[Kill Team/40K] Megathread 1: Good Doggo Aximillion vs the Forces of Eww

LCDR Seamonkey

Urban Monkey Warfare
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The dream would probably be Heretic Astartes vs Asuryani, with new plastic units.

I don't know how practical that dream is, but they're the KTs that need the most love, and have the most of their faction identity outside the intersection of KT rules and plastic on the 40K venn diagram.
Oh man, That would be awesome. I would KILL to be able to take other aspect warriors - even if it was limited to max of 1 per team.

R,
Me
 

Mengtzu

Another Kill Team...
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Played today with my Deathwatch vs Servants of the Abyss.

I'm still not sure Servants are a top tier team, but they are actually really good? The Beastmen are a bargain for their points, that cheap Psyker is a champion (sure a frag cannon would melt it but my opponent did a good job using flamers as distraction carnifexes for the frag), and having Obsidius Mallex rampaging through your line is not a good time for any team.

I ended up winning, thanks to a combination of Frag Cannon + Librarian, but if you're wondering if a mid-tier team that's constrained by boardgame figures can make a top tier team sweat, they absolutely can.
 

Wulfram Mors

The-Wolf-That-Wanders
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Kroot team in January's White Dwarf!

Rumour has it, anyways.
Awww yeah. My one-of-each unit box spending on Kroot is now justified. I was hoping they might come in their own Kill Team Box, potentially with a new unit and a full rules booklet and tactics cards, but this'll do as well.

I am wondering if they'll incorporate some of the older lore/rules on Kroot Mercs, such as non-Kroot weapon options to represent the payment from their employers, or the variety of mutations they could take, such as the winged Vulture-Kroot or the Ork Hybrids. The whole "no miniature, no rules" approach makes it doubtful, I think.

As is, your bog standard Kroot doesn't have much besides his Kroot Rifle.
 

Mengtzu

Another Kill Team...
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As is, your bog standard Kroot doesn't have much besides his Kroot Rifle.
Yeah, the prize appears to be those Krootox riders, since they have both melee and ranged mutidamage weapons. Depending on the specialties they get they could be real monsters - but they appear to be a) 7x the point cost of a Carnivore in 40k b) resin.
 

Wulfram Mors

The-Wolf-That-Wanders
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Yeah, the prize appears to be those Krootox riders, since they have both melee and ranged mutidamage weapons. Depending on the specialties they get they could be real monsters - but they appear to be a) 7x the point cost of a Carnivore in 40k b) resin.

Elsewhere on the internet someone has been squinting at the grainy image and found Carnivores, Hounds, and Krootox Riders as the unit options. Not too surprising on the resin, considering Ork Kommandos and Eldar Rangers (I think kroot hounds are resin too for that matter). UR-025 from the recent Blackstone profiles is pretty tanky as well, so I'm sure they'll be fit in.

I'm curious if they'll have a Commander option besides the Blackstone Kroot though.
 

CynicalCat

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There has been mention of an inquisitor themed expansion but I really wonder where this rumor originated? Is there anything substantial to this or just plain wishlisting?

I really hope there will be one. I hope its two rival inquisitors, one puritan with some deathwatch and stormtroopers. The other a xenos inquisitor with a variety of alien mercs. That or a puritan with grey knights/stormtroopers against a radical inquisitor with some daemons and some type of pdf/guardsmen that would round out the traitor guardsmen from blackstone fortress with some different heavy/special weapons.

Include a couple noncombatants like scribes and technicians and this would be a dream come true.
 

Mengtzu

Another Kill Team...
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Today was another big Kill Team day!

I played two matches in the Melbourne store, both against Astartes using Deathwatch.

- First was 5 Reivers and a Librarian vs my Librarian, 2x Thunder Hammers, Intercessor, Combi Melta, Combi Plasma. That's not a good matchup for the Reivers, but it was mostly the store manager being a cool guy and giving me a game. He did a good job of using LOS to prevent deletion but wasn't really in a position to counterattack, it ended up a rare tabling.

- Second was vs a habitual Deathwatch player who pulled out his 40K Minotaurs and ran a very primaris heavy list, with a Primaris Lieutenant as Commander. This was actually a big threat, Deathwatch Veterans are banking on their saves to survive mass bolter fire; he had numbers and range on me, and deployed well vs my somewhat haphazardly placed gaggle. It's just that single wound weapons require at least *some* dice luck to get results and my poor opponent had none. I had an ordinary turn of shooting where a few of his troops were lucky to escape with just flesh wounds from overcharged plasma etc, but I felt much better when all his rapid fire came to naught. Having missed the key chance to whittle me down on the way in he found himself in melee with Thunder Hammers and a Librarian, where he had more attacks but nothing like the ability to confirm kills. A decisive victory for me, but if his dice had even average tendency to land 4-6 up I might have been nursing a lesson in Deathwatch brittleness. I have to wonder how I would have gone against a triple missile, plasma, double auspex list.

Lessons learned: thunder hammers are excellent but fairly intense hatred magnets, people are just as keen to kill them as they are frag cannons. Melta is not good, in three games it hit once. Whatever it hits will die but the performance just isn't there compared to plasma.

Then at home a couple of close quarters battles:

- AdMech vs Thousand Sons: I was AdMech, and I needed more than the one plasma I took :) Psybolt and warp flamers did a real number on my poor fragile skitarri, and while UR-025 was solid, he never closed to melee where he could smash through a Rubric. I just took too many losses too quickly, allowing the tzaangors to run off with the chests while the marines fought me.

- Thousand Sons vs Servants of the Abyss: I tried the 1K Sons this time, with an Exalted Sorcerer. I like Servants but this is not a good matchup for them, made worse by the chest with the objective turning out to be in my area, very tough for the Servants to approach. Mallex is a beast and capable of tearing through Rubrics but not much else in the team can threaten them, and of course while Psybolt is great for the job you have to contend with Deny the Witch. Conversely Mallex is a tough cookie but can be whittled down as flamer and psybolt hits trickle through. This was my win, though my Exalted Sorcerer's chivalrous engagement of Mallex in hand to hand ended abruptly to Decisive Strike and repeated application of hammer to sorcerer face :)

Lessons learned: 1K Sons are one of those factions that forces you to use your command list, muti damage weapons are not optional against them. This puts some interesting but less flexible factions (Servants, Starstriders) into a rough spot against them, but probably makes them relatively vulnerable in turn to Astra Militarum, Deathwatch, AdMech with all the trimmings and other factions that can pile on the dam 2+ weapons.
 

Mengtzu

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Kroot rules are circulating.

- Kroot Riders are absolute beasts but you're restricted to one. Has a 1 point fight again tactic!

- Kroot Hounds are interesting, +1 to hit flesh wounded models, and have a 1 point tactic to roll 2 dice on an injury roll rather than one. And of course a bonkers 12" move. Low str and toughness but very cheap, so taking the max of 4 seems like a no-brainer in most missions, they'll die easily but can reasonably threaten objectives turn 1 and force your opponent to deal with them.

- Kroot Carnivores are cheap sources of Str 4 attacks...and that's it. They can be taken by Tau.

This is definitely not going to be a top tier team but they could be good objective-grabbers. Your opponent is going to really, really want to kill that Kroot Rider, but if you can stop them it is going to put some serious hurt out there (probably better as a Combat than Heavy imo). Lack of AP and lack of multidamage weapons if the Rider dies will hurt the cause (especially against my new friends 1K sons), and the morale phase is not going to be a fun place for these guys.

There's no shaper rules, other than Grekh from Blackstone Fortress who...isn't great. I wouldn't play Commanders with this team unless I had a plan for the mission that required absolute tons of Carnivore bodies.

(there is no customisation at all for Kroot, but that seems to be a direct consequence of the models)
 

RedPlanet

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Got the Rogue Trader box for Christmas, and while I didn't assemble any in order to prevent any damage in transport from my dad's to mine, I played a game with my brother. He had a bunch of different Kill Teams so I took Primaris - thinking that space marines can't go wrong for a beginner - against his Death Guard. The scenario was the one - 'Defend Supply Lines'? - where one player is defending objective markers against an attacker. I was the defender. Objectives were spread evenly across my deployment, one being in a ruin defended by an Intercessor sergeant, a heavy weapons intercessor, and a demolitions intercessor. The second was in a ruin which unfortunately faced the wrong way to be very defensible, and the third was behind a shipping crate where my Reivers - including a combat specialist - were hiding. He pushed his Poxwalkers around the crate to charge my Reivers, but they were easily dispatched. Shooting between the Primaris and Death Guard marines had little effect, save to injure my comms specialist. His combat specialist then charged my Reivers, and another marine charged the Intercessors. The intercessors made short work of their opponent, but the Reivers only survived due to my uncanny luck at rolling armour saves. The Death Guard managed to destroy one objective, but when they went for a second I managed to inflict enough wounds that my brother was forced to use his Command Points on re-rolling armour saves and not destroying objectives. The fight with the Reivers got more intense as both his combat specialist and his Kill Team commander were involved, but more uncanny luck in rolling 6+ armour saves meant I could hold my own. This is where it all went wrong for me (in retrospect) as I charged all my marines across the board to stop him destroying the undefended objective, leaving the other one undefended. Essentially, over the next few turns we managed to destroy a couple of Death Guard but left objectives undefended, resulting in 1 point to him for destroying an objective and 1 point to me for breaking his Kill Team - a draw! Rest assured, when I have my Starstriders all assembled and painted, his forces will be destroyed!
I'll admit, it was also pretty amusing that the Death Guard, devoted to the god of despair and disease, were intimidated by people with skull masks! :D
 
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