Whilst I've creepily lurked around this forum for a while, this is actually my first post. I've gained a lot of respect for the advice given here, so I was hoping y'all could help us with a bit of a poser...
My mates and I have just started a big ol' planetary empires campaign, and two of us are about to play our first ever Kill team game (yep - by freak of chance not one of the half dozen of us have ever played one, even though we've all been playing 40k for decades!).
So what advice can anyone give? It's hard to predict what fish-boy will do - he's got a good, solid vanilla force (recently reinforced with vespid and sniper drone teams). Myself; I've got a fair stock of models, and had been considering two teams of grenadier vets with hvy flamers and meltas in chimeras - chase 'em down and cook 'em.
But I bow to the advice and experience of others - anything else you'd recommend? My campaign force has got a lot of variety in regiments, so I'm pretty easy fluff-wise (although I do have a sneaking desire to use my Marbo - 'Mad Sam Kail' if it's feasible)
Post by Ymmot (M.I.A) on May 7, 2010 10:06:16 GMT -5
Sure, though...against tau you may want to swap out the meltagun for a heavy bolter team. a one shot melta weapon won't do a whole lot for you in a kill team against tau, but a heavy bolter will make short work of fire warriors with its AP4 and high rate of fire.
If your really worried about a devilfish take Demolitions instead of Grenadiers, sure you lose the extra armour, but 'Pace has never worked for me, and a str 8 AP 2 Assault Large blast template usually does the trick. Oh, and the meltabombs help as well.
Last Edit: May 27, 2010 0:07:18 GMT -5 by StillANoob
Yes, but if he doesn't take 'pace, his men will be easy pickings for the Tau guns. The plasma gun has a chance to penetrate the fish, and if you switch a heavy bolter for an autocannon, that can as well, at the cost of one less shot per round. Krak grenades are also useful, if I'm not mistaken.
If he's in a transport, then it's going to be difficult to get into CC the turn he disembarks (as you can't assault if the transport moved). Especially in kill team where each model acts individually. Plus, if he gets into CC, there's a good chance he will win, leaving the models open to fire next turn.