I can spend hours coming up with kill team combos and cool
black-ops characters to fill the most important spots on the roster. Here’s a few characters I came up with so far
(by no means an exhaustive list):
Warhawk. There’s
nothing in this sector that walks, crawls, or dies that the scout sergeant Warhawk
hasn’t cut down from afar. His
rebellious streak is expressed by his red mohawk hairstyle, his mean streak by
his deathly silent sniper rifle. Scout
sergeant with camo-cloak, sniper rifle, and Guerilla Spec: Preferred Enemy
special rule.
Big Chuck. Chuck
should have been dead a hundred times over by now, but he just keeps
coming. He’ll walk right out of cover,
his heavy bolter “Betsy” belching death across no man’s land, screaming right
along with her. Either a Tac or
Sternguard marine upgraded to Heavy Bolter.
Options are Weapon Spec: Split Fire, Indom: Relentless or Indom: Feel No
Pain. (I’ve used Relentless and next
time will go with Split Fire – there are few single KT models that require all
three heavy bolter rounds to bring down.)
Frenzied Freddy. An
assault marine with zeal bordering on the Khornate, brother marine Frederick
Kruger wields two terrible chain swords to get the job done as messily as
possible. Assault Marine or Vanguard Vet
equipped normally with the Combat Spec: Shred special rule.
Sergeant Maverick. A
grizzled sergeant with frontier flare, Mav is a two-gun pistolier known for making
quick decisions and quick work of his enemies.
Sergeant or Veteran Sergeant with two plasma pistols (or one and a
grav-pistol, I suppose). Probable Kill Team
Leader.
* * *
My buddy J and I actually played a couple short games of
Kill Team last weekend.
Game 1 was my Crimson Fists (sternguard and scouts) vs his
Word Bearers (chosen and cultists). Once
we were set up it pretty much became a shooting match, which I had the
advantage in. My snipers and a missile
launcher scout were set up in a nice nest in the ruins while my sternguard
maneuvered around and switched ammo as appropriate. Even under cover of darkness, the sternguard left
no save available to their prey, spraying dragonfire rounds (no cover save) at cultists and
vengeance rounds (AP3) at Chaos Marines, while the snipers (led by Warhawk) picked off the enemy
one by one. The loyalist marines only
lost a few models while wiping out the Chaos incursion to a man.
Game 2 we switched
up: my Dark Eldar (scourge and true born) vs his Space Wolves (grey
hunters). This was a king of the hill
game and while I was trying to be sneaky and subtle, the Space Wolves just
formed an armored walking line on their edge of the deployment zone and
strolled right up onto the hill. I
figured myself a goner from the start but by the end of turn two it looked like
I might very well win! My poison-throwing
elves killed almost half his force, but once my Draco leader got into close
combat, I found out that a power weapon is a waste of points in the hands of a
delicate dandelion-eater. Even with me
generally rolling very well and him rolling pretty bad, the Space Wolves took
and kept the hill and killed all the pesky Eldar.
Kill Team is fun, fast, and furious, but I couldn’t go to
just playing that. KT is kind of like
the celery hearts in the produce section of the grocery store: it cuts out the
before and after and gets right to the good part. The disadvantage of this is that purifying
your 40K game down to just the action reduces the strategy, planning, and finer
points of game play to just about nothing. (Well... yes and no, but it's certainly a smaller, faster, more immediate game.) Sometimes I want that, but not all the time.
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