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Draco
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PostSubject: New Kill Teams and Dark Eldar   Mon Sep 05 2016, 13:26

So I will be attending a local Kill Team "tournament" on the 18th with the new rules.

200pts leaves you with little room for mistakes, and being limited even further to 2 T, 1 E, 1 FA at the most is even better.

I'm thinking of running 9 Reavers in a squad, X3 CC, and a unit champ or blaster.

It's fast, has the jink save, can take out just about anything my opponent can field, and should give me free reign over the field. Main disadvantage is it's only one unit. Trying to MSU at 200pts gave me 4 bare bones units that were all walking.

Thoughts?

*EDIT*



Last edited by Draco on Tue Sep 06 2016, 13:10; edited 1 time in total
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Count Adhemar
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PostSubject: Re: New Kill Teams and Dark Eldar   Mon Sep 05 2016, 14:11

What are the new rules like? The old rules had each model as it's own unit.

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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 06 2016, 13:13

@Count Adhemar wrote:
What are the new rules like? The old rules had each model as it's own unit.

I edited the first post with the main restrictions. Yes each model acts independently, although you still have to purchase them using normal min/man unit requirements.

My alternative idea would be:

3 Reavers CC
3 Mandrakes
5 Warriors, Venom/Raider With DL
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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 13:05

Now I'm thinking:

Reaver X3 1 Blaster

Reaver X3 1 Blaster

Mandrake X7

The Mandrakes should have a constant 2+ save in cover, plus infiltrate, and the Reavers should offer enough mobility to push wherever they need to be. Two blasters for anti-tank or heavy units, and the Assault 2 on the Mandrakes should work well on individual infantry.

Thoughts?
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Count Adhemar
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 14:33

Reavers are probably our best option in Kill Team. I'd be tempted by Grots but there's no way to increase their Ld so that would probably be a liability.

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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 14:41

Yeah, agreed on the Grots.

Also, I don't know if this was a rule in previous editions, but once your model count drops below half it's starting strength, Each model left takes a Ld check each turn, and is removed as a casualty if you fail, so the survive ability of the Mandrakes and their model count helps to balance it out.
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Count Adhemar
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 14:45

I'd probably just take a squadron of two Hornets!

Oh, you can't do that as you need 4 non-vehicle models. Okay, maybe 1 Hornet and some Scatterbikes then.

Sorry, wrong codex Smile

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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 16:18

Haha. Yeah Eldar are still pretty good in Kill Teams. I always stick to the Dark ones though.
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CurstAlchemist
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 18:48

@Draco wrote:
Now I'm thinking:

Reaver X3 1 Blaster

Reaver X3 1 Blaster

Mandrake X7

The Mandrakes should have a constant 2+ save in cover, plus infiltrate, and the Reavers should offer enough mobility to push wherever they need to be. Two blasters for anti-tank or heavy units, and the Assault 2 on the Mandrakes should work well on individual infantry.

Thoughts?

Isn't the detachment 0-2 Troops, 0-1 Elite, and 0-1 Fast Attack? You have two fast attack with this list unless you intend for the Reavers to be a single unit of 6.
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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Thu Sep 08 2016, 19:55

@CurstAlchemist wrote:

Isn't the detachment 0-2 Troops, 0-1 Elite, and 0-1 Fast Attack? You have two fast attack with this list unless you intend for the Reavers to be a single unit of 6.


Yes, so it would be 6 Reavers with 2 blasters, and 7 Mandrakes.

Mandrakes would make the body of the force with Reavers moving around to lend support where needed.
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Archon Vitcus
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PostSubject: Re: New Kill Teams and Dark Eldar   Sun Sep 11 2016, 09:33

So messing around with ideas.

5 grots. One upgraded to abberation with scissorhand.

10 warriors with blaster, dark lance, syrabite with PgL (10prs spare)..venom with dual cannons

9 reavers, arena champ, 3 claptrops

Only a few ideas have had so far, might have a look at trueborn and scourges

Also, are you allowed to use supplements? If so those grots would be badass having fearless turn 2

7x scourges- 2 with dark lance for sniping (probably relentless/slow and purposeful) 2 with splinter cannons (maybe one with ignore cover?) 2 plebs and a solorite as leader

5 trueborn- dracon, 2 blasters, 2 dark lance. Venom with Dual cannons

Posts merged - please do not double (or triple) post. Use the Edit function. Thanks - Count Adhemar
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PostSubject: Re: New Kill Teams and Dark Eldar   Sun Sep 11 2016, 23:26

Venoms are great in Kill Team games (at least mine was this weekend). I also took Hellions for fun and they did really well. I gave one of them the infiltrate specialist ability and he was in cc turn 1 tying up a deathwatch marksman. Good times.

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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Mon Sep 12 2016, 16:12

I was able to get two practice games in using 7 Mandrakes, and 6 Reavers.

I played against IG: 10 vets, 1 armored sentinel, and 1 Taurox. The reavers ability to hop out of cover, kill their target and hop back to safety was unbelievable on such a small table. I was able to expose a couple Mandrakes in cover with their 2+ save in order to swap shots, but I always came out positive. Tanks in Kill teams are rough, but I was able to take out the sentinel.

2nd game he Outflanked his whole army except for the sentinel, but my entire army infiltrates or was in distance to fire, and I won the game turn 1.
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tegs
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 13 2016, 07:37

I would think that harlies would be devastating.

Inriam's Spectre
Troupe, 4 players, 2xkiss, 2xembrace, master with caress
All shrouded, all the time. Would Death is not Enough still work in Kill Team?

Shadowseer
Death's Companions
Run+Assault, plus shadowseer shenanigans. Watch everybody else scream because you get psyker nonsense and they don't. :-p

Or even something as simple as Troupe + Starweaver


From our own Codex, I suspect Incubi would be amazing.
2 Incubi, 1 Klaivex, dual cannon Venom
5 warriors, 1 blaster
1 Beast master

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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 13 2016, 14:47

@tegs wrote:
I would think that harlies would be devastating.

Inriam's Spectre
Troupe, 4 players, 2xkiss, 2xembrace, master with caress
All shrouded, all the time.  Would Death is not Enough still work in Kill Team?

Only the Jester would have Shrouding, since each model acts individually.
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tegs
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 13 2016, 18:10

@Draco wrote:
Only the Jester would have Shrouding, since each model acts individually.

Bah. That would make the Shadowseer a lot less useful as well, then.

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tegs
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 13 2016, 22:37

@Archon Vitcus wrote:
Also, are you allowed to use supplements? If so those grots would be badass having fearless turn 2

You should be able to, but they'd be slow. You could do 10 wracks with 2 ossifiers and a raider with a night shield. That might be interesting if you use specialist rules to make regular wracks more interesting.

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Æther
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 19:09

I'm playin Kill Team with a few buds this weekend, plan on bringing this.

Kill Team Detach 200pts

~Kabalite Trueborn
    ·1xDracon with Power Sword/Splinter Pistol and Haywire Grenades, The Leader.
    ·1xTrueborn with Blaster, Weapons Specialist with Eagle Eye (27" blaster).
    ·1xTruborn with Dark Lance, Indomitable Specialist with Relentless.
    ·1xTruborn with Splinter Cannon, Guerilla Specialist with Preferred Enemy.
    ·1xTruborn
    ·1xVenom with dual Splinter Cannons.

Feels pretty "Kill teamy", gotta work with what ya got also Razz



Got under a week to finish em. Just threw the Dark Lancer and Dracon together from extra bits I had. Sadly my Dark Lance was mutilated thanks to me making blunderblasters, but hey, this model has Relentless... Its a light weight model rifle Smile

Plan is to keep at a range, 4 of the 6 models are +27" weapon range with a scaling threat range of between 33" - 48". If anything dangerous tries to get too close, the Warlord and his vanilla Trueborn meat shield can intercept, maybe aboard the Venom? Power swords seem pretty awesome in Kill Team also, hopefully I'm faster.


And how did your battle go on the 18th?

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Last edited by Æther on Tue Sep 20 2016, 21:41; edited 4 times in total
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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 19:20

@Æther wrote:
I'm playin Kill Team with a few buds this weekend, plan on bringing this.

Kill Team Detach 200pts

~Kabalite Trueborn
    ·1xDracon with Power Sword/Splinter Pistol and Haywire Grenades, The Leader.
    ·1xTrueborn with Blaster, Weapons Specialist with Eagle Eye (27" blaster).
    ·1xTruborn with Dark Lance, Indomitable Specialist with Relentless.
    ·1xTruborn with Splinter Cannon, Guerilla Specialist with Preferred Enemy.
    ·1xTruborn
    ·1xVenom with dual Splinter Cannons.

Feels pretty "Kill teamy", gotta work with what ya got also Razz

My 27" Blaster worked VERY well.

You only have 6 models. Once you loose 3, you are LD checking every turn and most likely loosing a model a turn after that. I would want a much better save than 5+ If I was only bringing 6 models.
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RedRegicide
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 19:51

Here is my idea, lemme know what you think:

10 kabalites:
1 with dark lance - specialist?
1 with blaster - specialist?
1 regular - leader
7 generic

1 venom (dual splinter cannon) as dedicated transport

2 khymera or 2 beast masters:
1 generic
1 melee specialist

Thoughts?
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Draco
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 20:26

@RedRegicide wrote:
Here is my idea, lemme know what you think:

10 kabalites:
1 with dark lance - specialist?
1 with blaster -  specialist?
1 regular - leader
7 generic

1 venom (dual splinter cannon) as dedicated transport

2 khymera or 2 beast masters:
1 generic
1 melee specialist

Thoughts?

I would drop the 10 man squad into two 5 man, with a blaster in each, one with the extra distance specialist so its 27". I would drop the extra splinter cannon, and maybe even switch it out for a Raider. You can only kill one model, so a disintigrator might be a better situational weapon. Remember, the table is 4X4 so it's a much smaller playing space.
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RedRegicide
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 21:00

I was considering the raider, but figured SC would do better if they jumped into cover. If i went Venom i would probably take your advice and save the 10 pts.

What do you think is more effective? Khymera or Beast masters?

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tegs
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 21:06

It seems to me that the Venom dual cannon upgrade is wasted in KT, since anything past killing a single model is wasted.

A buddy and I are talking about house ruling that vehicles can be made specialists and then fire each weapon at a different target.

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RedRegicide
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 21:09

Yeah, when I math hammered it, it seemed worth keeping so i could guarentee kills from 36 inches out but Draco pointed out we didnt need as much range because the board is much smaller. Plus I figure i should spread my points out as much as possible to avoid Ld shenanigans

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Æther
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PostSubject: Re: New Kill Teams and Dark Eldar   Tue Sep 20 2016, 22:49

@Draco wrote:

I would drop the 10 man squad into two 5 man, with a blaster in each, one with the extra distance specialist so its 27". I would drop the extra splinter cannon, and maybe even switch it out for a Raider. You can only kill one model, so a disintigrator might be a better situational weapon. Remember, the table is 4X4 so it's a much smaller playing space.

You don't like the Dark Lance? I imagined as an Indomitable Specialist with Relentless the Lancer would be as good... If not better then even the Weapon Specialist Blaster with Eagle Eye.

The Venom might seem to be overkill in shots, but I think its nice to put that much pressure on your opponents important units. In most games I'm only killing 1 or 2 sometimes 0 guys a turn with a venom vs armor 3+ anyways, as an example. So I don't think the the firepower is totally wasted, plus its a tough target in kill team, and don't forget flickerfields vs all that ignore cover are great to have.

But yeah I could drop the Venom for Warriors, my list could probably use them more, the idea was more of an "elite" kill team though.

I also like RedRegicides list, I think it's pretty solid.

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