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  1. #1

    Default What makes a good Kill Team?

    Currently watching Expenables 3, because it's on Netflix, and it's Sunday.

    And it's got me thinking about Kill Team. An Elite bunch of lunatics embarked upon a mission to, well, do whatever their orders are.

    If you've not had the chance to play, Kill Team is a fun way to get a game in. Tiny points values, and lots of enemy grunts to be killed, leading up to a 'Boss Fight' as you take on the target.

    But I've had really, really ace Kill Team games, and I've had horrifically rubbish ones. The best ones all had a strong narrative - not just 'go and knack this' but the why. When you're playing such a small game, the why becomes all important, as the cinematic destruction of regular 40k doesn't really get a chance to play.

    And that's just my take on it.

    How about you? Tell us of your fave Kill Team games, Usul.

    Was it the scenario? Was it part of a wider campaign? Perhaps you had a carefully converted or even scratch built bunch of misfits for your Team?
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  2. #2

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    One of my favourite Kill Team games was under the Heralds of Ruin ruleset. They have a mission where one side is defending an important objective, (say, a shield generator,) and the other side is infiltrating in to kill it. You have to roll to see whether the defenders can spot the intruders, and then an alarm sounds and units start coming in from reserve on each side to take/defend it. It also allows you an extra 50pts of cool stuff for the attacker and defender to use.

    My friend ran a handful of Night Lords with silenced weapons and rappels, and almost wiped out my Guardsmen, who were hiding behind a shield wall that granted them a 3++, along with some Heavy Bolter positions set up. Was a very close and very thematic game.
    Read the above in a Tachikoma voice.

  3. #3

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    I really like that sort of scenario. Gives the Kill Team player a very different challenge to regular 40k.

    I enjoy them even more when they're a prelude to a campaign mission. One which could be a laugh would be trying to upload a scrap code type thing into emplaced weapons.

    Would require the defending player to make a map of the big battlefield, and the Kill Team player to pick which they want go after. Diddy emplacements, like Battle Cannon would be hacked from the outside. Really big stuff? Break out the Zone Mortalis or Space Hulk tiles...this is going to be a toughie!
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  4. #4
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    not played any kill team, really want to. I'd like to do a stealth suit team, and a crisis suit team. oh and a mixed marine team like the 30k survivor list.
    Last edited by Kirsten; 06-22-2015 at 03:35 AM.
    Twelve monkeys, eleven hats. One monkey is sad.

  5. #5
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    The old Kill Team was just that, small bunch of Elites tooled up versus loads of autonomous grunts. The new one is just small skirmish 40k, but is still awesome.

    I'm currently running a swooping hawk squad as mine which have proved great fun.

  6. #6
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    50 Grots. Ridiculous but annoying to almost any other Kill Team.

    My local GW are doing a 4 week long Kill Team campaign set in a Space Hulk, with some really cool looking custom terrain, I think I'm going to take Mechanicus, 3 Battle Servitors would do it!
    Last edited by Path Walker; 06-22-2015 at 10:06 AM.

  7. #7

    Default

    Quote Originally Posted by Path Walker View Post
    I think I'm going to take Mechanicus, 3 Battle Servitors would do it!
    It wouldn't, unfortunately. >_> You need a minimum of four models to play Kill Team by GW's rules; three specialists and one leader, who can't be combined with a specialist.

    Playing a Crisis suit list as non-Farsight Tau, I had to make one of my gun drones a specialist. Still not quite as hilarious as the idea of 50 Grots fighting over who gets to wear the leader hat, though.

  8. #8

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    Using the Heralds of Ruin rules and CSM army:

    I've had lots of success with a Khorne Berzerker champion on juggernaut with a cthonian blade (ap 3 fleshbane), 5++, and Veterans of the Long War.

    Then 2 squads of 5 cultists each with autopistols/CCW, 3x bikers with 2 plasma guns, a raptor with MoK and a flamer, a terminator with a combi-melta and power axe, and a chosen with a lascannon and a piece of gear which allows him to move and fire at full BS at reduced range.

    Of course limited to my own little meta, but so far undefeated. One draw and I believe 5 or 6 wins. We've only been playing a few months. The ability to jump around and grab objectives is key (isn't it always?) and the T5 of the bikers makes them hard to kill for most rank and file troops.
    Amateur Khornestar: A Khorne Daemonkin Blog: khornestar.blogspot.com

  9. #9
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    We use killteams in our campaign to pull off special missions, like blowing up a star port or a manufactorum. Its a nice change of pace once in awhile and can make some good stories. Never had much luck with the GK tho, so expensive and the model count is just abysmal.

  10. #10

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    I have had great success with Eldar Jetbikes (previous codex). The mobility, fire power and reasonable model count was a real pain for my friends. I played against GK, Marines, Chaos Marines and Necrons.

    I hear Pink Horrors are pretty nasty in kill team to the point of being broken, but I've never seen them played.

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