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Killteams! :D
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Old 26 Mar 2010, 13:41   #1 (permalink)
Kroot Shaper
 
Join Date: Feb 2010
Posts: 93
Default Killteams! :D

Aight, so after playtesting a killteam with Bastonne, it... didn't work out too well, to say the least. So I made some revisions and came up with the following:

Troop 1 200 pts
Veteran Squad
-Gunnery Sergeant Harker
-Voxcaster
-Sniper rifle
-Grenade launcher
-Plasma gun (FnP)
-Missile Launcher HWT (Relentless)
-Demolitions doctrine (Scout for the demo charge holder)

I figure it's got a good balance of firepower against MEQs (plasmagun, krak missile, demo charge), hordes (heavy bolter, grenade launcher, frag missile), and even the occasional vehicle (krak missile, demo charge, melta bombs), and some pinning to boot. On the other hand, anti-TEQ is an issue, what with the one-time use on the demo charge, and of course, everyone gets absolutely raped in melee.

The voxcaster is there simply because I have nothing else to spend the points on :P
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Old 26 Mar 2010, 14:13   #2 (permalink)
Shas'Vre
 
Join Date: Aug 2009
Posts: 1,629
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Default Re: Killteams! :D

Consider using infiltrate on ur demo man instead of scout. Infiltrate means you can deploy ANYWHERE instead of moving to that position. Either way, you will be 12'' away if you scout move or infiltrate (at least 12'' i mean) Because you already get this rule from Harker, consider putting another rule on another unit...for example preferred enemy on a normal vet with shotgun. He would shoot 2 shots, then charge in and reroll to hit - not too shabby. Idk there are probably better solutions, just chucking some ideas up there.

Relentless missile launcher teams would be NASTY lol

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Old 26 Mar 2010, 14:36   #3 (permalink)
Shas'El
 
Join Date: Feb 2006
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Posts: 2,264
Default Re: Killteams! :D

Quote:
Originally Posted by Tetrino
Aight, so after playtesting a killteam with Bastonne, it... didn't work out too well, to say the least. So I made some revisions and came up with the following:

Troop 1 200 pts
Veteran Squad
-Gunnery Sergeant Harker
-Voxcaster
-Sniper rifle
-Grenade launcher
-Plasma gun (FnP)
-Missile Launcher HWT (Relentless)
-Demolitions doctrine (Scout for the demo charge holder)

I figure it's got a good balance of firepower against MEQs (plasmagun, krak missile, demo charge), hordes (heavy bolter, grenade launcher, frag missile), and even the occasional vehicle (krak missile, demo charge, melta bombs), and some pinning to boot. On the other hand, anti-TEQ is an issue, what with the one-time use on the demo charge, and of course, everyone gets absolutely raped in melee.

The voxcaster is there simply because I have nothing else to spend the points on :P
Harker's in game abilities won't effect the squad. So he'll be the only one with stealth. But I do like where you going.
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