Warhammer 40,000: Kill Team (HoR)/Tactics(7E)
This is a stub of Kill Team, the Heralds of Ruin Unofficial rules for the giggles. If anyone want to help me build this, be my guest - I would in fact like that!
Once upon a time, the Warhammer World dudes made a supplement for Warhammer 40k called Kill Team, which were based around 200 pt battles were each model was controlled individually and you could only chose from the Elite, Troops and Fast Attack slots. Many 'toppers around the world loved it for its simplicity, for how easy it was to get into and how much bullshit it avoided. But then, something happened.
The blog Heralds of Ruin made their own, unofficial version, with blackjack and hookers. And it was awesome.
General Tactics
The Kill Team: Heralds of Ruin Unofficial Warhammer 40,000 Supplement (from now on called Kill Team for simplicity) changes a lot of the usual dogmas about 40K that you need to revert to get into Kill Team - Don't get us wrong, it is still the same game, but the focus is shifted to a few key models instead of the usual bucketload of model, so you need to use a more focused mindset - Your "Heavy Support" might only be two-three Devastators, and your "HQ" is usually something equivilant of Sergeants and Nobs. That said, because there is so few models, fewer AP/S = Fuck You and almost no Vehicles, the resilience of your models goes up in general. T 5 and up is suddenly king, and any Armour Save over +4 is badass for most models. Guns tend to do the same - Because models often only hit one model at a time, Heavy Bolters suddenly have three chances to kill that goddamn Dire Avenger, where it would hit a unit in a usual game and maybe remove two if you are lucky.
Building a Kill team
This is usually the expensive part of making an army, but when playing Kill Team, you usually just need two or three kits of infantry. A Space Marine Team can be made of a kit of Tacs and a kit of Sternguards without problem, and even Orks can make an entire army of a box of Nobs and a box of Boyz.
A Kill Team has a Point Limit of 250 pt, and in general has one Team Leader (who keeps up morale), about 20-30 Core models (Do I need to explain) and about 5 Special Models (Who are models that would otherwise be a bitch to fight, and therefor is kept to a minimum). Most Team Leaders have some ability to get Special Models to Core, or increase the amount you can take of some Core models, which is why it is best to choose your Team Leader first before getting the rest - A Team Leader is good, A Team Leader that fits within the list and boost it is absolutely boss.
There are two general rules when creating a Kill Team:
- Never be too Elite: When you can only shoot one model at a time, your attacks get funneled down to a little bit of the enemy while the enemy can gang on you - That will often end up with you getting crumped by the sheer amount of the models the enemy might swamp you with. Not that you can't be elite-ish, just remember the 40K dogma of "There is quality in quantity".
- Placement actually matters: Most 40K games are placed on half-empty boards with a lot of place for you units of Mahreens, Kill Team is jammed with terrain in several stories - If there is room for a Rhino to drive about, you are doing it wrong. Think about that when you make your list - Heavy weaponry needs to get up in to places where they can see more than an alley, so that will be about one or two turns were they can't use their guns right. Plus, as all climbing and jumping use Initiative, Orks, Necrons and Tau usually have problems with getting upwards, while Eldar and Dark Eldar will jump about the battlefield like nobody's business.