With the revision and republication of the 40K Kill Team
rules comes a second wind for me in playing my Crimson Fists. (Well, the new codex helped a little bit
too.) Actually, Kill Teams offers a new
opportunity to play a lot of different armies, even more so than the Allies
rules, because you can make small 200 point teams without having to invest in
2000 point armies.
Some of the things I like about Kill Teams:
* Running small
squads of special ops bad asses.
* Being able to
field a team from every conceivable army without investing a lot of money in
them.
* Same for
painting: A good way to motivate myself to paint is by specialist team.
* The new rules for
specialists is well done, categorizing and limiting certain abilities across
the team.
* Creating
characters. Characters is my favorite
part of any game, so having a team where potentially everyone can shine and I
can grant unique abilities to create even shiner characters is great fun for
me.
The units I will likely draw from for a Marine Kill Team:
Troops:
Scouts. These guys are perfect for the
black ops role, and are the cheapest unit point-wise, so they compliment the
more expensive guys for squeezing two units into 200 points.
Troops: Tac
squad. Well obviously. Nice thing about this 6th ed codex
is you don’t have to take a full squad of 10 to get a special weapon. And the models are slightly cheaper
points-wise, so you can get more of them in your budget.
Elite: Sternguard.
My first choice (next to scouts), as they come with specialist
ammo. Perfect for adapting to different
scenarios in a spec-ops role.
Fast Attack: Assault marines. Jump in, tear ‘em up, jump out. And, like the CSM codex, we can now arm up to
two with special weapons, making them way more flexible. So in a squad of five, three (including the
sergeant) can have special weapons.
Fast Attack: Vanguard vets. For a slight point increase (only 10), you
can upgrade those assault marines to veterans.
And every model in the squad can be uniquely armed, which is way cool,
but also expensive. Plus I can still
equip some with jump packs for a mere 3 points, but not be obligated to make
them all jumpy. (That’s my
interpretation anyway – they’re all individuals and it says “per model” so...)
Dedicated Transports: Razorbacks and Land Speeder Storms fit well
here, especially the Storms. Though they
suck up a big chunk of your 200 point budget.
(Of course, you and your buddy can always agree to boost that budget to
225, 250, or whatever.)
Another possible
Elite: You could also take a full Legion of the Damned team, which would be
cool and even fluffy to run alone, but since they can’t deepstrike in
KT... Not my first choice.
In part two I’ll come up with some characters and list
possibilities.
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