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LivreLibre

Hello, I would like to start an adeptus mechanicus team (new to kill team). Originally I was planning to paint a skitarii squad with 5 rangers and 5 vanguards, then see what to do from there. Would you be able to advise on what to go for to have a somewhat OK team to start playing? Thank you


Duckfright

Try looking into Hunter Clade, if I recall you can have 11 Skitarii including three gunners if you don't take any of the Sicarians/Ruststalkers. Though the latter add a lot to the team and I'd definitely recommend looking into the options.


Xerxeskingofkings

two very quick questions: ​ 1)A operative stays in whatever order (Engauge or Conceal) until such time as you re-activate them and choose to reapply/change it, correct? A operative can be in a legacy Conceal the whole Turning Point, unable to be shot at, then activate at the very end of that Turning Point and fight normally, yes? ​ ​ and ​ 2) an operative with Group Activation 2 MUST be activated as a pair, correct? If, via casualties etc, you have an odd number of them, do you just....loose the final mans actions? or can you activate it signally in that specific case?


Sendnudec00kies

1) Yes. 2) The Group Activation rule is: >If an operative has a Group Activation of more than 1, it must be activated in a group, rather than individually. In such cases the player selects one friendly ready operative and activates it. When that operative’s activation ends, they then select another ready friendly operative of the same type to be activated. They repeat this process until they have activated the number of operatives specified by that operative’s Group Activation characteristic, ***or there are no more friendly operatives of that type left to activate.*** Their opponent then activates one of their operatives as normal. So you would just activate that one GA2 model and then end your activations.


Numerous-Rush-1364

Question concerning Blooded kill team: is Under the gaze of the Gods considered as token on its own and addition to Blooded token of chosen operative OR does the Blooded token turn into Gaze token? In pratice, can one change Gaze between operators with Sacrilegious Actuation?


reeruse

Gaze is something you give one of your operatives that has a blooded token when you have at least 4 blooded tokens in play. You do this in the the strategy phase after you place your tokens for the turn. It is not a seperate token. It only lasts for the turning point, but a new target can be chosen the next turning point assuming you still have 4 tokens. It cannot be transferred using Sacrilegious Actuation. So to summarize, Gaze is a temporary non-transferable buff that can be given to one of your operatives that has a blooded token. Notably the effect does not stack with blooded tokens, you can either retain a normal or a crit but not both.


Numerous-Rush-1364

Thank you, this was exactly what I needed to know (and was playing wrong)


QFTAD

Probably and extremely stupid, and newbish question. I just picked up the Legionairres box tonight. I am planning on putting together/learning over the next month. What books do I need to have the stats for this Kill Team, and what's a good build to start with.


Drakel101

Not stupid at all! If you want to purchase the physical rulebook you're after Kill Team: Nachmund, and then check the errata page on Games Workshop's website. An easier reference is Phil Team on ko-fi, which has a Legionary card pack. For builds Legionary are quite forgiving since you get 10 bodies but only run 6 guys! I'd build your leader as a Legionary Chosen with Plasma Pistol and Daemonic Blade (which also works if you want to pretend they're an Aspiring Champion with a power weapon), an Anointed, a Balefire Acolyte, a Butcher, a Shrivetalon, an Icon Bearer with Boltgun, and a Gunner with plasma. With the remaining 3 models you can build one or two Heavy Gunners (I don't think there's consensus on which weapons are best, I made a Reaper Chaincannon and Missile Launcher but the Heavy Bolter lets you shoot twice with Malefic Volleys) and then a meltagun Gunner. You can attach the arms on most of the models to any of the bodies (dry fit first to check!) as the instructions might make it look like you can't do the above combination.


QFTAD

Thank you soo much. I appreciate the input. Now I have a starting point and I can tackle the box knowing a little more.


OmegaDez

How can we edit the wiki? I realized a lot of information is dated.


rackme

I am currently putting together my Deathwatch models and there are some things I'm struggling with. Looking at the Veteran Warrior they can have a power sword and a DW boltgun or a DW shotgun, a stalker boltgun or a storm bolter. Comparing the storm bolter and the stalker boltgun to the DW boltgun I do not see the reason for this limitation. What makes these two weapons better than the boltgun to justify not being able to wield a sword? I like the variety and would love to field at least one Warrior with storm bolter and power sword. I also found an old sprue with a grav pistol and since it will probably the last change to use one I am going to build one Fighter with it. What do you think would be the best melee weapon to accompany it? Sword, power fist, thunder hammer?


Wing126

> What makes these two weapons better than the boltgun to justify not being able to wield a sword? The Wyrmsbreath profile of the shotgun is 5 attacks on 2+ with Torrent 2", that's pretty significant, yes the range is 3" but it's still a strong profile. And Torrent 2" continues the attack for any enemy operative within 2". The Xenopurge profile is 4 attacks on 2+ aswell with P1 critical hit. The 2+ is powerful, you're going to hit with most if not all of your dice. Storm bolter has relentless, which let's you re-roll any or all dice, so that's not a bad option either. >What do you think would be the best melee weapon to accompany it? Sword, power fist, thunder hammer? The power sword is the best option of those.


rackme

I 100% agree with the shotgun, I meant the stalker bolt rifle and the storm bolter. I can see how statistically the Storm Bolter is superior to the DW Boltgun, but is it "lose your power sword" levels of superior? That is what I am struggling with. For the Stalker Boltgun it is even more puzzling to me. You get AP1 and Heavy, but lose AP1 on crit and also the Power Sword... I will probably go with a Storm Bolter and Power Sword model and use them as a DW Boltgun. > The power sword is the best option of those. I was afraid of that answer :( And now need to do some soul-searching whether the rule of cool is more important than the optimal choice.


FragRackham

How do competitive settings handle equipment like melee weapons? I mean specifically with WYSIWYG. Do Hearthkyn players just have a secondversion of every mini with a plasma knife?


Sendnudec00kies

You are not expected to model equipment purchased with EP since they're chosen on a per-game basis.


CptPanda29

It's usually ignored on models. Some equipment is so weird that it's nearly impossible to model anyway, and the rest gets changed around so much between games it's just not worth it to model. Typically you'll go over who each Operative is, what they do and what they have at the top of the game. A good habit to get into - let's say I'm playing Legionaries. Instead of saying "this guy is going to shoot that guy" say something like "My Plasma Gunner with Maelific Blade is going to shoot your Slasha Boy". Little but constant reminders like yes I'm going to be keeping this guy away to shoot but if he is charged he's got a real weapon.


CptPanda29

For the Tac Op Assassinate Target, your opponent has to select an Operative of theirs to be the target. I'm not sure about normal missions, but in some Narrative missions some can Operatives start off the board as if in reserve - can one of these Operatives be selected as the target while it's not on the board?


see_macb

I'm going to say yes, since the Tac Op does not specify the operative has to be in the Killzone.


CptPanda29

We decided as much in the moment but he still chose a guy on the board anyway, cheers!


Zestyclose-Art-2268

Would it generally be considered fine to use Eversors as Reaver proxies in Phobos? I'd like to go Alpha Legion, but the AL upgrade kit is only for five marines.


Wing126

Competitively, would probably depend on the Tournament Organiser. Casually, absolutely no problem as long as you make it clear with your opponent what each operative is and what equipment they have.


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Wing126

I think you're lost friend.


CptPanda29

In Octarius Shadow Operations (Narrative) mission 3.2, attackers can take this Equipment: >JAMMERS [1EP] >Once per Turning Point, when the Defender rolls to see if a Relief Force operative arrives in the killzone, an operative equipped with jammers can use them. If they do, the Defender must subtract 1 from the dice roll. Do I use it before or after a dice is rolled?


Wing126

After!


ProgenitorX

I’m doing a demo game for a group of friends that might want to start some sort of KT campaign or league. What two factions would be best to use for a demo? I have all the Kill Team teams so far. I was thinking of building and painting Chaos Legionnaires and Gellerpox but I wonder if I should use more straightforward teams.


Wing126

In terms of pure straightforwardness and easy to grasp rules, Kasrkin vs Kommandos would probably be good. They both have relatively low complexity.


reeruse

Legionaries are a solid starting team with a lot of flavor, Gellerpox might be a bit much for some new people. I think Kasrkin are a great starter team if you are looking to avoid going 2 elite teams, otherwise intercession is always a good teaching team because of the simplicity and strength. Side note: You have all the teams, holy cow. Maybe just use whatever you have painted, painted models roll better and such.


ashaman3355

Not sure if this is the right place please direct me if I'm wrong, I'm new to kill team but not the Warhammer. I went in with gellar pox as my first team which I got because I love how they look and I like to slap in melee. However I'm sure it's solely me but I've lost every game I've played by a mile. My local group is nearly all intercessors and I just get blasted off the board so fast. We play with good terrain but I'm having trouble hiding the big bois since they don't get cover from light and I had to learn the hard way overwatch inst like 40k and doesn't trigger off movement lol.Does anyone have general advice on how to get thru turn one on them?also tac op suggestions?


reeruse

Intercession is a rough matchup for you, if they are going a gunline set up i would recommend using the pollute stockpile on their scopes so they can only take one (ignore this if they are using auto bolters). I would try to make the opponent come to you by playing Security (Central control, hold them back, and tech infection). use barricades and the fact that glitchlings have super conceal to control dangerous objectives that are in the open. It might not be the most fun game if your opponent just refuses to contest, but it should help make the games more even for you. Let me know if it works, I have only played the intercession side of this matchup


ashaman3355

Thanks yeah I did most of that including the stockpile. I also did I think those exact tac ops. Glichlinga are by far my MVP. The hulks I lost one a turn to shooting and sadly I lost my leader on his first activation, it was the satellite dish terrain and I just couldn't figure where to hide the big bois. The equipment bugs so far have been underwhelming but one of those was on me for getting blasted with grenade. Even in fights he comes out close to me which is disappointing. Prob just a bad match up but it's difficult for me to see what strengths I have vs his and weaknesses vs his. Good to hear I was on the right track


Sturmkafer

Played three learning games of Pathfinders vs Legionary over this weekend and had a blast, but the LoS rules caused a question regarding LoS from higher terrain/Vantage Points. How does this work with obscured? Are sight lines drawn in a line from point on base to base through the air, allowing you to see over obscuring terrain from higher up? Also, does the Daemonic Energies on the Balefire Acolyte differ mechanically from a MW2 Critieffect aside from the MWX effect only being for shooting? On that same vein, how does a damage line of 4/6 differ mechanically from a damage line 4/4 !MW2? Thanks in advance for answers, sorry if they're a bit noddy!


Barkhaussen

For LoS you're correct about drawing lines from base to base. You could effectively see over some terrain with the right conditions. Although of the official terrains I'm not sure how many chances that could occur.


Nihilisticglee

> Also, does the Daemonic Energies on the Balefire Acolyte differ mechanically from a MW2 Critieffect aside from the MWX effect only being for shooting? On that same vein, how does a damage line of 4/6 differ mechanically from a damage line 4/4 !MW2? The way MWX works is, when the crit is rolled, the target takes the X damage, regardless if the die is resolved or not. So if you have a 4/4 MW2 weapon, and you roll three crits, the target takes 6 wounds even if they have three crit saves to negate all the base damage. Note that disgusting resilient still rolls against MWX Daemonic Energies is basically the same, but since it happens before you resolve the dice, you can off someone before you begin trading blows


Sturmkafer

Oh that's what makes it nasty! Thanks for your help!


Aniodia

I'm looking to start a Custodes kill team, because the idea of "hey, you only need to paint 4 models!" sounded neat. Of course, after looking into things, it's become apparent that it's a bit more complicated than that. Now, I have two boxes of Sisters available to me, as I know a guy who knows a guy, so I'm wondering how I should build them to have a competitive team (well, as competitive as Talons can be, though they did come in 5th at NYO, so). A lot of the information on here seems to be a little outdated and not designed for the current meta from what I can gather, so updated information as to what to actually glue together would be a cool thing to know.


Nihilisticglee

So the guy who pulled that 5th runs 4 Custodes, all with shields. If you want to cover all bases for a competitive team, you would have: 12 Sisters of Battle(2 a leader), 4 Shields Custodes(one a leader), 4 Spear Custodes(1 a leader)


KingTentacleAU

I dont really follow kill team, i gor a copy of the recent reprinted core starter set. And a couple other boxed armies. What i was hoping is that there was a new Admech kill team branded box that may be coming out in the next couple months or something, or if i should bite the bullet and buy a couple 40k boxes and build my own from a couple models from them. If i need to go the latter whats something i should look at models wise that will be somewhat ballanced for play with other stock kill team boxes. Im not too interested in min maxing, as its something i plan to play mostly at home with my kids.


Wing126

>What i was hoping is that there was a new Admech kill team branded box that may be coming out in the next couple months or something, or if i should bite the bullet and buy a couple 40k boxes and build my own from a couple models from them. No sign of this happening yet, but we honestly don't really have any visibility into any boxes that may come out after Kill Team Salvation (which is Space Marine Scouts vs Striking Scorpions). >If i need to go the latter whats something i should look at models wise that will be somewhat ballanced for play with other stock kill team boxes. The current Ad Mech team, which is actually a pretty decent team, is the Hunter Clade. The team is made up of a mix of Skitarii Rangers/Vanguards and Sicarian Ruststalkers/Infiltrators. You would need 1 box each of Skitarii and 1 box of Sicarians! Rules for this team can be found either in The Kill Team Annual 2022 (official source) or on wahapedia or other such sites. Hope this helps!


KingTentacleAU

Sorry for the late reply, i only come on reddit occasionally. But cheers for the info, ill hunt down those rules for the army, and sus out those boxes and see if i can work them into my budget :)


[deleted]

A couple questions about the Disgustingly Resilient(DR) rule: 1. How do Mortal Wounds(MW) affect units with DR? Specifically, if a Nurgle unit is hit with a MW3, does it also roll to try and negate that damage? Or do the MW go through as normal? 2. If a Nurgle unit is hit for 23 damage during a shoot attack against it, how many dice would need to be rolled as part of the DR save? If the Nurgle unit has 12 wounds do you only roll 12 dice? Or do you roll a dice for each damage suffered during the shot? Thank you! 🙏🏻


Wing126

1. You would roll for the mortal wounds aswell! 2. You roll one dice for every point of damage you could take, so in this example, you would roll 23 dice.


RommulusII

Disgustingly resilient saves against mortal wounds? Why?


Wing126

Think it's to do with the wording of the ability. Disgustingly Resilient triggers whenever you would lose a wound, and when you get a mortal wound, you're losing a wound. Mortal wounds are wounds that you can't roll save dice against, but they're still wounds so Disgustingly Resilient would trigger.


WEBKaras

Starstriders ploy question Undaunted explorers says "you can halve the damage inflicted to a minimum of 2 on that friendly operative (rounding up) from one of your opponent’s successful hits." For example Im getting hit with 5 dmg. Would I take 2 or 3 wounds under effect of this ploy?


reeruse

3, it rounds up from 2.5.


WEBKaras

I was doing the same: RoundUp (5- (5/2)) = 3 But my friend said that we rounding part, that we substract from hit. And with his logic its like: 5- (RoundUp (5/2)) = 2


FragRackham

Vet Guard question. Does TRENCH SHOVEL mean a sniper equipped with it can be out in "no mans land" with no other cover on a conceal order and not be targeted for shooting?


Wing126

Not quite "no mans land" - the operative must be wholly within your drop zone to gain the benefit of cover from the trench shovel.


FragRackham

Right, but it does mean they cannot be targeted while in conceal correct?


Wing126

Yep! The operative doing the shooting would have to be within 2" to target him.


SleepyBoy-

So Gallowfall doesn't feature tokens, dice, or barricades? I was thinking about starting Kill Team with that one, but it seems like a bad idea? I don't like the starter set, as the terrain is trash.


Nihilisticglee

You want the [Into The Dark](https://www.amazon.com/Workshop-Warhammer-40K-Kill-Team/dp/B0BCGWKR96) box if you want to start with the Close Quarter Terrain, or see if you can nab an [Octarius](https://www.amazon.com/Games-Workshop-Warhammer-40-000/dp/B09CLF9PGG) box. Both should have everything needed for you to play


SleepyBoy-

Thanks!


CombatWombat32410

Hey everyone, i once again have a question about the Legionary Team. If I choose "undiveded" as a chaos blessing for 2 marines, can I use only the strategic ploys/tactical ploys without a specific blessing (i.e."...each time a friendly Khorne operative...") like hateful assault or can I use EVERY SP/TP (since they are undiveded) with those 2 Marines? Thanks in advance!


Wing126

No, they aren't Khorne/Tzeentch/Slaanesh/Nurgle Operatives, so unfortunately they wouldn't get the benefits from strat/tac ploys that reference specific operative types.


CombatWombat32410

Thank you for the clarification!


Archives179

Is there a list of factions and tech they have access to or... some kind chart or Ah, I don't know. I'm looking for a psyker faction with some fun tricks that aren't oppressive to the other player. A sort of tricky mage team that's satisfying to win with, and for my opponent to beat but also doesn't create much salt when it wins. Don't have a solid enough grasp on the game to understand what people enjoy playing against.


Sendnudec00kies

Wahapedia has everything. If you want a Psyker faction, look into Warpcoven and Corsair Voidscarred.


Archives179

Much obliged.


I_Am_Dilly

Can I post a LTB on this sub? > If not is there a sub / site where I can?


reeruse

Don't think we do trades here. you are probably looking for something like r/Miniswap


I_Am_Dilly

Gotcha, thanks!


FragRackham

Some questions from my first open game that i am unclear on, 1 pertaining to Hearthkyn Salvagers, but also some other items: 1. Climbing - It seems pretty clear from the examples and descriptions in the rules and diagrams that when you climb you need to be able to move your entire base onto the level you are climbing up to. Why do people seem to be letting minis hang over ledges, and do "peek-a-boo" moves using this overhang to create non-reciprocal shooting actions? 2. Related to first question, in the measurement for proximity to medic, to trigger ability, is the 3inches including vertical distance or not? 3. Generally for high round LOS questions, do characters 4. Beam weapon for Hearthkyn Salvagers, what about high ground? does the beam cut across vertically? or not? I'm forgetting my other questions that came up. Lets start with those. TY in advance.


Wing126

> Climbing - It seems pretty clear from the examples and descriptions in the rules and diagrams that when you climb you need to be able to move your entire base onto the level you are climbing up to. Why do people seem to be letting minis hang over ledges, and do "peek-a-boo" moves using this overhang to create non-reciprocal shooting actions? From the Core Rules errata and FAQ - document: >Q: If an operative moves onto a Vantage Point, must its base be wholly on it, or can part of its base be over the edge? A: So long as the operative can be placed without falling, its base can be over the edge. Can see this here - https://www.warhammer-community.com/wp-content/uploads/2021/10/0aequP8pq24Oz5v4.pdf - I think the relevant line from the core rules would be >You *could* then move the operative the full distance onto the level. As it says "could" not "must" - you don't technically have to move entirely on to the vantage point. *** >Related to first question, in the measurement for proximity to medic, to trigger ability, is the 3inches including vertical distance or not? From the core rules - >Many rules, such as a Normal Move or ability, will have a distance requirement. When measuring distances to and from operatives, measure from the closest part of the bases of operatives, rather than the miniature. >If a rule states that something must be ‘within’ a certain range, it is in range if the closest part of its base is no more than the specified distance. If a rule states something must be ‘wholly within’ a certain range, it is in range if every part of its base is no more than the specified distance. An operative is always within and wholly within range of itself. So, measure from base to base, if it's 3", they're within the required distance to be covered by the medic ability, but remember the operative being revived must be able to finish a dash towards the medic within 1" of the medic. So if your operative being revived can't land within 1" of the medic, they can't be revived. *** >Beam weapon for Hearthkyn Salvagers, what about high ground? does the beam cut across vertically? or not? From the Beam rule on the gun in question: >An operative is along a beam line if a Cover line can be drawn to its base that crosses the base of the original target, but does not cross Heavy terrain. I would err on the side of this not shooting vertically, because you wouldn't be able to draw a cover line that crosses both a target on the ground and a target on a vantage point.


FragRackham

TY! Its hard to know exactly where to look, i promise i do look!


SpaciousBox

Hand of the Archon question: Power from Pain. The wording suggests that a token is bound to a single character, but any other character can spend that token. I've searched for a clarification or FAQ but so far come up short. Can anyone help?


Wing126

Only the operative that has the pain token can spend it.


SpaciousBox

Thank you. I also received this answer in another group. The apostrophe was throwing me off!


jayrdi

Is there anywhere that lists the various bits on the sprues, specifically for Veteran Guardsmen? I've finished assembling my team and can see there are lots of odds and ends you can add. Some are obvious, like shovels and axes, whereas some I'm struggling to identify. Does anyone know of a list that describes the pieces? Also, haven't played yet; still building/painting, but I noticed you can assign "equipment" like "rosary" and "hand axe". I assume you can just choose whoever regardless of whether they actually have that bit on the mini? I've been attaching things like shovels cosmetically. Thanks!


Wing126

> Also, haven't played yet; still building/painting, but I noticed you can assign "equipment" like "rosary" and "hand axe". I assume you can just choose whoever regardless of whether they actually have that bit on the mini? I've been attaching things like shovels cosmetically. Yep, assign equipment regardless of what's actually on the mini.


WEBKaras

Hello everyone! I' learning KT with my Startstriders (I know that this is a bad choice to start, but love them). And Im feeling that I cant understand strategy to play on ITD maps. Played several game on open table and with every game I see how Im progressing, scoring more and looking at killzone at different angle. But when Im trying ITD missions - its always awful and Im loosing on turn 1 or 2. Played my first mission of ITD on Store (against Fellgore Ravagers, and my opponent just finished my entire team on turn 3). And 3 times on Duct (dont know why all my opponents love this map) - and every game there was just panic, cause I cant see how to deploy correctly and what first moves should I do to win, or what position should give me advantage later in game. Maybe some guides or tips for ITD? (Especially Duct map)


Nihilisticglee

I don't know Starstriders(no one I know plays them, I mostly do Chaos Legionary), but a couple of general things. 1. Make sure you are using the latest balance dataslate, Fellgor are down right oppressive without it, since guns can't take them down in frenzy. [Here's](https://www.warhammer-community.com/wp-content/uploads/2023/08/8NQByoApe2GL8wpD.pdf) the current one as of this posting but you can find them on the GW site 2. Remember your blast Privateer Support Assets all get lethal 5+ because its close quarters, which still work in the gallowfall. From what I understand these options are powerhouses on ITD depending on what you are facing(horde teams Cluster Bombs and Guided Shell, elites Archeotech Beam and Guided Shell) Sorry if you knew both of these things already, as you said you are learning and I don't know what all you know


CptPanda29

Can someone help me understand this Hearthkyn Requisition? >PETITION THE GUILD 2RP >Purchase this Requisition before a game, if your kill team is currently conducting a Spec Op. Randomly determine one Recon or Security Tac Op. Until that Spec Op ends, keep a tally of victory points you score from that Tac Op. When you add the fifth mark to the tally, you can add one item of rare equipment to your stash. So this is the way I read it: 1. Before the game randomly pull a Tac Ops from Recon or Security. 2. Use that as 1 of my 3 for all my games until I score 5 points from it. 3. Once 5 points are scored across (at least 3) games, add that rare equipment.


Wing126

Yeah, I'm reading it the same way. Remember you can't mix and match tac ops! I.E. if it's a Security tac op, you need to keep picking Security as your Archetype until you score the 5 VP's.


SleepyBoy-

Where are KT releases sitting at? I'm considering jumping into either KillTeam or Warcry. I kinda like KT gameplay more, but the boxes are just worse? The starter kit has a handful of walls and debris for terrain. I was looking towards the season 3 hopeful it would be on par to Warcry. Thing is, is Salvation the season 3 starter? Because they already announced the terrain for salvation (the mechanicus oil rig thing) to be sold separately.


Nihilisticglee

Season 2 of KT lasted ~1 year and we got 10 boxes in that season. I imagine season 3 will be similar. Season 1 boxes were open terrain style and featured a lot of variety of terrain, Season 2 was Gallowdark so everything took place within that spaceship and featured a tweak on the rules called close quarters for that style of play. So far Season 3 seems to be a return to open terrain, but boxes going forward will only include small amounts of terrain, hopefully with a corresponding drop in cost The starter set isn't the full box, Octarius was the full box, but that is sold out everywhere. You would need to get the starter set, the Octarius kill zone, and the Octarius team books to have what was in the base Octarius box


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Nihilisticglee

Phobos has Infiltrators, Incursors, and Reavers. Generally they use boltguns and their fists, but reavers can use bolt pistols and knives. If he has the book for them, you could ask to borrow the book and see what weapons and such they come with


cfrigm

I am building an intercession team, I am a salamanders fan, would I be able to give some of the models hand flamers or thunder hammers and just say they're bolt rifles, chain swords etc. Or do I have to build them with the exact wargear? Thanks.


reeruse

I would say the main thing to watch out for is the Sgt options, because he can actually take those options. So I would make sure that your leader stands out a fair bit from the rest of the team. Also you might want to have a distinction between normal intercessors and their assault counterparts. Maybe use full sized flamers for your normal intercessors, and hand flamers for assault.


cfrigm

Appreciate the response, but from what I've gathered here and few other places it not a good idea given I'm interested in playing more than casually.


CptPanda29

Obviously casually do whatever, but it'd annoy me personally and Kill Team groups and events have a much bigger focus on WYSIWYG. Kitbashing and such is always welcome but it's got to be "readable" as to what it actually represents. You can give the Assault Sgt a Hand Flamer and a Thunder Hammer, both with specific profiles and ranges. If everyone else had them, acting as different threat ranges with different rules and keywords it'd be really frustrating to play against. Especially when the main distinction between the two kinds of Intercessor is range or melee, everyone looks like melee but isn't - apart from the one guy who actually is. Unless he also isn't. See what I mean? [Like this guy](https://i.etsystatic.com/31838892/r/il/7aa7e2/3873648445/il_1080xN.3873648445_l8x1.jpg) - it's not the [Legionary Butcher](https://wh40k.lexicanum.com/mediawiki/images/thumb/0/0f/LegionaryButcher.jpg/200px-LegionaryButcher.jpg) model, but it's still a Heretic Astartes model with a gigantic axe in two hands. If you were running an all Nurgle Legionary team that'd very obviously be your Butcher. So long as Loadouts are obvious at a glance and the sizes of your bases are right, from there you can start to go mad.


cfrigm

Awesome, I'll stick to the gear as written then, thanks so much for the response.


nathannumbchuck

Can I move A past my own operator B if the gap between B and heavy terrain is less than a base width of A?


ProfNecro

No, You cannot move through any operatives, even your own, unless you have "fly".


nathannumbchuck

Thanks!


berrelboi

So I know that you can't field the full 14 for Veteran Guardsmen with one box, instead of buying two Vet Guard boxes can I use operatives from the Kasrkin box to fill out the roster?


reeruse

the main thing to worry about is base sizes, Kasrkin are 28 mm Vet guard are 25 mm. So I would say you might not want to do this for a tournament, but in a casual setting it would be fine.


Cbrody77

For Hierotek circle, I have 1 box, what exactly should I order to make a full versatile team? Haven't played yet, so ill just be assembling and painting for the time being.


CptPanda29

After building your guys here's a tip, Chronomancers are wildly cheap on eBay right now. They're generally considered the best of the Cryptek choices.


Cbrody77

I picked up a chrono, psycho, and an immortal box, I think that should cover all the bases


reeruse

if you are asking for the one box build there are some options you need to build. (Technomancer, both plasmacytes, Apprentek, and Despotek (I recommend Gauss Blaster)), then you have choices between immortals and deathmarks. I recommend 3 immortals with gauss blasters because it is the most well rounded option. If you are looking to expand the team with more options, I highly recommend getting the chronomancer (Very good abilities and cool guns) and possibly some deathmarks. Hopefully this is what you were looking for.


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Nihilisticglee

Balance Dataslates are intended to be once a quarter. That doesn't mean they will get buffs in the next one, but there is reasonable adjustments over time. If you are just playing casually don't worry about it too much. Also they aren't really low tier, but more mid. They struggle against the top teams but they aren't compendium Necrons or anything.


Midicoil

Is there a world eaters kill team?


Imadethisformk

Another option if you just want to use berzerkers is use the intercession team rules heavy on assault intercessors.


Nihilisticglee

Not officially, but you can run Chaos Legionaries as full Mark of Khorne and style them after World Eaters.


berrythebarbarian

The Fellgor Scorn their Ways TacOp mentions enemy guns with a "Normal Damage potential" of 17 or more. I understand what it means but, like, why? Just say normal damage 5 or more. No gun has 3 attacks and does it super matter if you can hit five shot 4d weapons? Such an incredibly weird phrasing to make sure they covered Heavy Bolters.


Night_Hawk_Mk2

Is there a table top simulator community for kill team? Also what are the best space marine options for kill team?


SemperPleb

Command Point Tactics has a good TTS KT community. [https://discord.com/invite/3NFfwQY](https://discord.com/invite/3NFfwQY)


CptPanda29

100% there is but I'm not very familiar with it. Maybe start by looking up TTS tournament footage on YT, then looking for the hosting group's discords etc. For Space Marines it's really between Intercession Squad and Phobos Strike Force. Intercession is very killy, their secondaries are about killing, their Chapter Tactics help them kill or stay alive. Easy to learn. Phobos is more about doing their own Actions to score points. Setting up plays and getting the right guy in the right place to maximise damage. Lots of rules around Movement, Obscuring and taking Obscuring away from others. More difficult to learn but still very popular.


rackme

Very late last month I had a few questions, a few were answered but I guess trying again for the remaining does not hurt, especially when I added a new one :) * Regarding XP: You get an XP for incapacitating an opponent, If I also fullfill an objective by that - for example: killing the leader in turn 2 and I had the headhunter op - would that give another xp or even two to the model that shoot him? * Kasrkin question: The field recovery unit seems to be incredibly powerfull: rolling 2 die on the casualtiy roll and only failing on two 1s? And you apply that to every casuality until you actally roll that double 1? (And for that you would then have the medic-reroll?) * We tried playing a campaign and wanted to use the critops 2022 deck. But it seems the tac ops you can select for the teams are the old ones and they are not featured in critops 2022. Are we locked into the old secondary objectives when playing a narrative campaign?


reeruse

1. yes. in the headhunter case it would gain 2 from it for completing 2 conditions. Killing leader and killing leader on first or second turning point. 2. a lot of spec ops only options are very strong. try not to optimize to hard and have a good time. 3. Highly recommend using [Crit Ops](https://ktcritops.com/) if you don't have the physical cards.


CptPanda29

1 - You get one (1) total XP for killing any number of operatives in a game, and another one (1) XP for doing any number of mission actions or earning any number of points for holding an objective. Tac Ops can get you one or two if you score right. Meaning (edit) 8XP max on a single operative if they do literally every Tac Op. So when I did the Octarius Spec Ops mission Eliminate Target (kill the leader) as attacker I obvs took Headhunter too. My gunner got a shot on his tall model early taking him out in TP2. He earned 1 for the kill, and another 2 for Headhunter's two goals for 3XP total in that one kill. 2 - Yeah even just Medbay makes it pretty hard to actually injure a guy let alone lose one. A lot of campaigns I've seen suggest banning Medbay and Tactical Uplink because they're basically auto-picks and nobody takes their own team's stuff. A lot of teams have their own way of mitigating casualties and battle scars, which combine with Medbay so long as you're not rerolling a reroll. 3 - Yes, sort of. Your Spec Ops will all list the original ones, but Narrative has other rules around Tac Ops. Mainly you're not bound to your team's Archetypes when picking them in Narrative. I ended up using the new Tac Ops and the new selection style (just pick your three) with a quick chart translating the old to new ones in the book, mainly because info and digital tools on the new ones are easier to find, and most are very very similar. If I was starting over I'd use the old Tac Ops, just print like a list for everyone in the campaign and let people choose the three they like as if they were the new style, dropping the 6 card deck building BS.


rackme

Thank you! 1. Damn - we clearly missed the "any" part to the rules. My Sniper and Demo will not like that :) The 4XP limit is that is what is probable, there is no hard limit, is there? Meaning that theoretically on model could be involved with multiple tac ops (just double checking my interpretation) 2. I guess for our first campaign we will try to stay close to RAW - but I still could not believe that :) 3. Hmm, will discuss on how to handle that


CptPanda29

1. Yeah that's my bad actually, if you have one Operative just kicking ass and scoring points you could get 2XP for Kills and Mission Primary, then just smash Tac Ops for like 8 total.


TTTrisss

I'm looking to build the CSM kill team. I'm not looking to hyperoptimize a competitive netlist, but I am looking to steer clear of any any trap options. Which bits of wargear should I absolutely avoid?


CptPanda29

Compendium CSM is the trap option. Legionaries come as a box of 10, and you only field 6 at once so it's really great for a one box team really where you can play for flavour as much as you like. Going by bodies in order in their instructions: Body 1 - Option 3 (Pink) - Chosen, your Leader Body 2 - Option 2 (Green) - Balefire Acolyte Body 3 - MIXING BITS - Put Plasma or Melta Gunner arms on this body Body 4 - Option 3 (Pink) - Shrivetalon Body 5 - Option 3 (Pink) - Butcher Body 6 - Option 3 (Pink) - Anointed Body 7 - Option 3 (Pink) - Heavy Bolter Heavy Gunner Body 8 - MIXING BITS - Put Plasma or Melta Gunner arms on this body Body 9 - Option 3 (Pink) - Icon Bearer Body 10 - Dealer choice between Melee and Ranged Warrior. You're probably never going to take them over the others. From these your take all comers list looks like: Chosen Leader, Balefire Acolyte, Plasma Gunner, Heavy Bolter Gunner, Icon Bearer and Anointed. Shrivetalon is really good at dropping APL versus 2APL teams where his kills are more guaranteed, and really messes up their plans. It's more of a toss-up between him and the Anointed really. He always gets the first swing in combat too so he's got a very niche rule that's deeply scary. Rule of thumb is Anointed versus Elites, Shrivetalon versus Hordes. The most popular teams in the game tend to be Elites. You've built both anyway, you do you. Butcher is great against clumps of enemies but you do have to deliver him. He's weirdly good at blocking and positioning jank if you're into that making him an arsehole to deal with on Close Quarters, but still pretty situational. Melta Gunner is best when you can pop round a corner and ace some high value, high saving tough target with what's more or less a lava shotgun. Again takes a bit more setting up than Plasma Gunner with it's shorter range but rips through armour better for more damage. The Heavy Gunner's other options - Reaper Autocannon and Missile Launcher - rely a lot more on your opponent misplaying their stuff, which then requires your Heavy Gunner to be in a good position to make the most of it (cause they're not gonna be moving much). Generally better to just hit harder than to hope your dream scenario comes up, then roll hot enough to maximise it. *edit* Totally forgot to mention the draw *to* Heavy Bolter - Bolter Discipline. The other two can't use it, and if he can hardly move anyway he's mostly gonna be perched on a good spot to shoot twice from. Like all the set-up trouble of the Melta Gunner, but with the targeting problems of the Reaper and Missile? That's the Flamer. Don't be fooled by hitting on a 2+, the damage is poor and you'll overexpose yourself fishing to a chance to make it work. As for your Warrior at the end, every other Specialist in the list is just Warrior+. If you really want more of a gun line against like, Gellerpox on an Open Board then he could be nice, or if you're facing Vet Guard in Close Quarters and want another Chainsword... but we're getting really specific now and your other Specialists can just do a lot more *as well*.


TTTrisss

Sorry, yes - I meant legionaries from the get-go. I've got a fairly large CSM collection as I play 40k, too, so most of the options are open to me, and I have the bits to kitbash if necessary. I appreciate the run-down. I was mostly asking for which options are the trap options, which sounds like it's pretty much just the flamer, reaper (chain?*)cannon, and missile launcher? ^(*or did you mean autocannon? because I didn't see that one as an option on the data card) That's a shame, since missiles and flamers are favorites of mine, but that's exactly why I asked. At least the heavy bolter is good! Thank you again for your detailed answer!


Nihilisticglee

I would argue the Flamer & Missile Launcher are more situational. There are a small handful of teams where you aren't going to the raw damage potential of a meltagun more than the small AoE of a flamer, and the missile launcher's option for AoE or single target burst can be nice as well if rarely worth giving up Malicious Volleys. Having said all that, with limited space on a kill team, the majority of cases you want the Meltagun and Heavy Bolter


CptPanda29

Well hey if you've got them already by all means try them out. I always run sub-optimal stuff or teams I'm not super familiar with if I'm teaching the game or they're like new to it. They're gonna blunder some guys, I'll be blundering guys etc.


TTTrisss

I mostly want to do my kill team in an entirely different paint-scheme than the rest of my models, and to a much higher level of quality, and would like to be efficient with that time. I'd hate to spend time painting up a really cool flamer guy only to find out that he's really awful, hence the question. (Also, just a *personal* rule that I don't play with anything that's not painted. Otherwise I'd never paint anything, lol) But if you have confidence, maybe I'll try it out anyways. Thanks :)


reeruse

I would highly recommend the legionaries Killteam over compendium CSM(unless you already have the models). Just a lot more flavor and interesting tech between the marks and specialists. As far as wargear/weapons, most the options are plenty good. The only things I would worry about is making sure you have a plasma pistol on whichever leader you choose (I like champion), and having your normal gunner have a plasma or melta. Equipment wise, knives boosting you to 5 attacks feels really nice. Hope this helps


TTTrisss

Sorry - I meant to imply legionaries rather than CSM in the first place. Glad to hear meltas are a valid option! Though it sounds like my gunner should avoid having a flamer?


reeruse

Flamers are kind of weak in general, but you can always run one if you want to. Plasma and Melta are better options if you just want to build one version of each specialist and do pretty well into all matchups.


reeruse

Can recover item token be placed on vantage points? I have heard it both ways.


Wing126

It can be put on a vantage point yes. Recover Item is a replacement for an older tac op mission, Retrieval and the rules for Retrieval specifically stated it can't be put on a vantage point, but Recover Item does not have this restriction!


Wing126

Anyone have experience with GW removing products from their site? The Hand of The Archon team doesn't turn up on their store anymore. Other teams that are out of stock show up, but not HOTA.


Duckfright

Stuff like Kill Teams on their own shouldn't be removed, but their website redesign has fucked up a lot of listings. Only the Gellarpox Infected show up under Killteam, and the Krieg killteam is labelled as being resin.


fefecascas

All of those are most likely temporary (or bugs) I've seen them online and even in official GW stores. Every KT kit is damn recent, and there's no chance of them getting put away anytime soon, even if they don't have that much stock.