Sgt. Rock
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Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Apr 8, 2013 23:19:57 GMT -5
So, I signed up for a narrative campaign at the local GW store. I'm running my orks, as my IG aren't fully assembled yet, and I have roughly twice as many points worth the choose from. The campaign uses kill team missions, which I've never done before. I plan on running a mob of Kommandos, because that's the only fluffy thing to do. Might include a warbuggy.
My question, as someone who doesn't know the ins and outs of every codex out there, is what can I expect to run across for 200 points of kill team? I saw just about every army on the list except Sisters of Battle. Are 13 Kommandos with a PK nob going to get munched by anything they meet? I just don't know what 200 points will buy for any of the armies I don't play. First match will be on Saturday... help!
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Post by Ponen19 on Apr 9, 2013 1:29:55 GMT -5
IG are going to be a big problem for you. Depending on the list, IG kill teams can fit in the most heavy and special weapons (I run a list with 2 autocannons and 4 GL's, among other things).
Noise Marines are going to be the next thing to worry about. Not a lot of them (5-7 usually), but they're going to kill Orks, and you don't get cover saves.
Third biggest problem is going to be Necrons. Fortunately any list that gives you problems has very few models. Triarch Stalkers are walkers that can have a large blast weapon, but thats the whole list. And they can run a transport with AV 13/13/11 and 6 warriors.
Most loyalist Marines run similar lists, and I think the only thing there you would have to worry about are Termie lists, but you might have a decent chance of just crunching them with numbers. DA can run some pretty tough vets though (5 with 3+ invuln saves and some form of plasma/melta), and they can also run some pretty good bikes. Sternguard might put the hurt on, but theres not to many of them to begin with.
Deamons might be a problem if your group doesn't nerf the Pink Horrors unit. The unit shoots 2d6 shots, and since every model is a unit thats just stupid. Double check that one though as the codex wording is kind of ambiguous and most people may not catch that.
If you have a trolling Tyranid player in your group you may have to worry about the Doom of Mal'antie character. The 2013 rules PDF (at least the one I've seen) removed the ban on named characters, so Doom is viable (unless something else says he's not).
Tau might be a pain in the ass since now they don't have to take Fire Warriors they can fit in more Crisis Suits, and those can be a female dog to kill. And while I'm not sure how viable it is, technically the Riptide can fit into a Kill-Team game, but that's still only one model (just has a lot of guns).
Thats about it I think. You should be good based on sheer number alone, everything after that comes down to tactics, specialist choices, and dice rolls.
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Post by christopher300 on Apr 9, 2013 10:16:10 GMT -5
Where are rules for kill teams?
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Post by Ymmot (M.I.A) on Apr 9, 2013 11:18:01 GMT -5
In the battle missions rule book.
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Post by Ponen19 on Apr 9, 2013 11:29:45 GMT -5
They have an updated "event pack" PDF out now also, my groups been using those rules for our kill-team games.
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Post by christopher300 on Apr 9, 2013 11:30:49 GMT -5
is that on GW website?
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Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Apr 9, 2013 12:53:09 GMT -5
So basically, Kommandos aren't a very good choice to run as a kill team, as their numbers are pretty limited. *Sigh* I had figured on running 13 of them with two burnas and a PK nob, and a barebones big shoota buggy. I miss using them to some actual worthwhile effect. Oh well. Shoota boyz it is, I guess.
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Post by Empirespy on Apr 9, 2013 13:27:54 GMT -5
On the point about pink horrors, they are psykers, so they can blow themselves up, and it has warp flame, which can give you FNP, so it's pretty even...
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Post by Aeon on May 30, 2013 11:29:40 GMT -5
What exactly do Kommandos do? Don't they get a bonus to cover saves and better Ballistic Skill?
I wouldnt' use Ork basic troops for kill teams. I would try to find something more elite and tough, like a Nob Squad for those extra wounds. Nob bikers with those 4+ cover saves and their speed are really nice as well
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Sgt. Rock
Captain
Loungin' like a lizard.
Posts: 231
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Post by Sgt. Rock on Jun 10, 2013 11:37:53 GMT -5
Kommandos are basically slugga boyz with Infiltrate, Move Through Cover, and the ability to take a couple burnas, for well over twice the cost of a regular boy. They're really not elite at all, and with the new rules restricting assaults when you come in from reserves, they're all but useless.
Nobs would be a poor choice for a kill team, as you only get 200 points to work with, and that wouldn't get you very far if you tried to equip them with anything other than their basic sluggas and choppas. Nob bikers would be a pretty unviable choice, as well, as with the bikes alone, they come out to almost 50 points each.
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