easy to make, they're tough, and yet have a great deal of flexibility available to them, allowing for a big variety of armies.  While not as grand as [[Deathwatch]] in diversity, this is nothing to scoff at, even in such a small scale like HoR.
They're the [[Space Marines]].  By now you should know how they run, even if it's just by word of mouth.  They're easy to build, easy to make, they're tough, and yet have a great deal of flexibility available to them, allowing for a big variety of armies.  While not as grand as [[Deathwatch]] in diversity, this is nothing to scoff at, even in such a small scale like HoR.


This gives you the rundown of all the basic Space Marines. Primaris have their own Opus, as do Black Templars, Blood Angels, Dark Angels, Deathwatch, and Space Wolves.
This gives you the rundown of all the basic Space Marines. Primaris have their own Opus, as do Black Templars (Though they have their own Opus for more unique stuff), Blood Angels, Dark Angels, Deathwatch, and Space Wolves.


Your common keywords are {{W40kKeyword|Imperium, Adeptus Astartes, <Champter>}}
Your common keywords are {{W40kKeyword|Imperium, Adeptus Astartes, <Chapter>}}


==Rules==
==Rules==
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**'''[[Howling Griffons]]''': ''Hold to Your Oaths!'' - A model can re-roll 1s on the fight phase if they are in a battle where your side outnumbers the enemy. All auras also gain +3".
**'''[[Howling Griffons]]''': ''Hold to Your Oaths!'' - A model can re-roll 1s on the fight phase if they are in a battle where your side outnumbers the enemy. All auras also gain +3".
**'''[[Fire Angels]]''': ''No Mercy From the Edge of the Blade'' - All models gain a 6++ save. Anyone with a chainsword can spend 3 pts for a power sword instead.
**'''[[Fire Angels]]''': ''No Mercy From the Edge of the Blade'' - All models gain a 6++ save. Anyone with a chainsword can spend 3 pts for a power sword instead.
**'''[[Marines Errant''': ''Void Warriors'' - All models re-roll any saves against weapons with random damage. Their frags are all S4 now as well, because TACTICOOL.
**'''[[Raptors (Chapter|Raptors]]''':
**'''[[Exorcists]]''':
**'''[[Executioners]]''':
**'''[[Red Hunters]]''':
**'''[[Star Phantoms]]''':


*'''Experienced Leader:''' Your leader allows you to take any Special models that share the all same keywords as they do as Core models. If the leader has models that are already core and share all the same keywords, then you can take twice as many.
*'''Experienced Leader:''' Your leader allows you to take any Special models that share the all same keywords as they do as Core models. If the leader has models that are already core and share all the same keywords, then you can take twice as many.

Revision as of 19:47, 20 June 2019

They're the Space Marines. By now you should know how they run, even if it's just by word of mouth. They're easy to build, easy to make, they're tough, and yet have a great deal of flexibility available to them, allowing for a big variety of armies. While not as grand as Deathwatch in diversity, this is nothing to scoff at, even in such a small scale like HoR.

This gives you the rundown of all the basic Space Marines. Primaris have their own Opus, as do Black Templars (Though they have their own Opus for more unique stuff), Blood Angels, Dark Angels, Deathwatch, and Space Wolves.

Your common keywords are Imperium, Adeptus Astartes, <Chapter>

Rules

  • Chapter Tactics: Same as the codex, though there are tactics for the new chapters as well as a few tweaks. If you decide not to take a chapter tactic, you can just take a free TP.
    • Salamanders: Only your Leader and up to 5 other models can benefit from the re-rolls. Because fairness.
    • Iron Hands: You can grab a Tech-adept as a leader. For 20 points extra, you can upgrade them to Iron Father and give +2 Wounds and +1 A.
    • Red Scorpions: Purity Above All - A Tactical, Sternguard, or Intercessor Sergeant can grab a narthecium for 15 pts, but it bars you from taking an Apothecary.
    • Carcharodons: Reavers of the Outer Darkness - Your tacs and Intercessors can replace their bolter with a chainsword/knife for free. They can also buy a second chainsword for 1 point or a chainaxe for 2. Enemies within 1" of them take -1 to Ld.
    • Howling Griffons: Hold to Your Oaths! - A model can re-roll 1s on the fight phase if they are in a battle where your side outnumbers the enemy. All auras also gain +3".
    • Fire Angels: No Mercy From the Edge of the Blade - All models gain a 6++ save. Anyone with a chainsword can spend 3 pts for a power sword instead.
    • [[Marines Errant: Void Warriors - All models re-roll any saves against weapons with random damage. Their frags are all S4 now as well, because TACTICOOL.
    • Raptors:
    • Exorcists:
    • Executioners:
    • Red Hunters:
    • Star Phantoms:
  • Experienced Leader: Your leader allows you to take any Special models that share the all same keywords as they do as Core models. If the leader has models that are already core and share all the same keywords, then you can take twice as many.
  • Teleport Homer: If you have a model in your team that can take a teleport homer (Read: Termies), they can take one, with extras costing 5 points a pop. They also give you the ability to make an emergency teleport if you want to bail out models that are in danger of getting killed.

Armoury

Honoured Relics of the Chapter

Armour Upgrades

Additional Wargear

Weapons of the Armoury

Rites

FOC

  • 1 Leader
  • 1-20 Core
  • 0-3 Special

Leaders

  • Tactical Sergeant: Your utility HQ with options for almost anything he desires.
    • Biker Sergeant:
    • Assault Sergeant:
    • Vanguard Sergeant:
    • Sternguard Sergeant:
    • Terminator Sergeant: If you fork over 16 more points, you can make a Veteran Sarge into a Termie Sarge. He's got the armaments available to basic Termies and can grab up to 5 termies of the same type as Core. The Sergeant can be your most resilient Leader if you kit him with either Termi armor or a Bike. Just don't expect him to pull the same amount of crap Smashfucker does in normal 40k, remember he has only 2 wounds and 2 attacks base. Use it sparingly to reinforce a gunline or to bully lone dudes and he can actually survive the battle. 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).
  • Company Champion: Take the Champion from your Command Squad, give him another wound, and you'll be pretty much what he is. He's the challenge-based HQ that can re-roll to-hit and to-wound, but he can benefit a bit from BT tactics. He can buy a Storm Shield, a bike, and Artificer Armor if you want extra protection, and he can get a Relic Blade or a Thunder Hammer. Given that usually the only Character is the enemy leader you can end up with an epic narrative duel between them, but beware of stuff that can cut through him (either higher I or ignoring his armor). A couple of escort guys and some CC help will greatly benefit him.
  • Centurion Sergeant: A very expensive leader, but absolutely tough with a solid shot depending on what he gets. His stock load out gives him some devastating melee weapons and a TL flamer for some basic horde-wiping. 20 points can make him a Devastator Centurion (or just get him a TL Heavy Bolter, which is utterly weak outside of light infantry killing and costs you any melee use). His grand weakness comes from S&P. Any unit can kite him with hilarious ease and then lure him to his shooty doom, or they can just charge his ass and waste him because he can't overwatch and unless anyone can do it for him, he's useless.
  • Codicier: A ML1 Librarian (with a Vet's statline plus a Wound) with Smite and one other Librarius power. The Force weapon means he can gib enemy leaders or multi-wound gribblies with relative ease. Unfortunately he can't take Terminator Armor, but he can grab a jump pack for some added mobility. Sadly cannot bike, as this doesn't have the Index on hand.
  • Warden: A Veteran aspirant to Chaplain. These guys are the ones you grab to push into melee with Litanies of Hate.
  • 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. If he grabs a bike, then he can take more than 3 Scout Bikes. Spending 10 points also gives him +1 A/Ld.
  • 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.

Core

  • Tactical Marine: The basic marine with access to a rather broad set of weapons of any sort for 1 out of 5, and with the ico- No, hey, where are you going! Why are you scrolling? Tacticals are essentially one of the best Core choices in HoR, mostly because of the statline combined with the amount of gear makes a normal Marine able to deal with almost anything. Of course, the steep price of 14 pt is still quite high for its damage output, but if you can place enough models (7-10 Tacs, instead of just a few), the number itself should do you a favour by allowing you to keep on Bolter fire even with a few casulties. If you are playing with Injuries, these guys become the hardest motherfuckers in the game for the price. Imperial Fists for rerolling 1s on bolters is especially good here, since every shot counts.
  • Scout: They're Scouts. Keep them out of the line of fire. They can grab whatever they normally can, meaning that cover-snipers are in. Since in Killteam there's a fuckton of cover Camo cloaks are a good choice, giving the scouts basically a 3++.
  • 0-5 Assault Marine: These guys are rather confined, hardcapped at 0-5 and only 1 out of the 5 can grab a Flamer or Plasma pistol. 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 like orks or Dark eldar. Beware Dangerouos Terrain tests when using Jump Packs, keep him behind LOS blocking terrain but stay out of it when possible.
  • 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. If you're taking a biking Scout Sarge, then they can go infiltrating without risk.
  • 0-3 Space Marine Biker: These guys are always welcome (especially among the White Scars), but are limited to 0-3 without a biker Sarge. Each 1 out of 3 can grab a new gun for their bike. Paying 24 whopping points turns one bike into an Attack Bike with a Heavy Bolter, which can be replaced with a Multi-Melta for 10. This bike has to be kept from the front lines, since this is a big investment. The special weapons here are particularly vulnerable, since you can't have redshirt bikers catching bullets with their faces for the gravgunner. If in normal games bikes are good here they are god-tier. Obviously White Scars CT is hotly recommended since Hit and Run, and especially ignoring all the metric fuckton of terrain you *should* be playing with, is a huge bonus.

Special

  • Honour Guard: They can buy a relic blade and....the same stuff as vets. Besides that, they're pretty threatening as they got the 2+ (though no Invuls) and can be kitted out with any power weapons for the occasion. They're meant for taking combat, but there are cheaper models for that goal, though not as easily able to tank it. Their drawback is that they have to footslog it across the field.
  • Sternguard 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. Even stock standard he can hold up his own quite good: he can outrange other Marines with Kraken rounds, ignore the cover in which those pesky Guardsmen cower with Dragonfire, pierce Marine armor in the open with Vengeance and easily wound high T dudes with Hellfire. Let your Plasmagunners worry about the 2+ saves and mulch infantry (which Killteam has aplenty of). 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.
  • Vanguard Veteran: A solid model that will cost as much as a Sternguard when kitted with a Jump Pack. While he can't Deep Strike unlike his Blood Angels variant, he can be just as effective in combat. With a storm shield, he becomes even tougher. Beware of Overwatch and Dangerous Terrain.
  • Centurion: A Space Marine inside a Space Marine, this guy is basically the same as the sarge, but 10 points cheaper and with less options for Wargear. Otherwise, he's a very big cost, and when hardcapped at 0-2, there are better options for the same purposes.
  • Terminator: Your fave super-armored kill-tanks, these guys have a good lot of versatility to them, and can be kitted to fit most of your needs, especially with the special wargear. 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 resistent and with decent weaponry.
  • Apothecary: The standard unique 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.
  • 'Tech-Adept: Unique character, though 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.

Building Your Army