That’s right. There are a few things that change in arena. 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. 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. 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. 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+. Credit: Dan Boyd. I am Dark Angel player, after all ;D In any case, I want to try a dip into chaos with Kill Team. Jump packs are very good, but they’re also expensive and you need to have a plan for them. It introduced the original 20 Space Marine … The Bolter, Combat Knife and Astartes Combat Shotgun weapon options are all viable, and each fills a different niche. This Team List uses the special rules and wargear lists found in Codex: Space Marines. They have the standard selection that all commanders get, but they also have access to three unique powers. Using this strat gives the same feeling as calling up your parents at 3am and opening with “I fucked up Dad”. Competitive play doesn’t reward killing that heavily, but it’s still the most generically powerful Chapter Tactic. First, all of the long ranged options get a little worse. If you’re using this, you probably should have done something different in the movement phase. 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. Librarians are the Psyker Commanders for Marines. The Sergeant works best as a combat character since he can fill two slots and still take his special issue bolter. I wrote a few words about this earlier in the year. With the release of Kill Team: Elites, Adeptus Astartes have gotten a lot of new, cool toys. Second, Arena emphasizes physically blocking corridors. 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. Just remember that if you use these, you can’t use Death Denied that turn. The gun itself is everything you want in kill team. 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. who doesn’t want… Terminators are really cool. This is arguably the best Chapter Tactic. Remember what I said about Executioner Rounds for Eliminators? System … Primaris Marines are doing well in the Deathwatch. Assault weapons like Scout shotgun are also better, as are melee weapons. Tactical marine, comms. The Accelerator Autocannon is all of that but better, and twice the shots. Credit: Jonathan Reynolds. ++ 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. F, If you didn’t move, you can re-roll 1’s to hit in the shooting phase. 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. Just remember that you’re unlikely to give them comms/auspex support so you can’t really rely on the Executioner Rounds to hit. Like the title says. 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. Grav-Chutes works for models with Grav-Chutes or Reivers, Teleport Strike for Terminators and Jump Pack Assault works for Jump Pack models. C+, If you charged or were charged, you add +1 to wound rolls in melee. The 4++ from the Rosarius keeps the Chaplain safe from power powerful weapons, and the Absolver Bolt Pistol is a competent ranged weapon. This is basically what I’m running as my SM tacticals only Kill Team. Imperial Fists Scout Squad. This is good in 40k because the board is big and the cover rules are restrictive. 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: Might of Heroes: WC 6 – A friendly model in 12″ gets +1 strength, attack and toughness. For 1 CP a Captain can give a 6″ aura that lets friendly models reroll 1’s to hit. They also have two extra pistols, the inferno pistol (basically a meltagun, and expensive) and the flame pistol. Here’s a list that Michael T. Holy took to second place at the Socal Open. spec 1 has combi-flamer, fleshbane 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. These almost fit in the last section, but they’re different enough from the other Primaris troops that they deserve their own section. It’s a 125 point list so not everything translates 100 point competitive but it’s a good starting point. 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. This is one of those things that is weirdly specific for a small effect. The first gives a re-roll aura that lets all friendly models within 6″ re-roll all failed hits in the fight phase. 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. Kill Team List - Space Marines v3.2. If you’re playing with 4-5 objectives then you’ll probably want at least 7-8 models. That model can’t make a shooting attack this turn. 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. Scouts are the backbone of a competitive Space Marine kill team. This only really empowers a single build, but it’s a simple and effective trait. but this does a good job of demonstrating the lightweight options marines have. 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. spec - HB, relentless . Like their loyalist brethren, the Chaos Space Marines have a grand amount of customization available to them. B, Give a model that charged an additional attack this phase. 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 There are a number of Rogue Traders or Inquisitors that can also be taken as Marine Commanders. 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"? Uploaded by. It’s not terrible but you’ll never remember that you have the ability when you need it. These are models that look good until you see the weapons. This is just OK, and with the Chaos rider you’ll rarely get to use it. C, Choose a Reiver that took a model out of action this turn. Kill Team boards are small and if you’re at long range the generous cover rules probably already have you hidden. All of those options are cool and good in narrative or friendly games, but tournaments are no longer run as 1 kill = 1 vp. Take the vets, except for a Tac Marine Plasma Gunner. Secondly, you want weapons that can make an impact. Arena’s corridors mean that you’re at best covering a single approach. Intercessors are pretty good, any of the others can be good if you understand why you’re taking them. Building a Space Marine Roster For Kill Team. 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. Necrons, like the Eldar, are an ancient race whose only goal is to dominate everything in the galaxy. 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 space marine chapters have seen a number of updates that influence how they play on the tabletop, and stack up against each other. The Sergeant here is just a +1, he gets three weapons and an extra attack but otherwise doesn’t have any special options. New comments cannot be posted and votes cannot be cast. If you have the right assassination target it can be worth it but it’s not good most of the time. This includes Tactics printed in the base rule book or Elites. The second lets friendly models within 6″ use the Chaplain’s leadership instead of their own. B+. Eisenhorn is interesting if you’re up against Xenos, but the others are more of a “for fun” option. This gives a Camo Cloak, which is a significant durability upgrade if you stay at range, and the Concealed Positions ability. 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. If you’re not 100% prioritizing victory (and you shouldn’t in friendly games) a lot of the cooler options are good and fun. Also, you can re-roll the dice to determine whether your team is broken in the Morale phase. 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. Usually there will be 1-2 secondaries that reward killing, but a lot of them give control to your opponent. 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. 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. 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. There’s also a gunner option that lets you replace the bolter with a heavy weapon, which has an expanded set of options. Ignore that mortal wound and any other mortal wounds that phase on a 5+. 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. Incursors, Intercessors, Infiltrators and Reivers. These are the budget options, and the most competitive if taken as strategists. 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. I’ll preface this section by saying that Commanders are usually not played competitively. Add 2″ to your advances, and if an enemy model fell back your models can still charge. I understand all space marine chapters have different combat styles, so to speak, so, how would you build SM kill teams to reflect that? Press J to jump to the feed. F, These all let you deep strike up to 3 models. Wait, tactical marines can take snipers in kill-teams? The best builds revolve around cheaper weapon options or dual pistols. list 2: sternguard vets (6) vet sgt (leader) - combi-melta, auspex, ignores cover. C, This lets a Reiver throw a Shock grenade before charging, which will turn off overwatch if it hits. 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. It’s still a very powerful ability that other factions don’t get but you’re using it at most twice a battle. It’s like a candy store, but candy makes you fat and worthless. Dark Angels are also a non-codex chapter, which means that they get extra units. Transhuman Physiology is a simple rule given to all Marines (including Chaos Space Marine traitors) in Kill Team. Shrouding: WC 6 – A friendly Phobos model cannot be targeted unless it’s the closest target. Quick fast action, and individual models become important (for the most part). 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. Adeptus Astartes Units Scouts. 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2020 space marine kill team list