Wednesday, 1 January 2014

What now for my Kill Team?

Last year I went to a Warhammer World Kill-Team event day, it was great fun and I had some good matches. I finished around the middle if I remember rightly with my Sternguard in a Razorback but with the new codex and indeed new rules (your leader can't be a specialist...) my Kill Team doesn't work anymore! So, what do I do about it?

1) Review Space Marines
This would seem to be the logical choice but honestly im struggling to find something that is durable and punchy enough but with sufficient numbers to give you a fighting chance. The best I've come up with is either Sgt Telion leading scouts and a grav gun combat squad or a Bike Squad. Vanguards are too pricey. Terminators are off limits (2+ save) and to get a decent Sternguard squad you negate their transport meaning they have to slog about.

2) Eldar
Striking Scorpions are perfect for Kill-Team. An exarch with a biting blade and crushing blow is hitting at WS5, I6 and 3 attacks on the charge at S6. Every model also has stealth, infiltrate and loads of other Gucci tricks. With 3+ save they should stick around for a bit. As a bonus, a squad of 6 with the Exarch leave you with enough points for a squad of Rangers. These bad boys have an excellent sniper rifle, stealth and scout too. You can get them in a great position from the off, hide them in cover and fire away for 6 turns. With the removal of 2+ saves the sniper rifle will take some casualties a game guaranteed.

3) Eldar part 2
Warp spiders. These guys are good and assuming the dice gods are smiling at you they can be excellent. Their temperamental jump packs mean you'll have a fun, nerve wracking game though I wouldn't trust them at a tournament...

4) Tau
The Riptide bomb is gone. With a minimum of 4 models needed in your team lots of Tau players might feel left out - you can't even get an XV-8 trio on the list! The list I've come up with has a twin linked missile pod XV-8, An XV-8 shas'vre with burst cannon, fusion blaster and an onegar gauntlet and 5 path finders, 1 with rail rifle. 
In my opinion, the absence of the 2+ armour save has solved the question of missile pod vs plasma rifle. They cost the same but the S7 AP4 missile pod does it for me. The Assault 2 nature should clock in 2 wounds at a long range when coupled with some marker lights with minimal risk of return damage...phew.

Also, give the rail rifle pathfinder Relentless and he can rush about sniping things.

4) Imperial Guard
Veterans, melta guns, chimera, grenadiers.

5) Grey Knights
Interceptors with incinerators...

So what have you guys come up with? I'd love to hear about your exploits and lists, maybe even see you at a Kill-Team event?

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