Editing
Warhammer 40,000/Tactics/Kill Team(8E) Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Why Play Astra Militarum=== *'''Pros''' **Kill Team is where the variety of the Imperial Guard can ''really'' shine, allowing you play obscure or custom regiments (those fancy conversions shown off in the codex for example) that would be too troublesome to convert or too expensive to buy for a full 40k army. **Orders let your guardsmen shoot better, stand firmer, move faster, and fight harder than the cultists they otherwise share stats with. **You have the most options for accuracy buffing of most teams, dirt cheap units and special weapons. **With the ability to take an outrageous eight special weapons the Guard are your one stop shop for flamer, plasma, or melta spam. The sheer output of this many special weapons can annihilate some smaller elite teams but remain aware that you are extremely vulnerable to melee teams. Tyranids, Harlequins, and Death Guard can quickly overwhelm you if you don't keep your distance. **[[Sly Marbo]] *'''Cons''' **No Ratlings (besides the character duo from Blackstone Fortress), despite them being perfect for Kill Team operations. **Most of your units will drop like flies. **No access to heavy weapons. **Losing your leader, and thus CP and orders, is much like Tyranids losing synapse. The rest of the match after that is probably going to be very brief and very painful. **Sergeants don't have access to boltguns in Kill Team. If you regularly model yours with a real man's gun in 40k you'll have to make a new one with something else for Kill Team. **The Commanders and Elites expansions effectively unlocked the psychic phase for just about every faction that has psykers, except you. The Guard has only 2 options for have psykers in Kill Team. Both are commanders and only one is worth taking. And worse they're both from non-book sources, meaning they're often banned or not in play. This makes it difficult to mount a proper defense against psychic powers, and that's a fairly serious problem when use of the psychic phase has been expanded as much as it has. **Despite the Elites expansion promising a range of elite options, Veterans are still not one. So, if you had your heart set on a Die-hard team of elite veteran troops from any of your favourite guard novels you are out of luck. You will have to look elsewhere or settle for regular mooks/storm troopers with no options in between.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information