incredibly official Goonhammer store on RebBubble. 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 C, You can use this tactic when a model suffers a mortal wound. Forgive my noobness if it's a stupid question, thanks for answering to begin with! We’ve put it off for long enough with our discussions of Eldar and Chaos Space Marines and Custodes and Imperial Guard. 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. 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. Imperial Fists Scout Squad. Otherwise, Marines are a pretty standard force. This is just OK, and with the Chaos rider you’ll rarely get to use it. spec - HB, relentless . If you focus on objectives and are miserly with your roster though, marines can be a very competitive force. spec - melta gun, master crafted . The best builds revolve around cheaper weapon options or dual pistols. Otherwise join us next again next week, when our guide to Kill Team specialisms returns. 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. If that model was a Commander or Leader, gain a CP. At 100 point he’d want another scout or a 13 point vet, but he can still fit in 7-8 models. 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. 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. And flesh wound is what happens when a trooper in Kill Team … list 2: sternguard vets (6) vet sgt (leader) - combi-melta, auspex, ignores cover. 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. 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. If you have the right assassination target it can be worth it but it’s not good most of the time. For 1 CP a Captain can give a 6″ aura that lets friendly models reroll 1’s to hit. Cookies help us deliver our Services. Uploaded by. 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. Rogal Dorn. 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. This Team List uses the special rules and wargear lists found in Codex: Space Marines. 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). 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). These are all of the one wound, 3+ save models. I understand all space marine chapters have different combat styles, so to speak, so, how would you build SM kill teams to reflect that? Teleporting Terminators Models in Terminator Armour may Deep Strike as normal (see the Built-up Area rule in the Kill Team rules). Grav-Chutes works for models with Grav-Chutes or Reivers, Teleport Strike for Terminators and Jump Pack Assault works for Jump Pack models. 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. 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. These are models that look good until you see the weapons. This is a very serious buff, significantly better than any of the specializations. Sternguard start with an improved bolter (AP-2, 30″ range) and a bolt pistol. All models are White Scars. 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 … Ultramarines Primaris Lieutenant. With the old weapon stats still in play the Bolt Rifle is the best choice but that may change. 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. 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. This might still see some use but you’re more likely to see other tactics used now. Remember what I said about Executioner Rounds for Eliminators? If you wanted you could theme your army with Rogue Trader era models, or raid the Horus Heresy line for interesting models. Incursors pay an extra point for a bolter that’s better at killing stuff in cover and they have a slightly improved melee attack. That model can’t make a shooting attack this turn. C $28.79. These are all of the one wound, 3+ save models. spec 1 has combi-flamer, fleshbane 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. This has weird timing problems because it comes into play the next charge phase, but it’s not terrible. This is good in 40k because the board is big and the cover rules are restrictive. This Team List uses the special rules and wargear lists found in Codex: Space Marines. If you’re using this, you probably should have done something different in the movement phase. Everything here more or less does what it should. 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. 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. Space Marines are a little weird because they can be attacked in two ways. Wait, tactical marines can take snipers in kill-teams? It’s still a very powerful ability that other factions don’t get but you’re using it at most twice a battle. Here’s a list that Michael T. Holy took to second place at the Socal Open. 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. ++ 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. Don’t let me scare you too much with my talk of what’s competitive. Warhammer Fantasy Battles 8th Edition - FAQ - Warhammer Rulebook (v1.8) Uploaded by. This is basically what I’m running as my SM tacticals only Kill Team. There are a number of Rogue Traders or Inquisitors that can also be taken as Marine Commanders. Null Zone: WC 8 – enemy models within 3″ cannot take invulnerable saves. Primaris Marines are doing well in the Deathwatch. There are better powers but it does an ok job in most situations. Kill Team Command Roster. I’m not going to break every data sheet out into its own section here. We’d recommend supplementing them with some Intercessors wielding a variety of bolt rifles. 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. Any good Chaos Space Marine Kill Team includes at least one Berzerker Champion and usually also a Khorne Berzerker. 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. 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. 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. A lot of players will also have their own forces and will be able to pull models they’ve already painted. 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. They can be ranged or melee, they can take high or low quality weapons, etc. 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. … White Panthers Tactical Marines Robert “TheChirurgeon” Jones. A+, This was updated to be 3 CP, which changes the math. 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. Lots and lots of new toys, enough that I just dropped money on plastic for a new marine kill team. C, In the Fight phase, a model explodes 6’s to hit into additional attacks. 40k Adeptus Astartes featured Kill Team novembermike Space Marines Tactics, ©  2020 Goonhammer. You can also give them phobos armor for the ability to deep strike, but that prevents you from gaining the Strategist CP first turn. B, Gives all of your models a 6+ Feel No Pain roll. They’re not quite as tough defensively as a... Power-Armored Firstborn (Small Space Marines). 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. 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. I like teh idea of fielding different SM detachments, each with their own fighting style. They also have two extra pistols, the inferno pistol (basically a meltagun, and expensive) and the flame pistol. Leaders are resources you protect so you don’t want to bling them out with lots of extra wargear that won’t get used. C, This lets a Reiver throw a Shock grenade before charging, which will turn off overwatch if it hits. Usually there will be 1-2 secondaries that reward killing, but a lot of them give control to your opponent. tac squad (5) sgt - combi-flamer, auspex, melta bombs. Space Marines are accustomed to fighting in compact, elite strike forces, and so forming kill teams comes natural to them. Credit: Jack Hunter. C $121.19 + shipping . The Bolter, Combat Knife and Astartes Combat Shotgun weapon options are all viable, and each fills a different niche. Kill Team boards are small and if you’re at long range the generous cover rules probably already have you hidden. 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. An article by novembermike Gaming June 21, 2019 0 . Better known by their GW-Tried-To-Trademark-This-But-Lost-In-Court name, the Space Marines. 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. Just remember that Jump Packs are expensive and models win a lot of games. 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. For 1 CP you can reroll wounds of 1 for friendly models within 6″ of this model. All of models available to Space Marine Kill Teams have the following generic rules: Space Marines ignore hit penalties from the first flesh wound. The Scout Sergeant option is very common as a competitive choice. They can swap out the Special Issue Bolter for a combi-weapon, which includes storm bolters. Chaplains have two special tactics. A Fortis Kill Team contains: 1 Intercessor Sergeant; 4 Intercessors (see Codex: Space Marines – Intercessor Squad). Almost gone. There’s no reason not to use this since at worst it’s neutral, but if you’re using this things are going poorly. 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+. If you don’t have a plan I wouldn’t bother taking them. Kill Team Starter Set (Original - Genestealer Cults vs Adeptus Mechanicus) Our Preview / Out of Print. 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. 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 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. Adeptus Astartes Units Scouts. CHAPTER TACTICS TELEPORTING TERMINATORS When building a Space Marine team, chose a single Chapter Tactic from the Chapter Tactics list in Codex: Space Marines. 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. 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. Check with your TO before the event to make sure you aren’t planning for a strategy you won’t have access to. Uploaded by. It’s not actively bad but it doesn’t do a lot for most teams. KillTeam It lets them ignore the effects of the first flesh wound. This probably isn’t ever worth it but somebody might find a situation where it’s good. Unfortunately, that isn’t quite what you usually need in more competitive games. This was taken off of BCP. Publication history. 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. Also worth noting that if you're playing in a none competitive game you can actually up one of your specialist to level 2. 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. Now that that’s out of the way, let’s dive into the Veterans data sheet. C, Choose a Reiver that took a model out of action this turn. Most missions are built around the Ultima template from Arena, but with different boards and deployments. Damage 2 Bolt Weapons and damage 1 power swords just don’t make this into a particularly scary commander. Secondly, you want weapons that can make an impact. I wrote a few words about this earlier in the year. Ultramarine Suppressors. Remember that if the enemy is shooting you with multi-damage weapons these .aren’t any tougher than vets. Raven Guard Primaris Eliminators. Feel free to take them but they’re usually not amazing. 7 models means a little more than 14 points per model, and 8 means around 12 points per model. All of the vets have two slots for weapons, and they can do a series of swaps to put different weapons in those slots. This is one of those things that is weirdly specific for a small effect. 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. By using our Services or clicking I agree, you agree to our use of cookies. Necrons, like the Eldar, are an ancient race whose only goal is to dominate everything in the galaxy. Deathwatch Space Marines are at the forefront of Mankind’s war for survival against a hostile universe. This gives a Camo Cloak, which is a significant durability upgrade if you stay at range, and the Concealed Positions ability. The 4++ from the Rosarius keeps the Chaplain safe from power powerful weapons, and the Absolver Bolt Pistol is a competent ranged weapon. I talked more about them here, but I’ll repeat a bit. Assault weapons like Scout shotgun are also better, as are melee weapons. At 29 points it’s a serious commitment but if used properly it can take over games. 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 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. Deathwatch Kill Team 5 Man Squad - Space Marines Warhammer 40K. A subreddit dedicated to Warhammer 40000 specialist game, 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. Take the vets, except for a Tac Marine Plasma Gunner. The nice thing is that these still have an identity. 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. Press J to jump to the feed. 3x tactical marine. Also, you can re-roll the dice to determine whether your team is broken in the Morale phase. First, all of the long ranged options get a little worse. Hallucination: WC 7 – Subtract 1 from Leadership and Hit Rolls for an enemy model within 12″. Both sides of this are really, really good. list 1: tac squad (5) vet sgt (leader) combi-plas, rending (or ignores cover?) 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. 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. If you’re playing with 4-5 objectives then you’ll probably want at least 7-8 models. 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. If there were better ranged Phobos models this would be more impressive, but it’s probably best on an Eliminator. You can either take a two damage gun or a regular power sword, but neither will make back the points easily. If you want to kill them you need to be able to reliably get in multiple injury rolls to get around Death Denied. Mind Raid: WC 6 – Deal 1 Mortal Wound to a visible enemy within 18″. This is arguably the best Chapter Tactic. Incursors, Intercessors, Infiltrators and Reivers. C, Your team has +1 leadership, and if they fall back or retreat they can still shoot to hit on a 6+. For 12 points you … It’s like a candy store, but candy makes you fat and worthless. Even without certainty it’s a nice benefit and helps you kill in the later phases. 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 – – 1x regular. The cool models we wanted to play with clock in at 30+ points, which is really hard to fit into our budget. As of the release of Elites, Space Marine Kill Teams can choose a chapter tactic to apply to their team. 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. Company Veterans are a bit more generalist. There are quite a few data sheets that should be separate and some that only have minor differences. The Tabletop Titans crew brings us a videocast ranking the Space Marine Chapters in competitive 9th ed 40k play.. Quick fast action, and individual models become important (for the most part). 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. Here’s my thought process for building up a roster. Marines don’t generally have leadership issues and hitting on a 6 makes the other half of the trait mediocre. 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. Using this strat gives the same feeling as calling up your parents at 3am and opening with “I fucked up Dad”. but this does a good job of demonstrating the lightweight options marines have. F, If you didn’t move, you can re-roll 1’s to hit in the shooting phase. 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. This is arguably the single best Tactic in the entire game and is a defining ability of Astartes. You can only use this once a game. Shrouding: WC 6 – A friendly Phobos model cannot be targeted unless it’s the closest target. who doesn’t want… B, When you break gain 3 CP. It was recently buffed from strength 4 to strength 5 which is enough to make it generally effective. 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: Your best bet is to be proactive and have a plan of your own rather than playing too heavily into them. If a rule differs from the Codex, it will be clearly stated. 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. If you’re like me, the first thing you did when Elites came out was look at all of the cool options you have. 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. B, Give a model that charged an additional attack this phase. 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. 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. First, Terminator Armor is tough, but it’s not that tough. Hyperfrag Rounds (D3 shots, no AP) just aren’t good compared to the other options. They get power swords that are D3 damage so they’re pretty good in melee, but the real strength is their Psychic powers. It’s a 125 point list so not everything translates 100 point competitive but it’s a good starting point. 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. Blood Angels Kill Team With the recent post about other kill teams, I thought I would post up about the Blood Angels team or rather the Eagle Knights strike team Angelic. They all do what you’d expect and the effect is powerful in the right situations. Kill Team List - Space Marines v3.2 - Free download as PDF File (.pdf), Text File (.txt) or read online for free. 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. 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 … 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. Two chainswords gives you 4 attacks at 13 points and makes for a good front-liner against armies without a good armor save. Chaplains are the efficient melee Commanders for Marines. A+, Reroll a single failed Hit and a single failed wound roll in each phase.
2020 space marine kill team list