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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines
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==Building Your Army== It became rather strange to say for 40k, but building your Kill Team is kinda cheap, just grab a Tactical Squad and either a Vanguard or Sternguard box and you have a quite solid Team with all the weapons you need. The playability of usually "useless" units -looking at you Vanguard Vets and Termies- go way up too, so don't feel guilty for that shiny Tactical Termies box you bought. White Scars Bike armies remain one of the most competitive choices, but Scout armies are close next, thanks to their superior numbers and Scout/Infiltrate rules. That said, every Chapter Tactics heavily influences your list, as you should try to squeeze every advantage you can from them. This means to load up on flamers with Salamanders, maybe grabbing an Apothecary or a Techmarine to have a bonus Master Crafted weapon, while Iron Hands should take Apothecaries and Terminators to boost the FnP bonus. White Scars obviously prefer Bikes, while Imperial Fists will load up on Tacticals and Heavy Bolters (with HBs you shouldn't need AT weapons, since it can reliably glance Rhinos and such with Tank Hunter). Ultramarines are somewhat gimped, since you can't leverage too much power from their Doctrines. Raven Guard players benefit greatly Jump Pack infantry, giving them great mobility while army-wide Shrouded and +1 to Night Fight ensures at least a 5+ in open ground (4+ nightfighting), 2+ in ruins the first game turn. Generally, Tactical Spam is not that bad, being resilient and with a versatile loadout (just remember grenades are One Use Only, unless you buy more of them) and able to tote a Special/Heavy Weapon every 5 guys (a note: you can pick a Special OR Heavy every 5 dudes, so you can have 2 Specials or 2 Heavy weapons for every 10 tacticals). If you play with Transport rules Razorbacks become very good, able to support your army with some mobile heavy weapons. But please remember to take Dozer Blades. Also a Rhino with some Special Weapons dude or Sternguard becomes very good, lending some firepower and some BLOS for your guys with its lovely brick-shaped hull. Also coming with Smoke launchers to give it some cover. Take Dozer Blades!!! And don't forget to use its Repair rule if you get stuck somewhere. An additional Storm Bolter could be helpful lending a hand to your team too. 4 Storm Bolter shots plus maybe a Plasma Gun and some Special Ammo shots can put a dent on your opponent's team. A Drop Pod plopping a couple of flamers or some termies right into your opponent's face is very nice too, just be sure your alpha strike DOES work, unless you want to see half of your army charged and eaten alive turn1. Inertial guidance is a benediction given the cramped quarters of KT. A Storm Bolter or -if you have the points lying around (how did you do that?)- a Deathwind Launcher firing in the backfield of your foe can provide a good distraction, especially on a durable 12/12/12 3HP platform. [[Category:Warhammer 40,000 Tactics/Kill Team (HoR)/Old]][[Category: Space Marines]]
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