Infiltrators are our standard melee units, with decent pistols to back them up. Special Weapons: They all have their use, but their limited nature forces you to really think what its role will be. You enjoy making people yell "What the hell am I supposed to do about. Even Reivers, your primary melee unit outside of Elites, are flexible enough to be competent at range. Terrain is basically meaningless against them, so although their pistols are deadly, you're in a strange situation where open space is safer than cover that might ultimately lead to your units getting boxed in- even considering factors such as intervening terrain in melee. Small model count. Give you standard Infiltrators Combat speciality, so both him and your Princeps have 3 attacks each (making the Princeps a combat specialist just makes him too much a target). Putting your guys together mean that charges that do make it (which even at 5's will be many) are more likely to lock down multiple models as well as giving your opponent the ability to split shots for a better kill rate. Play it with the most adorable and small dog model you can find for maximum effect. Compared to the Inquisitor she has worse weapons, worse statline, no FNP, and her ability is likely going to be less useful than Unquestionable Wisdom which gives your weakwilled guardsman an Ld that makes Custodes look like cowards. Your enemy will simply re-charge you, you don't get overwatch and will just end back in the fight with the enemy hitting first. If you lose the initiative,. Meanwhile, you have 16 shots at BS+4 which will wound 2-4 Necrons, and likely put two to rest for good. While your scions provide this barrage of firepower, you can move the rest of your group to play the objective, or simply provide great volumes of uncharged plasma. If both sides are at range and in cover, your enemy will have BS+5 with one shot per unit, with the exception of tesla guns. Make him a level 3 melee specialist, and you get 7 WS2+ attacks rerolling ones, wounding on 4s, also rerolling ones, and with AP-3 Dd3. most play, they're not included in the above sections to avoid confusion. No. The value has to be GREATER than their Psychic test. If the stealth-suits are still alive once your scions have cut down their other kill team members, volleys will help clean up. REEEEEEE - But seriously, while UR-025 is underwhelming in 40k, this motherfucker is the toughest of toughs in Kill Team. More importantly, there are a lot of things that can ignore penalties to hit from a model being obscured, like the auspex/omnispex and the level 2 Shooting commander specialism, to name two. Rolling a 6 doesn't prevent being reduced, but instead restores the model to 1W after hitting 0. Take an objective early or throw a quick charge against an enemy unit, then come the fuck back to friendly lines. Even Reivers, lacking melee AP, will struggle against other dedicated melee units. Bullgrins with shield will do the job for that, but it's still recommended to charge first, to avoid possible risks. Useless in games with no commanders, but pretty useful if you get her. That's great against tougher enemies that cannot hope to kill in one go, but it's just once per battle, so think before using it. Outside of 12 inches, they will kill you and medium infantry. You need to have a list in your rooster to appropriately deal with every type of opponent you might encounter. The Rogue Trader expansion, the added rules for ultra-close confines in particular, breaths new life into the old game boards you have left over from previous standalone games likes Betrayal at Calth, Deathwatch Overkill, Assassinorum Execution Force, Space Hulk, etc. Other ways to deal with the sniper are fast units with a decent invulnerable save, though you'll have to consider the chance of the mortal wound getting in. This can be particularly deadly in overwatch, where the volume of attacks make it more likely for one to go through, and anything that survives has to tangle with the power fist. Supports and features all 40K factions, plus even the one you never knew you wanted. All of the possible combinations of gear in the DW Codex haven't translated to Kill Team. This isn't about about "fun" or "fair." Even if you increase one models accuracy so that it hit's on 2's, you're still likely to only inflict a flesh wound. 99 ♂ 13 . Against the bigger MEQs Rangers and Vanguards are mostly irrelevant - even taking account your superior numbers and number of shots, you might as well be firing paper darts against those high saves, don't even bother. Half of them are active in the Fight phase so, despite being mostly random, they're a thing to think about while creating your Kill Team. 5.0 out of 5 stars Five Stars. If said nob gets into range and you've blobbed up behind cover, Dakka Dakka will occur, and tears will flow. Keep yourself hidden from the heavy and you'll be good. Sisters of Silence are somewhat strong and have a decent number of models on the board, but their key issue is their lack of ranged ability. Go the extra mile to add character to every one of your models, or represent obscure or custom armies that would either be too hard to convert or too expensive to buy for a full 40k army. (18pts). A reason from someone who actually plays Kill Team. Not to mention that half the time your opponent can just walk around it. Your Kill Team will be, Tyranids, in general, can shut you down HARD with multiple super fast and cheap Hormagaunts tying you up, and a couple Lictors murdering your expensive models turn by turn. 100 pts. It's a good thing too - with no Commander of your own, the enemy team could have more than a 100pts worth of extra force available to them than you have. Kill Team is where the variety of the Imperial Guard can. And a limit of only one Repentia means that you can say goodbye to any Repentia spam strategy you might have concocted. Sister Repentia are a missed opportunity. That general 5++ will be used as much as possible to move whole squads to the frontlines, you take that away and the general invulnerable becomes 6++ or lost entirely. Due to several mistakes with the printed and digital editions, Eisenhorn's final2FinalForSureThisTime datasheet was made available from the Warhammer Community Downloads section. You have the most options for accuracy buffing of most teams, dirt cheap units and special weapons. Several 2W units for an otherwise too much squishy team. Keep the flagellants as well for general melee support and for crowd control when you can lock down multiple units and split attacks. The latter is likely a typo, but it was never FAQed, so if you want to keep your leader out of close combat, or even give him a special weapon, these are your dudes. (19pts), Black Shield with Storm Shield, Power Sword, and Grenades. First, its key to keep in mind that with 2-3 unit kill teams you can fit every possible kill team combination possible in 100pt games on your Roster. Obviously theres the CP gain, but also the fact that you can choose your target unlike Psybolt which can only target the closes model without using the Psyker specialism. You're supporting quality community made content. Unlike the Ratling twins, she does qualify for Regimental Doctrines. The Storm Bolter can be buffed immensely by the "Blessed Bolts" stratagem, adding AP-2 D2 to the shots, which increases quite a lot its killing potential, though its 2CP, so make it count. 2 damage is useful to give the double injury roll dice, but 1 is fine, and you certainly don't need anything higher. Can be built from a single Kill Team box), Watch Sergeant with Combi-Plasma and Grenades. Their primary weakness is they come attached to 1 wound MEQ's. It has little to no AP firepower, and it can't compensate for this through numbers. Infiltrator (Combat) w/ Stubcarbine and Powersword; 14 pts. The Battalion Detachment is just like the current Battalion in 8th. The Assassin is easy, just take Death Cult Assassin model and add enough detail to make it look the style of your army. One rank per arrow. Or switch a Plasma to a Transuranic arquebus for exactly 100 pts. Speaking of swords, the Greatblades are very good. Tau possess, for now uniquely, flying units in the form of drones and stealth suits. Demolitions or Heavy Specialist, depends on the mission. Counterargument: Orks are some of the best armies to play against Custodes, simply because the amount of bodies they can throw at the Emperor's caretakers. Just avoid being dragged into melee with non-melee units, the flagellants are no joke. For 1CP this was awesome as this faction does not have a medic. Unfortunately only a handful of elite CSM units and two underplayed teams (GI and CD) can actually field units with the. Ranger (Comms) w/ Galvanic rifle and Omnispex; 10 pts.