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AM/IG killteam - need help
Topic Started: 18 Nov 2014, 10:45 PM (499 Views)
Soulcow

So guys, I was interested in the 40k hobby for a while, but afraid of starting the game because of the price tags (I have no real income). Killteam seems a way to start playing games in this universe at smaller size and starting prices, but I have no experience for list building. I tried to make an equivalent of the 500pt (IG) command squad + 2veteran squads + something I like (probably sentinels).
Any IG players that can lend me a hand? Like, how important are special weapons, do I really need elite troop choices etc.. I am not looking to win at all costs, just not failing hard either
It also troubles me that I can give guard shotguns or pistols/melee weapons. Are these any good? Because I would like to model some kanak skull takers or ork hunters (for the hobby experience ^^) and for fluffy reasons these options fit them.
I would also make sure special weapons are distinguishable, and clearly state what weapons certain guys have, but I cant go buying tons of kits (no-one can, but I think everyone does :p), just to give every last guy lasguns or pistols/melee weapons. So I will model what I like, but how much are people relying on wysiwyg? I'm afraid people will be mad if my models aren't 100%.
Thanks
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Soulcow

Okay, maybe I need to focus my questions.
With that 500pt. list, I meant 500pts in 40k.
That means I'm trying to make a 250pt. list, with something containing a leader, couple of guardsmen and a sentinel for killteam.
Right now I'm looking at:

(Force?) commander with bolt pistol and carapace armor: 30pts.

2x guardsmen + 2xspecial weapon (grenade launcher/flamer?): 70pts.
2x veterans + 2xspecial weapon (melta/plasma): 80pts.

Priest: 25pts.
Scout sentinel with lascannon: 45pts.

I'm not aiming at competitive play but:
Is the force commander upgrade worth it?
I also don't have the rulebook yet, but the priest gives troops the zealot rule, which gives fearless and hatred. A medic would give feel no pain for 5 points less, which can be invested in a Sergeant, or free points up for the army bonuses (cadia/catachan/dkok...).
Would it be stupid to give my 4 squads each one of these: GL, flamer, melta, plasma? I've got those on a scions sprue, and I wouldn't have to buy the command kit right away. I like the look of these weapons, except the grenade launcher. Am I failing when I'm giving the guardsmen 2 flamers, and the vets the melta and plasma?
If I want kanak skull takers, I am thinking giving one or both of the vet squads pistols and ccw. Is this a waste of their higher BS? Would it be cool to give them the DKOK rule, which gives them +1 WS? 10 man would be 20pts, but maybe just one of both squads can take it, at least trying to be fluffy? ^^
Is a lascannon sentinel overkill? Otherwise I'm looking at autocannon or multi-laser.
I have never tought about psykers, how do they perform and would it be equally fine to exchange the priest/sentinel for an astropath?

Edited by Soulcow, 19 Nov 2014, 07:43 PM.
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That One Bruvva
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Soulcow
19 Nov 2014, 07:43 PM
Okay, maybe I need to focus my questions.
With that 500pt. list, I meant 500pts in 40k.
That means I'm trying to make a 250pt. list, with something containing a leader, couple of guardsmen and a sentinel for killteam.
Right now I'm looking at:

(Force?) commander with bolt pistol and carapace armor: 30pts.

2x guardsmen + 2xspecial weapon (grenade launcher/flamer?): 70pts.
2x veterans + 2xspecial weapon (melta/plasma): 80pts.

Priest: 25pts.
Scout sentinel with lascannon: 45pts.

I'm not aiming at competitive play but:
Is the force commander upgrade worth it?
I also don't have the rulebook yet, but the priest gives troops the zealot rule, which gives fearless and hatred. A medic would give feel no pain for 5 points less, which can be invested in a Sergeant, or free points up for the army bonuses (cadia/catachan/dkok...).
Would it be stupid to give my 4 squads each one of these: GL, flamer, melta, plasma? I've got those on a scions sprue, and I wouldn't have to buy the command kit right away. I like the look of these weapons, except the grenade launcher. Am I failing when I'm giving the guardsmen 2 flamers, and the vets the melta and plasma?
If I want kanak skull takers, I am thinking giving one or both of the vet squads pistols and ccw. Is this a waste of their higher BS? Would it be cool to give them the DKOK rule, which gives them +1 WS? 10 man would be 20pts, but maybe just one of both squads can take it, at least trying to be fluffy? ^^
Is a lascannon sentinel overkill? Otherwise I'm looking at autocannon or multi-laser.
I have never tought about psykers, how do they perform and would it be equally fine to exchange the priest/sentinel for an astropath?

Alright, first, a few calculations that might help with some calculations.

Spoiler: click to toggle


Issue here is where the plasma will go. Take the vets, you can drop the priest and perhaps grab the Medic. Use the priest, you may as well drop the Plasma Veterans and maybe spare the points for more upgrades and rules, including a Medic.
Sarges are also a good idea, as they'll give the troops a smaller chance of fleeing, but he doesn't add much in the way of firing. If you're planning on DKoK, you might be better off without him for prices. Cadians, Catachans, Mordians, and Vostroyans can fit him in with a bit of consideration.
An Astropath is...well, he can give a few decent powers. Mental Fortitude is a decent idea to give you instant recovery from Going to Ground if you need your order for something else, Psychic Shriek is only really worth it in low Leadership Mobs, Dominate's decent with some planning, and Terrify's just useless with how many ways you can ignore Fear. You definitely don't need him, and you're more likely to just grab him to make sure you can Deny an enemy's powers a little better on a 5+. If you're pressed for points, you're probably better off ignoring him. The Priest has Plasma, the Sentinel has a Lascannon he can fire on the move.

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Tack
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IG in killteams have a core-model cap of 30 - Which means that in a 200 point army you can literally cap out on models for cheap.

Ergo- Don't take guardsmen, always take veterans. They're cheap for the upgrade, and as you're likely to cap out in the future, quality will be so much more important than quantity.
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Soulcow

Bruvva thx, the calculation I made was without the codex for the weapons cost, so I maxed some thing to make sure It would fit in (like bolt pistol for 5, flamer/gl for 10...) So that frees up some points indeed.
I was thinking of keeping the guardsmen close to the commander, and sending out veterans to whatever needs to be taken out (plasma/melta), and the sentinel just because I want the model. So the force commander should be a nice upgrade for this purpose?

I understand veterans with laspistols might sound weird, but why do they have the option? For fluffy reasons I would like to kit them out with pistol/CCW. If it's really useless I can still model some knives on them as if they're only taking skulls from the dead =)

Anyways, I understand a lot of people play 200 games, so If I should make a list for this point cost, I think I can just take
Bare Force commander
4xvets (3squads with GL/flamer/melta) - or 3xvets with GL/flamer/melta + Vet. Sergeant and medic
Plasma priest

But it seems I was working towards something useful and I can start collecting models now, thx both of you =)
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That One Bruvva
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Let's see...
HQ
Spoiler: click to toggle

Keeping just a bare Force commander in your instance is fine, double the orders means double the ability to get them at to work.

CORE
Spoiler: click to toggle

I'm kinda uncertain exactly on how guardsmen in general do in melee. The CCW/laspistol combo does allow them to dish out extra hits in melee due to having two CCWs, and if you take the Sarge, he can make sure they stick. Priest too.
My doubts more lie in what I've seen and am used to, and what I'm used to is seeing more lasguns with First Rank Second Rank, which makes the Lasguns fire a lot more.

SPECIAL
Spoiler: click to toggle

Yeah, the Plasma Priest is probably best off. Keep him with the squads as they attack, and they'll have some good attacks. Medic, I'd probably keep in the thick of bodies so he can issue FNP without fear of being targeted in most cases.

This loadout in particular just scoots them in at 197 points. Your other loadout hits 200 on the dot, so if you're using regiments, you'll probably be stuck with Cadians.
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