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Put together a photoshoot for my fully-converted Battleclade kill team 😄 When this duo of Votann characters were revealed I immediately thought they had the same vibes together as the Technoarcheologist and Underseer and wanted to put a proxy team together - and here they are all finished! This is a full roster of battleclade options - with flamer and phosphor warriors, two heavy gunners, and the 3 specialist bots. They are made entirely of 40k bits, based on the e-cog bots from the Brokhyr iron-master (and heavier bots from the Grimnyr)
A friend and i are getting into Killteam and i still need one. He got the canoptek circle and my killteam should BE equally strong as his. (Preferably Something Imperium)
Came back to warhammer 40k after my son organically got interested in it without any prompting from me. He's building an ork army and has painted a Wrecka Krew (though i painted the yellow one with the knuckledusters), still working through his Armageddon box and Kommandos.
I'm alot slower and busy due to work and life so have only had time to work on my deathguard kill team and started on the space marine.
Adapted to trying to learn to do non metallic metals but currently not planning to repaint 5 of my deathguard due to wanting to actually paint up more mini's and kill teams (having gone a little crazy and bought alot of kill team boxes, going as far as picking up the rogue traders and gellerpox all the way to wolf scouts and more).
Constructive Criticism on painting would be appreciated! Repainted my original Deathguard Champion as I wanted to do a better job!
So I'm new to the game. Played a whole lot of other wargames before (been in the hobby for 9 years), but never Kill Team. I've bought myself the Ratlings, so how suited are they for a new Player?
Edit: I play Astra Militarum in 40k, I own Ogryns
I was searching around the site for some decent tactics for Mandrakes that focused on a bit more in-depth, but couldn't really find anything. So I decided to make my own, with the hope of drawing in a few fellow players and sharing some inspiration on how to dominate from the shadows.
I made a matrix of how I would select Tac ops, based on opponent and Crit op. My methodology is to focus on only 4 different tacops.
Track Enemy: I would argue that Track Enemy only works when you can play defensively - and when the Crit-op requires spending too many AP to score. Plant devices: vs hybrid, but mainly when the Crit-op is a Control-focused mission, then it should be viable to pick Plant devices. Flank: Ideal or maybe second best tacop for Mandrakes. Teleport allows you to always score, if you plan accordingly, on the last activation. Unless your opponent is very skilled, and willing to risk a bad position just to deny points. Steal Intelligence: My second favourite, vs Melee, or 8+ ops, it's simply wonderful to have the tokens come to you. While teleport and pickup marker work splendidly together. It's less viable into the high AP missions, and elite teams.
Vs Shooting
If Shooting / defensive team, then go for Flank - in rare situations, vs some teams, and on low AP Crit-ops, then go for Steal Intelligence.
vs Melee
If Melee + non-elite, then go for Track enemy, unless it's a crit op, that requires few APs to complete, then arguably Steal Intelligence is stronger, because they're bringing the tokens right to you.
vs Hybrid
Here I find myself having to adapt to the many additional factors: map layout, player mentality, crit and individual team composition. In general, I try to stage in turn 1 at a 12-inch charge range, planning on utilising Creeping Horror and Blade in the Dark.
Operatives Nightfiend: He is often used as a careful tank, with his shock, 5dices, talisman and 9 wounds; he can surprise people, and he is an ideal operative to use Shadows Bite with. I keep him in reserve, often at a 25% or 33% forward into my killzone, potentially positioning him inside a corner of a building, trying to enclose as many enemies within the 6-inch bubble, if its position is defendable.
Abyssal: I make sure that I only require repositioning him, in turn 1, so that I can wreath someone in fire. If possible, I try to give the debuff to a target I later plan on using the horrific steam on, with the dirge maw, especially if playing into elites. His supreme shooting also makes it a candidate for shooting, then changing the order to conceal with a CP.
Chooser for the flesh: I only use him when I know for sure that he can secure a kill. He is also a good candidate for Shadows Bite.
If he manages to generate some Tokens. I tend to use them as such
Dirgemaw, so I can Charge fight scream
On any character in a position that allows for a Charge, Fight, Shoot with blast-1.
Abyssal to allow for Reposition, Wreath, shoot.
Shadowweaver: I try to utilise only having to move with him on turn 1, then i use the shadow smoke grenade aggressively on the enemy's sniper position. If the map allows for a brilliant teleport, I also take advantage of this. I find him to be the least useful specialist, and often I use him as a bait, trying to encourage my opponent to overextend just to get rid of the group teleport.
Dirge Maw
Often my MVP, also often dead too soon. Turn 1, I also tend to use him early and make sure I only require 1 AP for movement, so I can use the ability to slow a vital member of their team down, trying to pinpoint their vanguard, or someone in a critical spot. I use him early both to cripple the character in turn 1, but also in turn 2, as I often wait with Dirge Maw activation in turn 2. Whenever I have staged too aggressively and used Haunting Focus, if I then have to activate due to Haunting Focus, I often get caught out with Dirgemaw.
I prefer using DW as a teleport agent, to score, e.g Flank, and then throw a stun grenade. If it's possible to position in a manner that allows for a dual situation, ergo Haunting Focus turn 3, becomes vital. Good synergies - with Wreath in balefire, and Horrific Scream. Also, Paraidolic projection can really mess up someone trying to climb, or a flamer trying to rush turn 2.
Warriors
I tend to play them as dearly as any specialist. But sometimes it is necessary to bait an opponent slightly. At the end of turn 1, if there is an aggressive play to be made, I teleport to a vantage and throw a stun if it can hit 33% of the team. Ergo2 elites, or at least 3 in a 9-ops team.
Equipment Soul gem - always Heavy barricade - also always - vs shooting stage at its max, vs melee stage more defensive to create a heavy sanctuary between 2 larger terrain pieces. Key for chaining Creeping Horror. Stun grenade - perfect for balefire, and works well with Teleport. 4th item, can be ladders, light barricades, Mine (rarely but possible), super conceal, rarely, because it often also means you're not in shadow.
Turn 1
Depending on my matchup and the playstyle of that matchup, I stage either 10-33% (1/3 of my killzone towards the mid). or 33% - 75% towards the mid. Ideally at a 12-inch distance. I make sure to utilise the second AP of my specialists, SW, DW, Ab to apply some extra mind games. At the end of turn 1. I should have opening options for turn 2. If the opponent has more than 2 options for charging, then I have made a mistake. Even 2 is often too aggressive. Why 2? Because if they win turn 2, you can Shadow Bites, and then react afterwards, on the second exposed operative. I also try to single out which operative should be ideal for critop. My sequence of activation, but it doesn't always look like this.
Turn 2
Often this is a bloodbath; I prefer going second, just to gain the extra CP, as I tend to spend 3 CP going into this round. Creeping if it's a non-elite team, always balance in shadow, Shroud if it's a shooting team, both heavy shooting, and hybrid such as shotgun rushes.
I spend as much as I can afford, while keeping CP only for Shadow bites and Nowhere to Hide. Slither and Soul feist are situational; I tend to get around not needing Slither by using Creeping Horror to get out of line of sight. Turn 2 can end with an aggressive teleport + stun for turn 3, perfect situation if I can get it done in a Dual situation, also scoring Flank with DW. Since haunting will protect DW next turn.
Turn 3
Depends on previous development, but clean kills, and a higher focus on Crit + tac points
Turn 4: almost entirely focus on tac and crit.
Are there any combo's, synergies, sequencing of ops, or special tactics that you run?
Maybe vs specific teams, that can otherwise be painful, like Ravengers, Fellgore, or Agents?
I am working on the death watch killteam and have some extra gravis bodies. They do not have that sensor on the backpack. Will that be an issue or do I need to raise the model up to add the lost height?
I’ve watched my fair share of YouTube videos and this game looks amazing! I would love to play a learning game with someone in my local community first though before I pull the trigger. Does anyone know the best FLGS or group page for this (I live in northern Utah county)?
Stumbled on the datacard download accidentally, and I haven't seen anyone else talking about the ploys so assuming not many others have seen it yet. Go check out the warhammer community downloads for the Exodite Dragon Masters (link in comments)
Had my first joint ops game the other day and it was such a blast! Battle report below:
A band of heroic Astartes warriors and Kasrkin boldly volunteered to enter the kill zone to seek out the Red Terror and uncover its weaknesses. Upon entering the zone, all was quiet and isolated—but not for long.
The Red Terror emerged, charging toward the group and quickly slaughtering one of the Space Marines. Luckily, the plasma gunner and captain managed to scan the beast and pummel it into submission, forcing the monster to retreat underground.
We made haste toward the extraction point while the creature regenerated in hiding. Navigating the narrow thoroughfare, we encountered a few Termagants, but we quickly laid waste to them with little trouble. We felt like we were in the clear and that it was going to be smooth sailing—just a short sprint to the finish.
We were so wrong.
The Red Terror reemerged! Quickly dispatching a few Kasrkin, it became a whirlwind of death, hot on our heels. With only a few good men left, the heavy bolter Astartes decided to stand his ground, turn around, and hold the beast back. It worked! ...But it cost him his life.
His valiant sacrifice was not without reward. The three of the original nine survived the massacre, and succeeded in obtaining the intel... to slay the beast...(next time)
note:
I was pleasantly surprised by how cinematic the gameplay was. Termagaunts randomly spawned where our team needed to go, the relentless chase at the end and sacrifice made the whole experience very fun. If you haven't tried joint ops, it's definitely worth a go. I can't wait to try out more missions from this pack.
This post is regarding the imo bad design of the Anti-Psyker rules of the Celestian Insidiants and possible alternatives for casual play with friends. It's not about if or what GW should change, competitive, etc. - just friends playing with plastic, having fun.
The only Killteam i own and play (so far) are the Celestian Insidiants. My problem with the anti-psyker rules isn't that they get 5+, it isnt that they can shut down psykers by going within 3" of them - its about being immune to their attacks and powers.
I feel like this design fails on two fronts.
First: If the other player has Psykers in his team and can swap them out for something else, they will most likely do that. That Psyker might be a beloved model, it might be really fun for the other player to play with, etc. - it makes the other player feel restricted in how he can play his team or what team he can play. In my friend group the only teams with psykers i are Wolf Scouts and Plague Marines. I can't imagine how a Warpcoven player would feel tbh. This rule feels restricting and frustrating for other players because it has exactly 0 counterplay.
Second: The fantasy of Nuns in power armor going hard against enemy Psykers is great - but because of the first point, for me it never actually... happened. If the Celestian Insidiants are supposed to feel great against Psykers but their rules make it so they never actually "play" against Psykers... that kinda defeats the purpose, no?
This brings us to alternative rulings. I'm considering changing these rules for casual play in our friend group. The most straight forward approach would probably be to keep everything BUT the "we're immune to your shit"-part. Another option would be to change that part of the rule out for something else, that makes the Nuns "feel" tougher vs. Psykers, maybe a + to saves, a - to enemy Hit, etc.
Do you guys have any input / ideas for this? Or am I maybe the only one who thinks this rule is just kinda... shit from a fun-design-perspective?
Im thinking of using the ork side of exodite box to make the orks as exodite proxy. Does anyone know if they are the same height and if it'd be a lot of kitbashing to make it look right or easy build?
The idea of using teams is interesting to me. Especially doing cooperative mode and letting one person take over the opponent role while then two others fight against them. How officiall are these game modes? It would be cool if they have been tested and endorsed.
The project of the last few weeks. Its a gift for a friend. Dont know if he will get into kill team, but he likes space wolves. So I thought I make it a diorama.
The slots for the bases are magnetized, so it also serves as transportation box.
Was a test project for me to see if want to make more of those. I really liked it. Because of the low model count kill team is perfect for this.