Club PA 2.0 has arrived! If you'd like to access some extra PA content and help support the forums, check it out at patreon.com/ClubPA
The image size limit has been raised to 1mb! Anything larger than that should be linked to. This is a HARD limit, please do not abuse it.
Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Posts
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I just magnetized both the AdMech and the Cultist weapons and it was much simpler than I thought it'd be.
I'm seriously debating magnetizing my Deathwatch but I'm not sure if I want to or not.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Since there's much less than 100 pts of gsc in the starter box, you'll have to supplement with something. I picked up a box of metamorphs (since they're awesome-looking), and am assembling a team of 5 metamorphs and 7 neophytes. (Skipping hand flamers on the metamorphs add either 1 purestrain or 2 neophytes)
One neophyte has a grenade launcher, another has a heavy stubber, and the rest have autoguns. My leader is a neophyte with an autogun.
I dunno if this is the best way to do it, but it is a way to do it at least
Ed: Assuming you're doing KT. If you're doing 40k proper I have no clue.
Oh well.
Here is the album.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
"The best defense is a good defense."
I was hoping not to have to pick up a second box right away, I do have actual Genestealers. If I did pick up another box I'd probably go for more neophytes or the acolytes. Metamorphs are cool but I like the feel of the acolytes.
Just throw in som actual genestealers then, they are scary as hell in KT.
Then I'd do something like this:
++ Kill Team List (Genestealer Cults) [99pts] ++
+ Leader [6pts] +
Neophyte Leader [6pts]: Autogun, Autopistol, Leader
+ Specialists [26pts] +
Genestealer [12pts]: Combat, Flesh Hooks, Scything Talons, Rending Claws, Toxin Sacs [1pts]
Neophyte Gunner [8pts]: Demolitions, Grenade Launcher [2pts]
Neophyte Gunner [6pts]: Heavy, Heavy Stubber
+ Non-specialists [67pts] +
Genestealer [11pts]: Scything Talons, Rending Claws
Genestealer [11pts]: Scything Talons, Rending Claws
Genestealer [11pts]: Scything Talons, Rending Claws
Neophyte Gunner [9pts]: Flamer [3pts]
Neophyte Hybrid [5pts]: Autogun
Neophyte Hybrid [5pts]: Autogun
Neophyte Hybrid [5pts]: Autogun
Neophyte Hybrid [5pts]: Autogun
Neophyte Hybrid [5pts]: Autogun
Created with BattleScribe
You could toss out 2 hybrids in favour of another stealer. No promises on quality either way, though
I haven't actually played KT yet, so I'm just going on the hunch that boys are better than toys (i.e., more bodies, not more upgrades).
But how about this:
Neophyte leader (shotgun or autogun)
Genestealer combat specialist
Neophyte gunner demolitions or scout specialist (grenade launcher)
Neophyte gunner heavy specialist (stubber)
4 genestealers
Neophyte flamer
Neophyte w/icon (shotgun or autogun)
Normal neophyte (shotgun or autogun)
(You should double-check the points)
Close-combat focused, with the ranged weapons highly mobile.
Then you have 4 neophytes left in the box, which you can deck out in all the other heavy/special weapons if you feel like swapping. As your kill team levels up, you'll have to get rid of some of the chumps in your list, so if won't have room for normal dudes for very long, anyway.
You want small elite hard hitting teams, you want your first activations in the shooting phase taking out key targets, you want a low body count to keep the nerve tests from stacking against you.
For example, every guard team I have seen that is 15 or more models just gets rolled. My 9 man guardteam is 5 scions. And collectively
1 leader and 7 special weapons users in it. The only guy with a lasgun also has a vox caster, because his goal is to hide and not expose himself.
In Kill Team, you get 8 basic players or 5 equipped with the most expensive options.
Scions, and then make the old vox Guard into the regular guardsman gunner and give him a sniper rifle, which I already had modeled.
So yeah my guard KT is 9 guys, 1 Leader, 8 special weapons (4 plasma, 2 flamers, 1 grenade launcher, 1 sniper rifle, leader is plasma pistol and power fist.)
I really don’t see 15 flashlight guardsmen ever working out better.
The entirety of the of the move counts as "Fly" actually, not just the last six inches.
You have to look at each list, I can try to work something up for GSC using the starter later.
I think Guard is an extreme example because the lasgun is so bad and because they are allowed to take 8 gunners and have the points to do so.
It’s less pressing to upgrade say, an intercessor bolt rifle because rapid 1 strength 4 AP-1 30 inch range can do work. But a strength 3 AP - lasgun is going to have a bad time.
But in general special weapons are worth the investment. Be wary of too many heavy weapons and making your team immobile though.
Worth noting here that these don’t have FLY, they don’t ignore vertical distance. That was an addition in the big faq for specifically for FLY models.
Kill Team Edit: Remeber your not building a 100 point list, your building a command roster and then selecting 100 points of those models, once you know the scenario. This means if your torn between boyz or toyz you can make that decision at the table.
tempting.
Also the most complicated part about roster building seems to be allocating specialists for maximum flexibility for different kill teams. I'm currently sitting at 12 specialists for the 20 man Mechanicus roster.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
This particular dynasty is a massively untapped vein for competitive lists IMO. It’s especially powerful for vehicles as it prevents them getting locked in combat and allows you to get them into parts of the board otherwise unavailable.
Edit: Apparnetly your non flying vehicles don’t have a dynasty at all? What? Still useful.
They are removed from action. This prevents models rolling a 2 on a -1 modifier being taken out of action.
Overchargin errday.
But that being said, I've done the best when using Nephrekh. The incredible mobility it gives the Necron just seems to be overriding it. My next game this weekend is going to be a 2k points where it's entirely Nephrekh (and I'm bringing the Nightbringer). We'll see how it goes.
I want to make a list with a Monolith or a Triarch Stalker, but I can't figure one out. As it is this one will have 6 destroyers, 2 heavy destroyers, a Nightbringer, and 9 Wraiths.
And because I can't resist, 10 Deathmarks. I love the idea of them, I can't help it.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
Or a guardsman leader yelling at them
That would be the unmodified roll of 1 - the number that shows on the face of the die.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Is there any gap between the magnets? When I've see a magnet that should hold well rotate too easily it's been because of that.
No, there is a magnet to magnet connection with nothing in the way.
Maybe it is the weight? The power sword doesn't rotate but the combi bolter and the power maul do.
Edit: Or not. The left hand power maul is good to go. Hmmm.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Other than those two reasons though, I am not sure what would be stopping you.
That said deathwatch can take Reviers mixed into thier squads so your looking at some issues with WYSIWYG there.
They can crush coal into diamonds.
Many chapters use this talent in order to purchase supplemental material for their crusades, though the Ultrasmurfs frown on the practice.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.