We are going to be looking at the Adeptus Astartes or in old school terms the Space Marines, these are just general rule seeing as Kill Team doesn't focus on the different chapters, as of this writing. The golden boys of Games Workshop have an impressive six Tactics that they can use.
Death to the Traitors can give you some more attacks in close combat if you are battling an enemy of the chaos, which could happen, this will be more of a situational tactic.
Armour of Contempt not a bad little "invul" against mortal wounds, take a mortal wound spend a command point and you have a 33% chance of ignoring it.
Masterful Marksmanship probably the best tactic for the Space Marines spend a command point on an Intercessor and you can add ones to hit and wound when shooting. It's still only from a stalker bolt rifle, however anytime you can increase your chances to succeed in making something bleed, you can in fact kill it.
Honour the Chapter if you are fighting something that absolutely needs to die but you didn't kill it in your last melee phase, then spend two command points and get another chance to whack that mole in the head!
Hellfire Shells this is situational however it does make taking a scout with a heavy bolter able to rain some more hell. If you hit the shot then you are going to inflict d3 mortal wounds, this would come in clutch against some of the heavier armored units in the game.
Shock and Awe this tactic only applies to the Reiver units, when you declare a charge you may make a single shot with a shock grenade. If your Reiver hits it's target then the target may not fire overwatch, this could be a huge shift in the tone of the match, however it is limited by a 6" range.
Scout Marines
Coming in as the cheapest option to field the Scout can be quite versatile, they have essentially the same stat line as a Tactical Marnie except in the Save department. Coming stock with boltguns, bolt pistols and all the grenades, they can also be kitted out for more specialized operations. Scout gunners can take with them a heavy bolter, missile launcher or a sniper rifle, which can be paired up nicely with the Sniper or Heavy Specialties. You could also take a Scout Sergeant to hide in a corner and give you that Command point every turn if you so did desire. Camo Cloaks are also an option to give them an additional -1 to hit when being shot at, this could make them potentially more tanky than their heavily armored friends.
Tactical Marine
Coming in for only 2 points more than a Scout, Tactical Marines are a solid choice with their 3+ save and larger variety of weapons. You can have two Marines as Gunners in which one can take flamers, melta, plasma or a grav gun. As well as upgrading one to a more heavy weapon roll with a missile launcher or heavy bolter. Sergeants can be upgraded to add an extra "punch" to close combat with access to power fist or power swords, as well as the Auspex which can help by removing the -1 to hit an obscured object. There are plenty of specialties you have access to, add heavy to your missile launcher for 2 krak missiles, or sniper missile launcher for re-rolling ones on your frag missile. Demolitions is a nice specialty you can take for your other gunner, as well as giving your powerfist sergeant the veteran ability to get that powerfist into combat turn one!
Reiver
Reivers are a new breed of space marine that came out when 8th edition of 40k was released and these guys put the shock in shock troopers. They have the same threat range as scouts, but boast a nice 3+ save as well. They can be upgraded with Grapnel Launchers or Grav-chute to essentially ignore vertical terrain, leaving nothing in your way to close the gap on your opponent. Shock grenades can negate overwatch and stun a model that it hits, it has a 6" range so it could be a little tricky getting to use those. The Terror Tactic rule gives all enemy models within 3" -1 to leadership, that can be helpful if you are close to breaking your opposition. There are really no upgrades as far as weapons, however with veteran specialty you can get a turn one charge, use the tactic Shock and Awe and get tied into combat turn one. The should be able to hold their own ground with their 3+ save, 2 wounds and 2 attacks!
Intercessor
The taller, stronger, better, faster space marine you tell all your Tactical Marines not to be afraid of, but we all know these guys are the new hotness. While they may not have all the wonderful benifits of different weapon upgrades as their smaller, older brothers, they can still pack a punch with their base guns. The bolt rifle is a bolter with an extra 6" range, making them a solid choice for a start of a gun line or a good objective holder. You can upgrade one to a gunner who has access to grenade launchers which let you toss grenades up to 30" which can still give you options, but why can't we upgrade them to hellblasters? That's the Intercessor we really want, isn't it?
A Basic Kill Team
Here is a list I threw together, it's only for 100 points and not a command roster but I built it around the core concept of having a gunline that can throw out a lot of shots with a Reiver and a Power Fist coming from the flank.
Leader:
Scout Marine
Specialists:
Scout Gunner, Heavy Bolter, Demolitions
Scout Gunner, Heavy Bolter, Sniper
Tactical Sergeant, Power Fist, Veteran
Non-Specialist
Intercessor
Reiver
Tactical Marine
You can and should pick that list apart, it's not the best but it uses one of every model and if I had the points I would make the Demolitions Specialist a Missile Launcher just because two krak missile shots is really powerful.
That's it for this week's faction focus! Make sure to be on the look out for next weeks break down of the mighty DeathWatch! As always leave comments and let me know what you think of anything, check out our discord where we talk 40k all day every day. Have a great day!
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