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| Am List; Tallarans | |
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| Tweet Topic Started: 29 Jan 2015, 08:06 AM (536 Views) | |
| Strohkopf | 29 Jan 2015, 08:06 AM Post #1 |
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Hey! Fistrs time going to play HoR, please assess my roster Team Leader Team Leader (10), Force Commander upgrade (10), Tallaran upgrade (1), Krak Grenade (1) [22] Core Veterans (30), Camogear (10), PlasmaGun (15), Tallaran Upgrade (5) [60] Veterans (30), Camogear (10), PlasmaGun (15), Tallaran Upgrade (5) [60] HWT (15), Veteran upgrade (5), AutoCannon (10), Tallaran Upgrade (1) [31] HWT (15), Veteran upgrade (5), AutoCannon (10), Tallaran Upgrade (1) [31] Special Ministorum Priest (25) [25] Medic (20), Tallaran Upgrade (1) [21] Total: 250 Here we have: Two squds of vets and 2 hwt as main our fire power, it boosted by orders from Force commander. Can I stay with forsecommander within 3" of my vets for eg and issue order to himself? And in that case i use his 9 LD and order affected vets too - it is ok? Medic stays near to and just hiding, his job is only - FNP, here is question, how fnp is usefull on t3 models, how many s6 in kill team? The prist is brought for "avatar trick", how it works: 1. He stays more then 6" from my models. 2. The enemy starts shooting my vets and hwt - they goes to ground and resieve cover bonus. 3. In my movement I move priest to my squads that goes to ground, they becomes zealot and back in normal state. 4. In shooting priest run away from my squads, and they can goes to ground again. I dont sure about tallaran upgrade but possible it helps me do not locks in combat. What do you think? Sorry for my bad english. ![]() |
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| Syrias | 29 Jan 2015, 04:15 PM Post #2 |
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Corporal
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This is a pretty fine list. Not great, though. Honestly, if you're getting into melee, you're probably already losing. Unless you're utilizing a solid collapsing defense strategy, but that can only be of extremely limited effectiveness in such a small-scale game. The artillery necessary is too expensive. Anyway. Hit & Run are just points that you could have spent on another Veteran squad to keep firing whilst the first keeps an enemy unit occupied. Besides, H&R only has a 50% chance of success for your list. Not exactly a huge advantage, but you may have a different experience with such things. I do not recommend it, myself. Okay, even if you weren't worried about the frequency with which we see S6+ weapons, that Medic is worth taking just for the Plasma Guns. The FNP save can be miraculous in the right place at the right time. Cover your Plasma Vets with that 100% of the time. However, your likelihood of running into a S6 weapon is highly variable dependent on what army you're facing. However, you will almost certainly see at least one, and, equally as certain, you will not likely see more than three. Just make sure that you target those units first. I love your priest "Avatar Trick" strategy. That's clever. With the Camo Cloaks, that's just gonna make them awesome. Again, though, you will probably want your Medic nearby for the FNP in case someone brings a flamer to bear against your Guard. One shot can easily wipe an entire squad off the table, and without FNP, you'll get no saves at all. I'm not super impressed by HWT's in Kill Team. It's one of the major advantages the IG has (fielding lots of heavy weapons for comparatively cheap), and the massive volume of cover usually makes it worthless 66.6% of the time. Higher if your opponent isn't a brain-dead space cadet, and will actually make proper use of cover to ensure you can't ever get a clear line of sight. In which case, you blew over a fifth of your points on something that you can't use. That said, if you manage to use them well, or the terrain allows for some decent kill zone placement, use them and make your opponent cry. With your question about orders-- yes. Yes you can do that. It's awesome. Commanders can give orders to their own squads (and thus themselves). I really like your concept, but the IG just doesn't run it well (opinion). You're trying to play a Tau or Eldar style with the Guard. |
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| Strohkopf | 30 Jan 2015, 12:02 PM Post #3 |
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Thank you for answering! I agree, h&r and I3 is bad idea, as well as HW teams. I think terrain in kill team should be slighty oveflooded then in common games, that means HWT has problems to fire. Also my squad needs to stay very close to each other, because of order, zealot and fnp aura. In that case I can exchange HWT on Scout Sentinnels, but AV10 is not cool ,too. That I have: Team Leader Team Commander (10), Force Commander upgrade (10), Camo (5) [25] Core Veterans (30), Camogear (10), PlasmaGun (15) [55] Veterans (30), Camogear (10), PlasmaGun (15) [55] Special Scout Sentinnel (35) Scout Sentinnel (35) Ministorum Priest (25) [25] Medic (20) [20] Total: 250 Scouts can move and fire normally and do not depend on other support auras. Multi laser is not a good idea, but I see to points to get ACs. =\ One more question about orders: if I ordered to themself, and fail ledership test, can I issue second order to unit that in 3" from oficcer, or it is counts as target too? |
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| Strohkopf | 4 Feb 2015, 07:41 PM Post #4 |
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Played today 3 games with the last roster, here is summary: 1. "Avatar trick" is cool, I have the permanent 2+ cover save in ruins (thanks to my camo) and can move and shoot normally. 2. FNP is cool too, but is not like a "must have". 3. ForceCommander is awesome to, ignores cover order helpful, as a choice to issue two orders. Giving order for himself works like re-rolling failed orders to unit. 4. Sentinnels are also too great. Scout helps them alot, as well MFC. Now i think taht multilaser is better then AC, because anyone with 4+ or worse save is in cover anyway, when ML fires more times. There a problem with missions where I have to split my team to two groups I think, because I have 3 support character working for two squads and now it reduses fire power and survival capabilities.
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| Syrias | 6 Feb 2015, 03:35 PM Post #5 |
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Corporal
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Looks good, man. Sorry I wasn't around to reply before your games for input, but I doubt it will matter. Your army was ready for battle with your modifications. Those Scout Sentinels can be sweet, eh? Even 10AV can be quite useful in Kill Team. Depends what you're playing, though. Multilasers aren't the best thing ever (still great, though), but it probably isn't worth the points to upgrade them. It seems like you already have the answers to your questions, so I'm not going to be redundant. I wouldn't worry too much about losing a mission or two. No army is going to be good at every mission type. It's inevitable that you will get screwed on mission type eventually. Hope you're having a lot of fun with the list! Maybe you should post a battle report so we can see how playing it turned out? |
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| Strohkopf | 7 Feb 2015, 10:08 AM Post #6 |
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I had too many worries about AV10, but first play test showed that they are good. ML helps to keep distance from weapons with high strenght, and MoveFromCover ability also helps be in pretty cover. I will post a batlrep ofc, when play some more games. Report should be fit with good photo imo, and I did not do much of them in previous games.
Edited by Strohkopf, 7 Feb 2015, 10:17 AM.
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| Strohkopf | 1 Jun 2015, 08:18 PM Post #7 |
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Played today 2 games with my list against skitarii rustalkers and infiltrators. Vets and senty kill them very quikly. Also if we are not need in ignores cover or so on we got really cool battle focus cause of order to shoot and to run. |
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