200 Points -NEW- Kill-Team GK Force

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200 Points -NEW- Kill-Team GK Force

Post by Tiberius on Fri Feb 19, 2010 11:07 am

Hail brothers!

Been a while since I last wrote on the forums, mostly because of my studies. But I am however getting back into the hobby with several of my exams being written and done, and my first official battle will be at Games Workshop Stockholm, on the 6th of March, and will play out in the form of a Battle Mission using the new Kill-Team special rules!

So, I need your help to put together a 200 points pure (!) GK army which I will be using. The special rules for these battles will be "Every Man for Himself", which means that each model operates as individual units, and "Specialist Troopers", which basicly means that three models in a force may pick one special rule from the 40K rulebook, although no rule may be picked more than once (So only one FNP, as an example).

We are limited to 1 Elites choice, 2 troop choices and 1 fast attack choice, although no slots are mandatory.

So, I have a few ideas, which's probably the only alternatives available, although I need your aid to twist'n'tweak them to better obliterate the enemies of the Imperium!

Idea 1 - High-Number Standard-equipped terminators.
1 BC and 3 Termies. 199 points. This is rather obvious. Strong individual characters with high survivability. High-Number is a joke though, although the next option is even less numerous!

Idea 2 - Low-Number Termies with pimped out BC.
1 BC and 2 Termies. 153 points. Here, I have a whopping 47 points to spend on wargear, of which 30's probably going to a psycannon. I could, if I wanted to, use the other 27 for an Auspex for the BC and another Psycannon for one of the termies. Excellent against what tanks I might face! ...And one of the lists I'm facing are going to be eldar. O.o

Idea 3 - High-Number PAGKs.
1 Justicar and 6 PAGKs. 200 points. A larger force, although each individual are weaker alone than the termies. It does allow me to move them in pairs, though.

Idea 4 - Not-quite-as-high-number PAGKs.
1 Justicar and 5 PAGKs. 175 points. 25 points for wargear. Ideas? ^^

And there you have it. Which force would you prefer, and how would you tweak it? I do feel the termie alternatives are more "fluffy", although PAGKs also operate as single-unit cells according to fluff.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Primarch on Fri Feb 19, 2010 3:04 pm

I like the first one, with a few terminators, because of their power weapon attacks which make them significantly better than PAGK in close combat. 2+ saves are also very hard to fail when rolling individually (for some reason scratch)

Give them all feel no pain and those guys would be unstopable(? spelling?).

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Tiberius on Fri Feb 19, 2010 3:29 pm

Btw, made a slight miscalculation on the second example, which causes me to exceed the points limit by 10 points should I purchase the second psycannon. So I'm limited to one, dang. >.<

Primarch wrote:I like the first one, with a few terminators, because of their power weapon attacks which make them significantly better than PAGK in close combat. 2+ saves are also very hard to fail when rolling individually (for some reason scratch)

Give them all feel no pain and those guys would be unstopable(? spelling?).

Alright, and I too find it quite impossible to fail individual 2+ saves, and since they also have an inv. save, they'd MIGHT be able to survive even a lascannon. Might. ^^

Sadly, I am only allowed to give one termie (The BC in this case) Feel No Pain, as we're allowed to give three models special rules, but not allowed to pick the same rule twice. But it would indeed cause some trouble! ...Not sure what other rules I should toss out though. Razz

I know of two armies I will be facing, eldar and Salamanders. I have no clue of what the eldar force will consist of, but I've spoken to the Salamanders Commander, and as for now, he's interested in fielding 5 scouts and three Scout Bikers, gear unknown to me. Against scouts, a psycannon would rock though... But the extra PW, and the fact that I have full firepower whilst advancing, makes up for that loss. tongue

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Re: 200 Points -NEW- Kill-Team GK Force

Post by the bringer of death on Fri Feb 19, 2010 5:16 pm

can you take vehicle ?
if not i would take some psy bolts for the storm bolters
how about a assassin or would that be to much : )

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Primarch on Fri Feb 19, 2010 6:15 pm

You could give them furious charge, infiltrate (stealth terminator anyone?), feel no pain and prefered enemy

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Re: 200 Points -NEW- Kill-Team GK Force

Post by MJSwasey on Sat Feb 20, 2010 12:32 am

Can you clarify the rules/type of missions/etc for those not familiar? I'm trying to figure out why, if you can take single models, you would EVER take a justicar over a cheaper/better termie. The only thing i can come up with is maybe the rules say the squad has to be a normally legal squad (unusual for kill team), so that you would need him to take regular GK.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Primarch on Sat Feb 20, 2010 1:02 am

The mission and rules are custom. Units must be a form a legitimate squad from elites, troops or fast attack (i.e. PAGK squad must have 1 justicar and 4 GK), but the individual models are independant characters.

Also we were not promoting the use of justicars. It was agreed that terminators are better.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Tiberius on Sat Feb 20, 2010 5:57 am

@ the bringer of death
We can indeed take vehicles, if they are part of one of the allowed force organisation slots. So no heavies, meaning the only vehicles I would be able to take would be the el'cheapo transports for other troops. And only a single model would be able to be inside them at any given time, since they all count as individual units, they would loose some of their value.

@ Primarch
Well, I'm only allowed three picks, but your options are the most viable. So the BC's getting FNP, and two of the others will probably get Infiltrate and Furious Charge. I'm still going to ask if I'm allowed to give one of my termies Turbo Boosters. Imagine that! cheers

@MJSwasey
Primarch pretty much nailed it there. They have to be legitimate units, but the models within it acts exactly as that, individuals, for the rest the game. So the choice stands between PAGKs and Termies, not A justicar or Termie leading a group of PAGKs. These rules are a simplified version of the actual Kill-Team special mission comming with the B. Mis. book, and serves as an introduction.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by the bringer of death on Sat Feb 20, 2010 10:53 am

I am looking forward to the new kill team it sounds great

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Primarch on Sun Feb 21, 2010 7:04 pm

GKT with turbo boosters would be hilarious!

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Tiberius on Mon Feb 22, 2010 5:15 am

Primarch wrote:GKT with turbo boosters would be hilarious!

Indeed. Hard to convert one though. Perhaps I should use a SM jumppack, just attach it a lil' lower...? scratch

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Re: 200 Points -NEW- Kill-Team GK Force

Post by DarkRonin on Wed Mar 10, 2010 5:51 pm

After looking over the Kill Team entry in the book, it looks like SM can throw in Dreads with no issue what so ever. If so, it would probably be a fun excuse to have an Ironclad Dreadnought to have Turbo-Boosters. Wouldn't that be awesome. Just throwing that out there though, sure it would be a point sink, but I can easily see issues with these kill teams that we are bound to come across.

Either way, this looks like it'll be a fun quick game.

Also, what about using a small squad of PAGK with psycannons. I suggest this because we could grant two rules onto them that would allow them to keep moving and shoot: Relentless, and Slow and Purposeful. Of course since the unit would be broken down into Independent Units such as a group of Daemonhosts or Deathcult Assassins, I don't see much point in doing so once their hunkered down behind cover.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Primarch on Thu Mar 11, 2010 1:26 am

Whatever you do, don't play against nids for kill-teams, because it will be guaranteed rapeage for you. Razz

(Warrior spam anyone?)

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Musashi on Thu Mar 11, 2010 1:46 am

There are lots of talk about taking psycannons, but why not incinirators?

You could potentially kill multiple models with incinirators (which you cant do with psycannons thanks to each enemy model being a seperate unit)

How about..

Justicar
psycannon bolts
articifer armour


4x grey knights
(2 with incinirators)

Whilst the justcar runs on his own to use his power wepon to take out high priority targets (maybe put infiltrate on him?)

Grey knights move in pairs, one 'cinnie and one normal

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Primarch on Thu Mar 11, 2010 2:46 am

I think the reason for not taking incinerators is because all units are independent, meaning there is no unit cohesion, so models won't be bunched up together for an incinerator to be useful.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Musashi on Thu Mar 11, 2010 2:51 am

Its a large template though! with a psycannon you have a good chance of killing one model.

With the 'cinnie you have a chance to take down multiple models in one turn (they may not be bunched toegther, but they may work in pairs)

If they are travelling far enough apart that you cant get them both under the template, then between you'r cinnie guy/normal trooper you will be able to over power.....

just remeber, kill team isnt just small scale 40k, its realy a whole different ball game. Assault6 sun rifles (or what ever the swooping hawk champ carries) isnt so good when you have to wasteall the shots taking down one model. templates are the way to go!

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Re: 200 Points -NEW- Kill-Team GK Force

Post by fa11en on Thu Mar 11, 2010 3:46 am

But with the Psycannon & relentless/slow & purposeful you can engage one model per grey knight per turn at a range of 36" without risking being assauled, which is a good thing when potentially you are only fielding 5 grey knights and 2 of them have lost their CC bonus to attacks & strength.

Personally I'm torn between 6 man squad with 1 psycannon or a 7 man squad.


Last edited by fa11en on Thu Mar 11, 2010 9:49 am; edited 2 times in total

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Re: 200 Points -NEW- Kill-Team GK Force

Post by karloz on Thu Mar 11, 2010 7:54 am

just to add my two pennies worth. just bought the battle missions and I'm pretty sure you can split your shots between any models in range and line of sight. If I'm remembering correctly this would make the psycannon the obvious choice to me.

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Musashi on Thu Mar 11, 2010 8:01 am

I'm pretty sure you cant do that...

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Re: 200 Points -NEW- Kill-Team GK Force

Post by DarkRonin on Thu Mar 11, 2010 8:52 am

From what I'm reading here with my own copy, you can do that.

"In addition, when a model shoots or fights in an assault it may split it's attacks up amongst any eligible targets if desired."

That's pretty awesome right there. But seriously though, I'd rather have it so that I could pour more shots into someone so I could get a good chance to take them out. Besides, we may need this for when the SM and CSM players start dishing out Dreads in this (As I've said before, there are no restrictions on this).

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Musashi on Thu Mar 11, 2010 9:11 am

Oooohh i stand corrected! that sounds good!

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Re: 200 Points -NEW- Kill-Team GK Force

Post by DarkRonin on Thu Mar 11, 2010 9:17 am

Yea, this will be a whole different style of play. Will be fun though, especially with a tank hunting Psycannon for those pesky dreads and cheap vehicles.

---EDIT---

I'm kinda curious now though, we know that all of the models as part of a unit are not considered Independent, but how would that affect an Inquisitors Retinue if we add two sages to the list? Would the other models that were bought for the unit still have the free re-roll?

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Re: 200 Points -NEW- Kill-Team GK Force

Post by Inquisitor Chuck Norris on Wed Oct 12, 2011 10:30 pm

Now what would really kick ass, is 3 Paladins w/ one upgraded to an apothecary. Then extra points to what ever you want upgraded

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Re: 200 Points -NEW- Kill-Team GK Force

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