This will absolutely crush some armies like Harliequins or Deathwatch that are relying on Storm Shields, but it will do absolutely nothing most of the time. Lots and lots of new toys, enough that I just dropped money on plastic for a new marine kill team. The Tabletop Titans crew brings us a videocast ranking the Space Marine Chapters in competitive 9th ed 40k play.. For 1 CP you can reroll wounds of 1 for friendly models within 6″ of this model. Imperial Fists Scout Squad. They’re not quite as tough defensively as a normal marine but they’re still tough enough that common weapons like lasguns or bolters don’t reliably injure them, and they don’t give up much offensively. 14 points for a heavy bolter or 16 points for a missile launcher are both a steal when you’re targeting a 7 man (14 points per model) or 8 man (12 points per model) team. They have the standard selection that all commanders get, but they also have access to three unique powers. A Fortis Kill Team contains: 1 Intercessor Sergeant; 4 Intercessors (see Codex: Space Marines – Intercessor Squad). That’s right. This is one of those things that is weirdly specific for a small effect. MorkanOstern. Ultramarine Suppressors. Cookies help us deliver our Services. Fourth, you want the extra movement to play around doors. Marines don’t generally have leadership issues and hitting on a 6 makes the other half of the trait mediocre. I wouldn’t call them the best Kill Team, but they have a lot of good options and Kill Team is balanced enough that I believe in their ability to win tournaments. Might of Heroes: WC 6 – A friendly model in 12″ gets +1 strength, attack and toughness. ++ Kill Team List (Adeptus Astartes) [100pts] ++ + Leader + Tactical Sergeant [14pts]: Auspex, Plasma pistol + Specialists + ... Space marine and deathwatch would be the most competitive with the inclusion of command roster as they have many options to deal with different style of list. Vanguard Veterans fill their two slots with melee weapons or pistols (incidentally a Storm Shield is a melee weapon here), and they can optionally take Jump Packs and melta bombs. For 12 points you can get a regular marine, or for one point more you can get a veteran that’s just better in every way. Their Psychic Hood gives them +1 to deny enemy Psychic powers, and they can cast two powers and deny 1 each turn. Kill Team List - Eldar v3.0a. You can either take a two damage gun or a regular power sword, but neither will make back the points easily. They also have two extra pistols, the inferno pistol (basically a meltagun, and expensive) and the flame pistol. By using our Services or clicking I agree, you agree to our use of cookies. You also need the right targets, if you’re up against Death Guard you need to be killing Plague Marines, not Poxwalkers or you’ll never make back the points. C $28.79. Snake Eyes – Vanguard Sgt w/ Relic Blade and Storm Shield – Veteran – 22, Roadblock – Veteran Sgt w/ Storm Bolter, Storm Shield, Chainsword – 21, Grand Slam – Sternguard Gunner w/ Grav Cannon and Grav Amp – Demolitions – 19, Duke – Intercessor Sgt w/ Power Sword, Bolt Rifle – 18, Stalker – Reiver Sgt w/ Carbine and Knife – Combat – 17, Flash – Tac Sgt w/ Combi-Plasma – Sniper – 17, Snake Eyes – Vanguard Sgt w Relic Blade, Bolt Pistol – Veteran – 17, Breaker – Intercessor w/ Bolt Rifle and Auspex – Comms – 16, Wild Bill – Sternguard Sgt w/ Special Issue Boltgun, Lightning Claw, Chainsword – 16, Barbeque – Company Vet w/ Flamer, Chainsword – 16, Blowtorch – Company Vet w/ Flamer, Chainsword – 16, Bazooka – Intercessor w Bolt Rifle – Combat – 15, Spirit – Vanguard Vet w/ Grav Pistol and Lightning Claw – combat – 15, Tripwire – Company Vet w/ Grav Gun and Chainsword – 15, Gung-Ho – Company Vet w/ Storm Bolter and Chainsword – 15, Rock n’ Roll – Scout Gunner w/ Heavy Bolter – Demolitions – 14, Flint – Scout Sgt w/ Boltgun – Leader – 11, Dusty – Scout w/ Combat Knife and Bolt Pistol – 10, Footloose – Scout w/ Combat Knife and Bolt Pistol – 10. A, Add 1 to injury rolls if the opponent is benefitting from cover. It also gives access to the Obscuration Discipline, with the following powers. Kill Team List - Space Marines v3.2. The Bolter, Combat Knife and Astartes Combat Shotgun weapon options are all viable, and each fills a different niche. Grav-Chutes works for models with Grav-Chutes or Reivers, Teleport Strike for Terminators and Jump Pack Assault works for Jump Pack models. Two chainswords gives you 4 attacks at 13 points and makes for a good front-liner against armies without a good armor save. spec - HB, relentless . They’re not quite as tough defensively as a... Power-Armored Firstborn (Small Space Marines). The 4++ from the Rosarius keeps the Chaplain safe from power powerful weapons, and the Absolver Bolt Pistol is a competent ranged weapon. C+, If you charged or were charged, you add +1 to wound rolls in melee. The second half makes melee models that don’t one shot enemies more viable, and Kill Team is largely a game of movement so anything that speeds you up is great. Remember that if the enemy is shooting you with multi-damage weapons these .aren’t any tougher than vets. F, If you didn’t move, you can re-roll 1’s to hit in the shooting phase. Quick fast action, and individual models become important (for the most part). KillTeam You need a plan that involves taking the enemy head on, which includes being able to get far enough down the board in a turn or two to do something. If that model was a Commander or Leader, gain a CP. If there were better ranged Phobos models this would be more impressive, but it’s probably best on an Eliminator. And flesh wound is what happens when a trooper in Kill Team … I’ll preface this section by saying that Commanders are usually not played competitively. First, Terminator Armor is tough, but it’s not that tough. Company Veterans are a bit more generalist. The extra ability that prevents enemies within 2″ of a wounded enemy from shooting that turn can also give a huge advantage against a shooting faction. That will give you a fairly competitive team if you use paint schemes to model the Tac Marines as Veterans, and you can branch out into whatever direction you want a box at a time. This is really, really powerful and it’s a really, really, really good argument for holding CP the entire turn. A lot of players will also have their own forces and will be able to pull models they’ve already painted. list 1: tac squad (5) vet sgt (leader) combi-plas, rending (or ignores cover?) Chaplains are the efficient melee Commanders for Marines. There are a few things that change in arena. The only thing that gives me pause in recommending them is the difficulty you can have in modeling everything you want. I will cover all of the important units in turn. Well, it's getting updated and comes with a Tau Strike Team and a Space Marines Tactical Squad. They have most of the same options as Vanguard Vets (no jump packs or melta bombs, though), but they can also take a bolter, combi-weapon or special weapon and a melee weapon or pistol. The stand-out heavy weapon is the Grav-Cannon, which is absurdly good against power armored factions and still reasonable against the ret of the field, but a lot of the other options had point increases in Elites that make them hard to stomach. There are better powers but it does an ok job in most situations. All models are White Scars. Credit: Jonathan Reynolds. You can ignore bolters and chainswords, but even Heavy Bolters or Krak grenades can seriously threaten you and Plasma Guns or Power Fists really don’t care much at all about your armor. You can also give them phobos armor for the ability to deep strike, but that prevents you from gaining the Strategist CP first turn. If you focus on objectives and are miserly with your roster though, marines can be a very competitive force. This is incredibly devastating, allowing you to either finish off targets that managed to survive your last barrage with just a flesh wound, or move on to the next one. Deathwatch Space Marines are at the forefront of Mankind’s war for survival against a hostile universe. Check with your TO before the event to make sure you aren’t planning for a strategy you won’t have access to. It’s not terrible but you’ll never remember that you have the ability when you need it. Raven Guard Primaris Eliminators. Rogal Dorn. Press J to jump to the feed. Necrons, like the Eldar, are an ancient race whose only goal is to dominate everything in the galaxy. If you really want to play with some cool models or you think you’ve found a matchup where the elite nature of Terminators gives you an advantage, there’s a couple of things to keep in mind. Select Faction... Adeptus Astartes Deathwatch Grey Knights Adeptus Custodes Adeptus Sororitas Astra Militarum Adeptus Mechanicus Heretic Astartes Death Guard Thousand Sons Asuryani Drukhari Harlequins Necrons Orks … Credit: Jack Hunter. Built using WordPress, Power-Armored Firstborn (Small Space Marines), Grav-Chute Descent, Teleport Strike and Jump Pack Assault – 1 CP, Click to share on Twitter (Opens in new window), Click to share on Facebook (Opens in new window), The Horus Heresy – Legion Overview – The Emperor’s Children, Quantifying Naramyth: A Method of Unit Evaluation (Or: A Love Letter to the Skorpius Chassis). These almost fit in the last section, but they’re different enough from the other Primaris troops that they deserve their own section. Competitive play doesn’t reward killing that heavily, but it’s still the most generically powerful Chapter Tactic. These are all 2 wounds, 2 attacks with a slightly improved bolter. C, Space Marine Kill Team Agravain Painted by Tyler “Coda” Moore. Their basic troops are tough and they have a good list of guns available. Dual Lightning Claws are another good option since you go up to 3 attacks with a high quality weapon that threatens models with higher toughness or power armor. With the release of Kill Team: Elites, Adeptus Astartes have gotten a lot of new, cool toys. They get power swords that are D3 damage so they’re pretty good in melee, but the real strength is their Psychic powers. Better known by their GW-Tried-To-Trademark-This-But-Lost-In-Court name, the Space Marines. The first (and second, third, and probably fourth) time you read it it’s just an unholy mess of gibberish. I wrote a few words about this earlier in the year. If a rule differs from the Codex, it will be clearly stated. They can be ranged or melee, they can take high or low quality weapons, etc. That model can’t make a shooting attack this turn. The first gives a re-roll aura that lets all friendly models within 6″ re-roll all failed hits in the fight phase. They’ve been showing up as models for 30 years, they’ve had good video games, dozens of books and they’re even sneaking into fantasy as Sigmarines. B, Gives all of your models a 6+ Feel No Pain roll. Ideally you’d just use an actual Auspex but if this can let you make a critical shot then it’s probably worth it. F, These all let you deep strike up to 3 models. For 12 points you … Does anyone who is good with these things have a space marine list with only normal space marines (no scouts or primaris) that I can "borrow"? KILL TEAM – Space Marines v8.2 VANGUARD VETERAN SERGEANT 24 points WS BS S T W I A Ld Sv 4 4 4 4 2 4 2 9 3+ Options: • May replace Bolt Pistol and/or Chainsword with: - Power Weapon or Lightning Claw 10 pts - Plasma Pistol 10 pts - Grav Pistol 15 pts - Power Fist or Relic Blade 20 pts - Thunder Hammer 25 pts - Storm Shield 15 pts • May take any of the following: A+, Reroll a single failed Hit and a single failed wound roll in each phase. Just remember that if you use these, you can’t use Death Denied that turn. The new Astartes get started box for Kill Team is specifically the Fangs of Ulrich, a bunch of Space Wolf Reivers, which confirms that even the Space Wolves are friends with Primaris Marines, but that makes sense to me, since I’m pretty sure that canonically the Space Wolves are the friendliest of Chapters. Warhammer Fantasy Battles 8th Edition - FAQ - Warhammer Rulebook (v1.8) Uploaded by. 7 models means a little more than 14 points per model, and 8 means around 12 points per model. A+, This was updated to be 3 CP, which changes the math. Mind Raid: WC 6 – Deal 1 Mortal Wound to a visible enemy within 18″. Space Marines were first introduced in Warhammer 40,000: Rogue Trader (1987) by Rick Priestley, which was the first edition of the tabletop game.. Ignore that mortal wound and any other mortal wounds that phase on a 5+. Deathwatch Kill Team 5 x TORSO / BODIES Space Marine Veteran 40K. You can take it as a Strategist, but he doesn’t do much more there than an LT would have. If you wanted you could theme your army with Rogue Trader era models, or raid the Horus Heresy line for interesting models. Credit: Dan Boyd. This is pretty good. KILL TEAM – Chaos Space Marines v8.2 KILL TEAM CHAOS SPACE MARINES CODEX: CHAOS SPACE MARINES This team list uses the special rules and wargear found in Codex: Chaos Space Marines. Ultramarines Primaris Lieutenant. This is just OK, and with the Chaos rider you’ll rarely get to use it. In this video, we take a deep dive to how they compare, and what you can expect from them in your games. Kill Team: Heretic Astartes (Chaos Space Marines) (5) Cultist Champion (Leader) with Autogun (16) Aspiring Champion (Combat) with Powersword and Plasma Pistol (16) Chaos Space Marine Gunner (Sniper) with Plasma Gun (16) Chaos Space Marine Gunner (Heavy) with Heavy Bolter (17) Chaos Space Marine with Chainsword and Boltpistol and Icon of Wrath Teams like Adeptus Mechanicus or Astra Militarum can fight them head on with powerful weapons, while hordes like Tyranids can just throw more bodies at the objectives and hope they get their points before the marines can. Intercessors are the cheapest and have the most options. who doesn’t want… list 2: sternguard vets (6) vet sgt (leader) - combi-melta, auspex, ignores cover. B, Lets a readied model ignore penalties to hit. Kill Team Command Roster. Both sides of this are really, really good. There’s also an option for Phobos Armor. B+, Re-roll charges. The Veteran stratagem lets you open a door at the beginning of the game and extra scout bodies can help you hold or contest doors. Jump pack models are also a little better, especially with ranged weapons (so melta bombs, dual pistols or Space Wolves vets) since they can fall back 12″ out of combat and over the head of everyone and still shoot. Uploaded by. I understand all space marine chapters have different combat styles, so to speak, so, how would you build SM kill teams to reflect that? Kill Team Rules v3.1. You can skip the Destroyers — plasma pistols aren’t worth it. Here’s a list that Michael T. Holy took to second place at the Socal Open. If he’s always taking the two scouts and the scout sgt then at 125 points he can easily fill out with those 15, 16 and 17 point models and still fit 8-9 models. At 29 points it’s a serious commitment but if used properly it can take over games. This is arguably the single best Tactic in the entire game and is a defining ability of Astartes. Mixing ranged weapons like Assault Cannons or Heavy Flamer and combat specializations can also work out since all Terminators have a good melee weapon. This includes Tactics printed in the base rule book or Elites. If you have the extra CP this can be nice, but it’s a lot more reliable to use Death Denied to keep your models alive. Incursors, Intercessors, Infiltrators and Reivers. Re-roll failed nerve tests. It’s a 125 point list so not everything translates 100 point competitive but it’s a good starting point. It’s still a very powerful ability that other factions don’t get but you’re using it at most twice a battle. CHAPTER TACTICS TELEPORTING TERMINATORS When building a Space Marine team, chose a single Chapter Tactic from the Chapter Tactics list in Codex: Space Marines. The Deathwatch Space Marines are elite xenos-hunters that serve the Ordo Xenos of the Imperial Inquisition as its Chamber Militant.The role of the Deathwatch is to safeguard humanity against the predations of aliens and other threats. Shrouding: WC 6 – A friendly Phobos model cannot be targeted unless it’s the closest target. You can’t double up with the pistols so they’re a bit weak but you can pair one of the cheaper options like Grav Gun (2 points), Storm Bolter (2 points) or Flamer (3 points) with a chainsword and have a cheap vet with an effective ranged weapon and 3 attacks in melee. This was taken off of BCP. The Terminator Armored Captain actually fixes a lot of these issues. Remember what I said about Executioner Rounds for Eliminators? This is usually worse than the Blood Angels version but it’s nice with power fists or wounded models. An article by novembermike Gaming June 21, 2019 0 . These are the budget options, and the most competitive if taken as strategists. This has weird timing problems because it comes into play the next charge phase, but it’s not terrible. C, Choose a Reiver that took a model out of action this turn. The best builds revolve around cheaper weapon options or dual pistols. The heavy weapon options are both viable. The Accelerator Autocannon is all of that but better, and twice the shots. CHAPTER TACTICS TELEPORTING TERMINATORS When building a Space Marine team, chose a single Chapter Tactic from the Chapter Tactics list in Codex: Space Marines. If you expect to do your killing at range this is the best Chapter Tactic. This is arguably the best Chapter Tactic. There’s a few things I don’t really agree with (why’s the Reiver Sgt a Combat Specialist?) Arena’s corridors mean that you’re at best covering a single approach. T4/3+ is pretty tough against a lot of armies and if they bring something dangerous you have Death Denied to protect your important models. The second lets friendly models within 6″ use the Chaplain’s leadership instead of their own. Jump packs are very good, but they’re also expensive and you need to have a plan for them. This might still see some use but you’re more likely to see other tactics used now. D. These tactics were all released in Fangs of Ulfrich. Here’s my thought process for building up a roster. If you have the right assassination target it can be worth it but it’s not good most of the time. Like their loyalist brethren, the Chaos Space Marines have a grand amount of customization available to them. This is a very serious buff, significantly better than any of the specializations. Take the vets, except for a Tac Marine Plasma Gunner. A Bolter and two chainswords gives you five attacks at 15 points while keeping the improved ranged weapon, and more expensive melee options like power fists can be worth it. There are quite a few data sheets that should be separate and some that only have minor differences. The archives of the Deathwatch detail every member's history, the oaths he has sworn, his areas of expertise, the alien races he has engaged and any quirks or flaws he may have. I talked more about them here, but I’ll repeat a bit. This is basically what I’m running as my SM tacticals only Kill Team. We’ve put it off for long enough with our discussions of Eldar and Chaos Space Marines and Custodes and Imperial Guard. As of the release of Elites, Space Marine Kill Teams can choose a chapter tactic to apply to their team. I’m not going to break every data sheet out into its own section here. Each Kill-team is selected with the utmost care. This does not cancel the attack sequence so it’s best used on single large hits, and it’s also nice when you can pass the wounds off to a multi-wound model that won’t go down to zero wounds. The Sergeant works best as a combat character since he can fill two slots and still take his special issue bolter. All of the vets have two slots for weapons, and they can do a series of swaps to put different weapons in those slots. Null Zone: WC 8 – enemy models within 3″ cannot take invulnerable saves. 40k Adeptus Astartes featured Kill Team novembermike Space Marines Tactics, ©  2020 Goonhammer. Choose your Space Marine Chapter and weapons class and commence the purging of brutal Orks and vicious Tyranids on board. Team up to form a 2-man Kill Team in same screen co-op mode and benefit from multiple team pickups to help survive the onslaught. This Team List uses the special rules and wargear lists found in Codex: Space Marines. This is one of the better stratagems if you have additional CP, but I’d keep at least 2 CP up for Death Denied unless you’re in the fight phase against Tau or Guard. They have special terminator and veteran options, but these mostly end up being a drawback since they can’t take sternguard or vanguard veterans. Executioner Rounds (AP-2, D3 damage, deals a mortal wound on a wound of 6) represent a serious threat if there’s comms or auspex support since you’ll generally be hitting on 2’s, wounding on 3’s and punching through armor 2/3 of the time or better, and D3 damage creates very dangerous injury rolls. Dark Angels are also a non-codex chapter, which means that they get extra units. Veil of Time: WC 5 – Until your next psychic phase, a friendly model within 18″ can re-roll charge and advance rolls and always fights in the Hammer of Wrath phase even if they did not charge. Eliminators also have concealed positions so you can set them up in an advantageous position. Just remember that you’re unlikely to give them comms/auspex support so you can’t really rely on the Executioner Rounds to hit. Kill Team boards are small and if you’re at long range the generous cover rules probably already have you hidden. 2x combi-melta, 1 -flamer, 1 -plasma. Eliminator Sergeants are a reasonable choice for your leader since they’re tough for the points and they can actually get some work done from the back line. B, When you break gain 3 CP. There’s also a sniper rifle/camo cloak option but you end up paying extra for something that doesn’t really make the model more effective. All of those options are cool and good in narrative or friendly games, but tournaments are no longer run as 1 kill = 1 vp. Third, there’s no deep strike. You have to start within 6″ of an enemy before a charge and be afraid of the overwatch, which won’t happen that often, and even then you could just Death Denied the overwatch. This only really empowers a single build, but it’s a simple and effective trait. spec 1 has combi-flamer, fleshbane Transhuman Physiology is a simple rule given to all Marines (including Chaos Space Marine traitors) in Kill Team. For one point you get the extra attack and leadership, but the important thing is that he’s a cheap leader you can stick in the back and not feel too bad about. At worst it’s a targeted Psybolt, and the extra CP is powerful if you can get it. Just remember that Jump Packs are expensive and models win a lot of games. Instead, we’re looking at things like Scouts (10 points per model), Veterans (13 points base with some cheaper upgrades), and Intercessors (15 points for two wounds, which is nice against Psyker teams). The morale bonus is very situational, but can come in handy in a pinch. Secondly, you want weapons that can make an impact. Publication history. C, Your team has +1 leadership, and if they fall back or retreat they can still shoot to hit on a 6+. All of the larger tournaments like Nova, Adepticon, LVO and Socal Open have been run with missions that reward you for mobility and the ability to hold ground. Now that that’s out of the way, let’s dive into the Veterans data sheet. What’s the deal with Kill Team, then? I like teh idea of fielding different SM detachments, each with their own fighting style. White Panthers Tactical Marines Robert “TheChirurgeon” Jones. If a rule differs from the Codex, it will be clearly stated. Add 2″ to your advances, and if an enemy model fell back your models can still charge. The most reliable secondaries will be things that are based on movement since those rules work very consistently. Add 1 to nerve tests for enemy models within 6″. Feel free to take them but they’re usually not amazing. Tactical sergeant, plasma pistol, auspex, leader, Tactical gunner 2, rocket launcher, sniper, don't hesitate to adapt it to your need with IE a plasma gun if you're against MEC and stuff, already tried this list out in multiple games and it did fine. Reivers get to deep strike, have extra movement options that they can pay for and can take a combat knife for an extra melee attack. Space Wolves can also take a broader range of options and can make some interesting builds. but this does a good job of demonstrating the lightweight options marines have. Power swords, axes and mauls are generally inferior to a single lightning claw and heavier weapons like power fists aren’t really worth it on a 2 attack model. C, This lets a Reiver throw a Shock grenade before charging, which will turn off overwatch if it hits. This can more or less be 6 rerolls a turn if you play it well, which is quite good. You can only use this once a game. Infiltrators get to deploy outside of your deployment zone and they force enemy deep strikers to come in further away. tac squad (5) sgt - combi-flamer, auspex, melta bombs. Hyperfrag Rounds (D3 shots, no AP) just aren’t good compared to the other options. Kill Team: Space Marines v1.6 1 SPACE MARINES Codex: Space Marines This team list uses the special rules and wargear found in Codex: Space Marines. In general the two best options are cheap strategists or psykers if you want to win, but if you’re having fun the Rambo options can be fun and are still viable. B, If you charged or were charged, you ad +1 to hit rolls in melee. Like the title says. Each turn you are rewarded for holding more objectives than your opponent, and you’re also given a set of 6 secondaries and asked to choose 3. B, At the beginning of the shooting phase, and Infiltrator or Suppressor Sergeant can throw a smoke grenade that obscures all friendly models within 3″. 6 wounds at 3+/4++ is pretty tough, and the WS 2 BS 2 profile with 5 attacks base looks like it should be scary. Popular . 40k Primaris Space Marines Deathwatch Kill Team Sisters Of Silence Conversions. There’s nothing particularly wrong with this, but the bolt pistol is a little useless so Company Vet options with a similar weapon and a chainsword are a bit better. Some tournaments will only allow these tactics to be used. I’m not sure I agree with all of it for competitive anymore, The more I play competitive missions, the more I see that mobility and numbers are key to winning. We’d recommend supplementing them with some Intercessors wielding a variety of bolt rifles. Tactical marine, comms. The Sergeant here is just a +1, he gets three weapons and an extra attack but otherwise doesn’t have any special options. A, Take a Heavy Bolter and it can only shoot once, but if it hits then you do D3 mortal wounds. If a rule differs from the Codex, it will be clearly stated. If you’re using this, you probably should have done something different in the movement phase. Your best bet is to be proactive and have a plan of your own rather than playing too heavily into them. At S5 AP-1 D2 the Crozius Arcanum hits reasonably hard and will reliably take enemies out of action, and four attacks without any specialism lets it fight a mob. Uploaded by. 1x regular. Otherwise join us next again next week, when our guide to Kill Team specialisms returns. Kill Team forces are built from a command roster of 20, usually around scenarios and knowing your opponent's faction, so these lists aren't optimized Adeptus Astartes lists, but they will give you a feel for how Space Marine kill teams work and a great base to build up … They can also take Terminator armor for a 2+ save and an invulnerable save, as well as the ability to teleport and a better selection of melee and ranged weapons. Take an intercessor, give him a sniper rifle, camo cloak and three more points out of your budget and you’ve got an Eliminator. If you’re going to be the horde you need to make sure that you have fast enough models to contest objectives early and ways to get around morale since marines will likely kill a lot of your models. Second, Arena emphasizes physically blocking corridors. Dual pistol builds are good because you can shoot both pistols, the pistols tend to be reasonably priced (two plasma pistols are less than a plasma gun, grav pistols are a point each, hand flamers are free) and the model is still competent in melee with two attacks and pistol shots if they stay in melee. That means high quality (strength 5+, some AP) and either a bunch of attacks (assault cannons, lightning claws) or multiple points of damage (Cyclone Missile Launchers, Thunder Hammers, Power Fists). Tactical gunner 2, rocket launcher, sniper. Unfortunately, that isn’t quite what you usually need in more competitive games. These models act as a CP generation resource more than killers, so you’re best off taking the rifle to give them something to do. Not a lot worse, but in open maps (especially if the terrain is poorly organized) you can often set up a missile launcher or heavy bolter in a nest and cover the entire board. B, Give a model that charged an additional attack this phase. Page 4 of 5 - Kill Team Tactica: Heretic Astartes - posted in + Kill Team +: I gotta preface this by saying that I have never played Chaos.... not officially anyway. I will add that a Plasma Gun Sniper and Heavy bolter Heavy is a good way to switch for a moore ‘shooty’ army. It introduced the original 20 Space Marine … That makes terminators a lot worse since they’re stuck waddling around, and Reivers are also a bit worse. For 1 CP a Captain can give a 6″ aura that lets friendly models reroll 1’s to hit. This Team List uses the special rules and wargear lists found in Codex: Space Marines. Teleporting Terminators Models in Terminator Armour may Deep Strike as normal (see the Built-up Area rule in the Kill Team rules). Using this strat gives the same feeling as calling up your parents at 3am and opening with “I fucked up Dad”. Every battle-brother in a kill team is like an army unto himself, capable of tearing his way through throngs of lesser foes or facing down the most monstrous threats to the Imperium with a broad variety of arms and equipment. Kill Team Starter Set (Original - Genestealer Cults vs Adeptus Mechanicus) Our Preview / Out of Print. Adeptus Astartes Units Scouts. The gun itself is everything you want in kill team. This probably isn’t ever worth it but somebody might find a situation where it’s good. As always, if you have any questions or comments, or you’d like to share your sick space marine kill team with us, leave a comment for us in the comments section below, or shoot us an email at contact@goonhammer.com. Kill Team was a digital download back one edition, and its one that I really liked playing. If you don’t have a plan I wouldn’t bother taking them. Kill Team is a game of movement so the shooting ability won’t come up as often as you like but if you’re using it on 1-2 models with plasma then it’s giving you a real benefit. You can pass off a failed saving throw onto a friendly model within 6″, and it takes mortal wounds equal to the damage of the attack. Between this, the relatively high leadership and the low model count of marine teams morale isn’t usually a problem for Marines. The team's leader will delve long into these records before each mission, for his choices can be the difference between victory and death.The Battle-Brothers of the Deathwatch are exceptional individuals taken from … Wait, tactical marines can take snipers in kill-teams? The space marine chapters have seen a number of updates that influence how they play on the tabletop, and stack up against each other. Many tournaments will allow these but many won’t. These are the poster boys for 40k. Without Death Denied it isn’t something you can rely on, but with it you play aggressively with your offensive threats and still have them be threatening. Primaris Marines are doing well in the Deathwatch. Dual chainsword vets (13 points) and scouts with combat knives (10 points) both fight well against the weaker models like Orks or Tyranids that dominate competitive, and you can also afford a silver bullet or two like a vet with Grav Cannon or a Vanguard Sergeant with Relic Blade. Wounds everything on a 3+, cuts through quite a bit of armor without overspending, and 2 damage means that you’ve got a 55% chance of a successful injury roll vs an enemy in cover and 75% without the cover. Hallucination: WC 7 – Subtract 1 from Leadership and Hit Rolls for an enemy model within 12″. Eisenhorn is interesting if you’re up against Xenos, but the others are more of a “for fun” option. The nice thing is that these still have an identity. Also, you can re-roll the dice to determine whether your team is broken in the Morale phase. This section is a little difficult because Space Marines have a very long history as models. Note that these don’t cover the specialist marine factions, the Grey Knights and Deathwatch — those are entirely separate factions (We’ve covered Deatwatch already here). Also worth noting that if you're playing in a none competitive game you can actually up one of your specialist to level 2. I have no deep knowledge of 40k C, Give an Intercessor with a Stalker Bolt Rifle +1 to hit and wound rolls for a phase. D, One of your models fights again at the end of the fight phase. Press question mark to learn the rest of the keyboard shortcuts. If you’re not 100% prioritizing victory (and you shouldn’t in friendly games) a lot of the cooler options are good and fun. The cool models we wanted to play with clock in at 30+ points, which is really hard to fit into our budget. Sternguard start with an improved bolter (AP-2, 30″ range) and a bolt pistol. From there you’ll want to go to ebay and grab some bits like lightning claws, power fists, grav cannons, flamers and chainswords, but you can usually buy those for a couple of bucks each from a bitz focused seller (just make sure to bundle things to save on shipping). Blood Angels Tartaros Terminators. Deathwatch Kill Team 5 Man Squad - Space Marines Warhammer 40K. There’s no reason not to use this since at worst it’s neutral, but if you’re using this things are going poorly. Vanguard Sergeants are mostly interesting because they can access Relic Blades, which are pound for pound one of the best melee weapons in the game. It’s always nice, but it does less to make your plan happen than it prevents an enemy plan from happening. Credit: Artum. Space Marines are accustomed to fighting in compact, elite strike forces, and so forming kill teams comes natural to them. Killing helps you since it prevents the enemy from holding your territory, but the rewards are usually minor. Marines are resistant to small numbers of Champions that try to kill a model each turn, they’re resistant to nerve tests since they get to re-roll failures and they ignore the first flesh wound so just piling on low quality attacks can be unreliable. You get terminators with powerful guns, Vanguard Veterans with Thunder Hammers, Jump Packs and Storm Shields, Vets with Plasma or Lascannons and all kinds of really neat stuff. New comments cannot be posted and votes cannot be cast. First, all of the long ranged options get a little worse. This is a lot better in Deathwatch where it’s 1 CP, but Adeptus Astartes have easy access to Auspex and Comms, so you can easily boost this to hitting on a 2+. These are all of the one wound, 3+ save models. Almost gone. They teleport, they can take a bunch of cool weapons and they’re pretty tough. There’s also a gunner option that lets you replace the bolter with a heavy weapon, which has an expanded set of options. … The main benefit there is that the flamer pistol is free, which opens up some neat 13 point vets with two flamer pistols that fight well against hordes. Mortis rounds (AP-1, +2 to hit, can shoot without Line of Sight and hit on 6’s) keep eliminators accurate on the move since the +2 to hit offsets both the move penalty and cover. The more important thing is that Space Wolves have some very different terminator and veteran options, most notably the ability to take Jump Packs on regular vets, which lets them take Jump Packs and special weapons. It’s like a candy store, but candy makes you fat and worthless. C, You can use this tactic when a model suffers a mortal wound. You can also grab a storm shield and bolter for a cheap rock to anchor the rest of your team. Everything here more or less does what it should. There are a few more expensive options, but they still cap at 22 points with most of the list at 17 points or less. Models without fly cannot pass over the base of another model, and there are many chokepoints that are 50mm or less. Otherwise, Marines are a pretty standard force. I am Dark Angel player, after all ;D In any case, I want to try a dip into chaos with Kill Team. They all do what you’d expect and the effect is powerful in the right situations. After you’ve had a few drinks and the headache has gone away, it’s pretty simple. Don’t let me scare you too much with my talk of what’s competitive. You can add any 5 of the following models to this unit: • 1 Intercessor (see Codex: Space Marines – Intercessor Squad) • 1 Assault Intercessor (see Codex: Space Marines – Assault Intercessor Squad) Codex: Space Marines – – Besides that they’re a fun and effective team. These are all of the one wound, 3+ save models. This is good in 40k because the board is big and the cover rules are restrictive. System … D, If you’re 12″ away from an enemy you have cover against them. C, In the Fight phase, a model explodes 6’s to hit into additional attacks. The bolter is great for backline objective holders with the long range, the combat knife is good for holding objectives up front where you might get into melee and the shotgun gives you a bit of maneuverability. Most missions are built around the Ultima template from Arena, but with different boards and deployments. Both variants get a reasonable melee weapon. Rogal Dorn. A subreddit dedicated to Warhammer 40000 specialist game, Kill Team. If a model in your team would be taken out of action, it instead takes a flesh wound. B+. These are models that look good until you see the weapons. Leaders are resources you protect so you don’t want to bling them out with lots of extra wargear that won’t get used. If you’re like me, the first thing you did when Elites came out was look at all of the cool options you have. Any good Chaos Space Marine Kill Team includes at least one Berzerker Champion and usually also a Khorne Berzerker. If you’re playing with 4-5 objectives then you’ll probably want at least 7-8 models. Usually there will be 1-2 secondaries that reward killing, but a lot of them give control to your opponent. In today’s article I’ll talk about using building, playing, and going up against Space Marines competitively in Kill Team. Blood Angels Kill Team With the recent post about all.my other kill teams, I thought I would post up about the Blood Angels team or rather the Eagle Knights strike team Angelic. I wrote a few words about this earlier in the year. Assault weapons like Scout shotgun are also better, as are melee weapons. Kill Team will be launching with the Fangs of Ulfrich expansion – a set featuring special Tactics and tokens for all Adeptus Astartes, as well as a kill team of Reivers and some terrain. If you’re looking for more detail on some of the newer units that were added, check out our review of the White Dwarf article that introduced new Vanguard marines to Kill Team here. If a rule differs from the Codex, it will be clearly stated. With the old weapon stats still in play the Bolt Rifle is the best choice but that may change. Kill Team List - Space Marines v3.2 - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Most of the time this is pretty useless. spec - melta gun, master crafted . Credit: Jack Hunter. Hellfire Shells is a solid tactic for making sure you wound something and the Sniper, Comme and Auspex combo lets you fire overcharged plasma around quite liberally. Due to changes in the cost of Plasma for Elites, he’s two points less than a comparable company vet with a plasma gun which is enough of a discount to make him worthwhile. If you’re starting from scratch and you’re willing to scrounge a bit, I’d recommend starting with a box of Scouts, a Tactical Marine Squad box and some easy to build Intercessors. Uploaded by. This would be good if Stalker Bolt Rifles were good, but they aren’t. Suppressors lack the camo cloak so they’re a little easier to kill at range, but they have 12″ movement with fly to make it easier for them to get into cover or get a better angle and they’re much harder to tie up in melee. It lets them ignore the effects of the first flesh wound. Forgive my noobness if it's a stupid question, thanks for answering to begin with! You still can’t dump your guys into situations where you’ll take 2-3 flesh wounds in a turn, but this lets you be a bit more aggressive with your important models while still guaranteeing value out of the. Space Marines are a little weird because they can be attacked in two ways. Chaos Space Marine Gunner with heavy bolter, 16 pts (Heavy) Chaos Space Marine Gunner with plasma gun, 16 pts (Sniper) Chaos Space Marine with chainsword, 12pts (Combat) Chaos Space Marine with chainsword and Icon of Wrath, 17 pts; Chaos Cultist Champion with brutal assault weapon, 5 pts; Chaos Cultist with brutal assault weapon, 4 pts Librarians are the Psyker Commanders for Marines. WARP ASSAULT Models in Terminator armour, Warp Talons, Mutilators, Scouts are the backbone of a competitive Space Marine kill team. The Phobos upgrade doesn’t do much to help, you get a slightly better gun but lose the power sword, and you can a few extra rules like Concealed Positions and Omni-Scrambler. Scouts are the backbone of a competitive Space Marine kill team. Terminators are really cool. 3x tactical marine. incredibly official Goonhammer store on RebBubble. It was recently buffed from strength 4 to strength 5 which is enough to make it generally effective. These vary in power from “not adding much” (Raven Guard) to “extremely good” (White Scars). Marines have enough access to good melee that this tactic can completely change the tide of a battle, and it happens after most enemies would be able to fight back so you don’t have to choose between it and Death Denied. I'm horrible with list-building and I'd like to at least have a decent list before I start building and painting the models. He’s not exactly efficient but you can take options like Storm Shields, Relic Blades, Power Fists and Combi-Weapons that can give him durability, killing power or the ability to reach out and touch weaker enemies. Even without certainty it’s a nice benefit and helps you kill in the later phases. If you want to kill them you need to be able to reliably get in multiple injury rolls to get around Death Denied. It’s not actively bad but it doesn’t do a lot for most teams. You usually want to block the enemy but not block yourself, so a mix of 25mm (scouts) and 32mm or more base models can be useful. shipping: + C $11.51 shipping. C $121.19 + shipping . don't hesitate to adapt it to your need with IE a plasma gun if you're against MEC and stuff, already tried this list out in multiple games and it did fine. The Auxiliary Grenade launcher is solid, the Auspex is great on a Comms Intercessor and Sergeants with Power Fists are absolute beasts. The Terminator upgrade gives a 2+ save, gives the Chaplain a better set of ranged weapon options and most importantly gives access to the Teleport Strike tactic, but it does sacrifice a melee attack. Tactical gunner 1, flamer, demolition. There are a number of Rogue Traders or Inquisitors that can also be taken as Marine Commanders. Incursors pay an extra point for a bolter that’s better at killing stuff in cover and they have a slightly improved melee attack. At 100 point he’d want another scout or a 13 point vet, but he can still fit in 7-8 models. All of models available to Space Marine Kill Teams have the following generic rules: Space Marines ignore hit penalties from the first flesh wound. They can swap out the Special Issue Bolter for a combi-weapon, which includes storm bolters. This gives a Camo Cloak, which is a significant durability upgrade if you stay at range, and the Concealed Positions ability. The Scout Sergeant option is very common as a competitive choice. The Kill Team Core Set is now out of print and has been replaced by the Space Marines vs Tau Starter Set (see below), but copies can still be found in local game shops. Damage 2 Bolt Weapons and damage 1 power swords just don’t make this into a particularly scary commander. Building a Space Marine Roster For Kill Team. Chaplains have two special tactics. Heralds of Ruin in particular took strides in tying to un-fuck the massive damage inflicted by the growing scales of 40K while keeping them a fun force full of special tools. They’re still Primaris tough (plus the camo cloak, which gives an extra -1 to hit when you’re in cover) and have two attacks so they can mix it up reasonably well in melee, and the sniper rifle they get does some work. The book Realm of Chaos: The Lost and the Damned (Rick Priestly and Bryan Ansell, 1990) was the first book from Games Workshop to give a backstory for the Space Marines. Intercessors are pretty good, any of the others can be good if you understand why you’re taking them. Your deployment zone and they ’ re usually not played competitively of Astartes advances, and the extra movement play! 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