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===TS Units=== *'''Aspiring Sorcerer (1) (Leader, Combat, Demolitions, Veteran)''' With a stat line identical to most space marine sergeants (including a 6" move compared to his Rubric marines) this guy is pretty reasonable, and as one of only two options when it comes to choosing a Leader, he is probably the standout winner. He is very limited choices for wargear; only being able to swap his inferno bolt pistol for a warpflame pistol. His only other weapon is a force staff, which while only -1AP, does deal D3 damage per wound, so can really deal out the pain in close combat. Being the only member of the kill-team with Transhuman Physiology helps him to keep hit accurately. He is no Melee monster though, with only a 3+ save (but also a 5+ invulnerable) to keep him going, so keep him out of bigger scraps unless he is well supported by Tzaangors. As the only psyker played exactly as set out in the book (Grey Knights were nuffed slightly), he gives a pretty reliable mortal wound factory, crippling and killing a single 1 wound model a turn. Occasionally he might roll high enough for D3 mortal wounds on the target, though this is only useful against targets with 2 or 3 wounds. Keep a CP handy though, as a dreaded Perils of the Warp has a good chance of killing him, and dealing damage to your seemingly untouchable automaton bodyguard. *'''Rubric Marines (Combat, Demolitions, Veteran):''' In comparison to the other space marines, Rubrics lost out Transhuman Physiology and dropped to a 5" Movement. In return, they gained a 5+ invulnerable save and the All is Dust ability. This means you will get a 2+ save against most small arms fire, and a 5+ invulnerable against anything with a half decent AP. And even against a meltagun, at least you get a 5+ save. At 5" move, you are slower then most marines, though on the small area of kill team, this isn't so much of an issue unless you need to get off the other side of the board. Can take inferno boltguns for longer range -2AP shooting, or warpflamers to Advance up the board and unleash a torrent of -2AP fire right into your opponents grouped together models (this works especially well with the ''Demolition'' specialism. Stay out of combat where possible, it is a waste of your abilities and you don't have pistols. Though an over watching flamer is still nasty. **'''Rubric Marine Gunner (1) (Heavy, Combat, Demolitions, Veteran):''' Limited to one per kill team, and thus only 1 Soulreaper cannon, this is still a good weapon and a good firing platform. Everything this apples to basic Rubrics applies here, but with the added benefit of being able to take the ''Heavy'' specialism, and the fact you ignore the -1 to moving and firing heavy weapons already. *'''Tzaangors (Combat, Medic, Veteran, Zealot):''' Your source of cheaper but still surprisingly tough bodies. With Str and toughness 4, and WS 3+ they are akin more to Ork boyz then to the cultists and pox walkers of other chaos kill teams. Cost about the same too, which means you will not be able to flood the battlefield in quite the same numbers as the other chaos kill teams. They do have a 5+ invulnerable save however, so they at least have a chance of stopping a meltagun from one-shooting them. They also move 1" faster than your Rubric marines, which is always handy. For options, they can either take chainswords and autopistols, or drop shooting altogether for tzaangor blades, giving you a respectable -1 AP in Melee. This synergises quite well with the passive effect of the brayhorn, and the ''Medic'' stratagem 'Stimm-shot', meaning that Tzaangors can cross the field into combat surprisingly quickly, which is where they do there best work. Whether that is taking out key enemy models, or holding them back from your Rubric marines so they can spend their time shooting. **Bizarrely enough these guys are one of the only SM or CSM kill team units which can be Medics. While this will not have much effect in the first few games, as you gain experience your ''Medic'' will be able to help keep your expensive marines in the fight, and even revive them if they go down (or twice in the same turn, if you have the CP to spend on this AND 'Immovable Automaton'). In regular matched play games, though, you'll have to settle for just combining Stimm-shot with the speed boosts of a brayhorn to make your 'gors, particularly a Combat specialist Twistbray, move fast and hit hard. **'''Tzaangor with brayhorn (Comm, Combat, Medic, Veteran, Zealot):''' Identical to a normal tzaangor, but with a big ass warhorn. You often see it recommended that it be taken as ''Comms'' to boost the shooting of your Soulreaper cannon, but 4 shots, decent strength and very good AP mean its close to its maximum potential as a D1 weapon already and any buffs will have rapidly diminishing returns. In fact, if you have both a bolter and a cannon on the same team with a comms, you're more likely to get a kill if you buff the bolter and let the cannon shoot as normal. Its generally not worth using the specialism on. Even as a non specialist though, this guy can really boost the speed of a tzaangor heavy kill team (as previously mentioned). This is also probably the 'gor you'll want to equip with a chainsword and autopistol, as he's probably going to end up hanging back a bit, so you might as well give him something to do in the shooting phase, for what little it's worth. **'''Twistbray (1)(Leader, Combat, Medic, Veteran, Zealot):''' Your tzaangor boss, and also you second choice for Kill team ''Leader''. Has exactly the same options as his subordinates, but with +1 attack and leadership. While he maybe more fragile then a Aspiring Sorcerer, the extra attack he gets over him (regardless of weapon load out) makes him a pretty good ''Combat'' specialist. 4 attacks with -1 AP is not something you can easily ignore. He will leave a mark if left alone, so use this to your advantage to keep shit away from your Rubric marine fire support. *'''Scarab Occult Terminator (Combat, Demolitions, Veteran):''' Your heavy hitters, coming stock with T4, 2A, 2W and a 2+ 5++. They retain their All Is Dust rule but are the prime targets for 2D weapons so don't count on them tanking too may hits as they are giant fire magnets. Stock equipment is a power sword and an Inferno Combi-Bolter. Up to two of these or their Gunner equivalent (see below) can stick Hellfyre Missile Racks on their backs for some sweet Strength 8 anti-Elite weaponry. **'''Scarab Occult Gunner (2) (Heavy, Combat, Demolitions, Veteran):''' These Gunners can swap out their combi-bolters out for a Heavy Warpflamer or a Soulreaper cannon, and aren't affected by moving and shooting for Heavy weapons. However, if you make one a Heavy specialist, you can use the '''MORE BULLETS''' heavy tactic to get +1 attack to '''EACH''' ranged weapon. If you give your Gunner a Soulreaper and a Hellfyre Missile Rack, probably two models are gonna have a pretty bad day as they take 5 S5 AP-3 1 Damage shots and 3 S8 AP-2 D3 Damage shots. Since you resolve all the attacks with one weapon before declaring your second set of shots, you can choose to hammer down a single target if it's somehow still standing or split them up between two models if the first set killed something. **'''Scarab Occult Sorcerer (1) (Leader, Combat, Demolitions, Veteran):''' Basically an a more expensive Aspiring Sorcerer. Moves at 5", but his 2+ save is solid. Runs around with an Inferno Combi-Bolter and a Force Stave. You can swap out the Bolter for a Power Sword, but why anyone would ever do that is beyond me. Unfortunately brutally overcosted, but in non-commander games he's your only option for getting that second Psybolt off. ====TS Commanders==== *'''Exalted Sorcerer (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Tzaangor Shaman (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span>
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