Kill team lists (200pts)

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Kill team lists (200pts)

Post by Omenos on Tue Mar 26, 2013 6:52 am

A friend of mine is going to be heading up to Warhammer World in a few weeks to take part in a Kill team tournament (13th April I think). I can't go myself but it has got me thinking about Grey Knight kill team lists.

Basic kill team list construction rules:

0-1 Elite
0-2 Troops
0-1 Fast Attack


  • Any current 40k codex that is still in print is eligible, this does also include White Dwarf codex updates
  • No allies or fortifications
  • No Forge World rules, you may play FW models as an equivalent unit in a codex (e.g. contemptors as standard dreadnoughts etc)
  • No expansion rules
  • Codex restrictions still apply (e.g. Tau having to take 1 unit of fire warriors) unless it relates to HQs and Heavy Support
  • Units must be valid (you can't take 4 or less GKSS models for example)
  • No flyers


The full rules are here

Using these rules I've come up with the following lists:

List 1 - Terminators, nothing fancy (200pts)

GKT - 5 man, 2 halberds, 2 swords, 1 hammer


List 2 - Purifiers (196pts)

Purifiers - 5 man, 3 halberds, 2 psycannons, razorback w/ psybolt


List 3 - Paladins (200pts)

Paladins - 3 man, 1 M.C. hammer, 1 M.C. halberd, 1 M.C. sword, psybolt


Would have been tempted to add warrior acolytes to the paladins list rather than master crafting the weapons and giving them psybolt but as codex restrictions still apply you can't take a henchmen squad without an inquisitor and the kill team rules mean that you can't take HQs.

What do you guys think? How would you improve these lists or would you try something else like interceptors for example?

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Re: Kill team lists (200pts)

Post by DonFer on Tue Mar 26, 2013 8:09 am

I also am taking part in a KT tourny next month. I have been trying a lot of possibilities and I think the Palies are the best choice. But as the following:

Paladin, NFS, Psycannon -> Shrouded
Paladin, NFH, Incinerator -> It will not die
Paladin, NDH, Psilencer -> Feel No Pain

That's 200 pts, lots of shooting and 3 Holcaust pie plates and 2 wounds.

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Re: Kill team lists (200pts)

Post by Omenos on Tue Mar 26, 2013 8:12 am

I don't think you can take 3 heavy weapons as you can only at most take 1 elite choice. Which weapon would you drop out of the three? I'd be tempted to drop the incin myself and keep the psycannon and psilencer purely for the number of shots.

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Re: Kill team lists (200pts)

Post by DonFer on Tue Mar 26, 2013 8:23 am

Oh, you're right. Only 1 elites choice is allowed.

mmm then we're not even allowed to take a psycannon. Damn I really suck at this thing! Sad

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Re: Kill team lists (200pts)

Post by Souba on Tue Mar 26, 2013 11:31 am

even though they cannot take a psycannon you can still play 3 pallys.
just a single selection of 3. each of them counts as a separate unit anyways so each one can also cast holocaust on his own.

i am currently doing the same with horrors wich is extremely strong. 21 horrors on the board each is a psyker with 2d6 s5 ap 4 shots is nothing to sneeze at.

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Re: Kill team lists (200pts)

Post by bigbri on Tue Mar 26, 2013 12:38 pm

Without access to Henchmen or Heavy Support units I'm really struggling to come up with a list that wouldn't get stomped. The lack of bodies and attacks/shots is crippling. Interceptors with an incinerator might be the best bet, but would rely on some very skillful use of their mobility to work well.

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Re: Kill team lists (200pts)

Post by Aubec le noir on Tue Mar 26, 2013 3:00 pm

I like the pallies list : 6 wounds good gear good saves if psycannons are not available ( i don't understand why scratch ) then i'll take 1 cinnie and 1 psy lancer
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Re: Kill team lists (200pts)

Post by bigbri on Tue Mar 26, 2013 3:37 pm

Aubec le noir wrote:I like the pallies list : 6 wounds good gear good saves if psycannons are not available ( i don't understand why scratch ) then i'll take 1 cinnie and 1 psy lancer
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The problem is you have to follow standard codex rules which means paladins can't take any heavy weapons unless you take 5, which you can't afford at this level.

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Re: Kill team lists (200pts)

Post by DonFer on Wed Mar 27, 2013 7:22 am

It's quite hard to buils a KT list with GK. But I agree with Souba, the Paladins are the best bet.

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Re: Kill team lists (200pts)

Post by Aubec le noir on Wed Mar 27, 2013 7:35 am

bigbri wrote:
Aubec le noir wrote:I like the pallies list : 6 wounds good gear good saves if psycannons are not available ( i don't understand why scratch ) then i'll take 1 cinnie and 1 psy lancer
Aubec pirat
The problem is you have to follow standard codex rules which means paladins can't take any heavy weapons unless you take 5, which you can't afford at this level.
true ... so no cinnie and no psylancers either ! Crying or Very sad Evil or Very Mad
Pallies = still the best bet ! Twisted Evil

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Re: Kill team lists (200pts)

Post by bigbri on Wed Mar 27, 2013 5:40 pm

For those advocating pallies what would you give them in the way of weapons/specialist rules?

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Re: Kill team lists (200pts)

Post by jb317 on Thu Mar 28, 2013 4:41 am

My vote for Omenos is for the Purifier squad. They're just so versatile and well-rounded - Fantastic shooting with 2 psycannons, decent CC with 2 attacks, Cleansing flame and halberds.

8 S7 rending shots in such a game of such small points is crazy! Not to mention the shots from the TLHB!

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Re: Kill team lists (200pts)

Post by Omenos on Thu Mar 28, 2013 5:01 am

@bigbri: I think I would do the following:

M.C. Hammer: Eternal Warrior (don't want him to get insta-killed by other high strength weaponry or insta-kill effects)
M.C. Sword: It will not die!
M.C. Halberd: Feel No Pain.
(all just have psybolt stormbolters)

@jb317: Got to agree, bringing two psycannons to the table with a psybolted razorback is really powerful, seldom lost with them. In terms of specialist rules I would do the following:

Leader w. Halberd: Feel No Pain
Psycannon 1: Relentless (being able to move and shoot in heavy mode at full BS you say?)
Psycannon 2: Preferred Enemy (EVERYTHING!) - rerolling 1s is big and clever

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Re: Kill team lists (200pts)

Post by jay170788 on Thu Mar 28, 2013 5:08 am

I too would vouch for the purifiers. I was trying to think of a squad that would hurt ours bad and that would definitely be assault terminators. With their 2+ save we would be throwing a lot of firepower their way and they would be laughing it off, same in close combat.

But the 8 rending shots would hopefully cause two wounds a turn with one unsaved would a turn. If we could get 2 rounds of shooting before we clash then on a moderately lucky day we could get them down to 3.

But best bet would be to hopefully drive round all day out of reach of them. Not very fluffy but would get a win.

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Re: Kill team lists (200pts)

Post by Omenos on Thu Mar 28, 2013 5:26 am

In my opinion, assault terminators are terrible for this format, they've got the saves and CC covered but they have no shooting capability whatsoever and in this format.

Just shoot them down and keep backing off and watch how your opponent has to roll leadership tests for breaking before you've even suffered a casualty. A lame victory is a lame victory but as there is only a time limit rather than a turns limit, this is entirely possible.

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Re: Kill team lists (200pts)

Post by jb317 on Thu Mar 28, 2013 5:44 am

I forgot about the special rules you can apply. It's a pity you can only apply any special rule once. Double relentless psycannons would be obscene!

I don't think assault termies would do well at all vs. that much heavy shooting. You're guaranteed at least one round, if not two of shooting. Then they have to wither a round of snap shot fire as they charge which you're looking at (on an average day) at least one 6 for a Rending wound. Then you have 6 Halberd attacks which strike first. I don't like the termies chances.

I'm trying to think of any unit that could seriously threaten a squad of purifiers mounted in a razorback at this points level. There's very little, if anything, that can out-shoot it and having a transport means you can kite assaulty units fairly well.

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Re: Kill team lists (200pts)

Post by Aubec le noir on Thu Mar 28, 2013 9:39 am

purifiers are strong in assault and cc but not so strong in defense (pallies are way stronger in that matter) and fighting is about striking, yes, but it's about surviving to strike back, too !!
anyway you're right about the strategic asset that the rhino could be at 200 points...
i don't know, maybe i a too big fan of the Pallies ! Razz Razz
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Re: Kill team lists (200pts)

Post by jay170788 on Thu Mar 28, 2013 9:47 am

jb317 wrote: wither a round of snap shot fire as they charge which you're looking at (on an average day) at least one 6 for a Rending wound.

Rending on a snap fire shot makes me laugh. No precision shots but you still manage to find a kink in someones armour to ignore it....

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Re: Kill team lists (200pts)

Post by jb317 on Thu Mar 28, 2013 10:30 am

The way I see it a stray/hip-fired shot can find a vulnerable point in a target just as well as a placed shot can. I don't think Rending "fluff" revolves around a particularly well-aimed shot - I think it's more that the shot just happened to hit a weak point. But I do understand your point of view. Maybe in the case of Overwatch it would be more fair if you had to roll a seperate D6 for Rending to occur to represent the fact it would be less likely to happen.

I would be quite scared of taking pallies in such a low points game. Losing just one makes a massive difference whilst losing a purifier (one without a psycannon preferably as they should be behind the halberds imo) isn't any where near as damaging. Plus Purifiers are Fearless (are Paladins?) which means at 200 pts you get to really squeeze out every bit of value from them.

It would be interesting to see 200 pts pallies vs purifiers. I think it depends on how quickly the pallies can get into combat. Then again if you still have a hammer purifier up the playing field is leveled a bit.

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Re: Kill team lists (200pts)

Post by jay170788 on Thu Mar 28, 2013 10:45 am

purifiers in a razorback will never get into combat with pallies it'll just keep running away, purifiers will always win wont they. Pallies can't take heavy weapons to comfortably crack the razorback....

Also can you compare losing one pally to losing one purifier. One is a single wound, one is 2 wounds. So comparing losing two purifiers to 1 pally, suddenly it's a whole new ball game....

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Re: Kill team lists (200pts)

Post by Pyroa7xhavik on Mon Oct 14, 2013 10:26 pm

I ran a 3 paladin kill team a few weeks ago it was really fun and I ended up winning my buddy did endup killing one of them tho

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Re: Kill team lists (200pts)

Post by Lupus_Maximus on Fri Aug 01, 2014 4:06 am

I'm joining an escalation league at my local club starting with 200pt Kill Team followed by 400pt Combat Patrol and have been looking at the lists above.

I was under the impression that 2+ armour saves weren't allowed in KT and CP is that right?

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Re: Kill team lists (200pts)

Post by Thunder Shark on Fri Aug 01, 2014 6:52 am

Lupus_Maximus wrote:

I was under the impression that 2+ armour saves weren't allowed in KT and CP is that right?

Yeah it often is. And this F***er who run the 500pt tournaments doesn't allow them as if he has a personal grudge against 2+ saves.

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Re: Kill team lists (200pts)

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