Post by The Supreme Emissary on May 9, 2015 11:27:28 GMT -5
A collection of notes for playing and building Kill Teams.
All experience can help make this and future campaigns better.
Quantity over Quality
With the HoR rules it can be easy to sink your points into big Core models like Terminators and Wraithguard. These create a small kill team that may work against you. If you have a team of only 4 models, then if you lose 2 you have to start taking rout checks. And they are expensive models that you may not earn the RP to replace after your first game.
This is why you get 250 points to build your initial force even though you can only field 200 points worth during your first games. These are not points for your upgrades, these are points for buying back up core models so your army doesn't get disbanded right off the bat.
Wheels vs Boots
Transports can provide a degree of protection for your team in battle but they can slow your troops down in combat. Sometimes its better to just get out and run, especially when HoR lets everyone run 6". And if you really need a fast combat force, consider grabbing bikes if you have them.
Suspensors and Grenade Launchers
Wonderful wargear taken from Horus Heresy that's available to some. They're cheap and augment your key guys.
A suspensor web makes a heavy weapon an assault weapon but halves its range.
An auxiliary grenade launcher lets a model fire its grenade and still shoot its primary weapon. Even with a model with a single grenade that's great flexibility.
Group wisely
When a unit entry says something like, for every X of a model, they can have a particular upgrade, doesn't mean that you need to spread those upgrades out between groups. For instance, for every 5 tactical marines in your TEAM, one marine can take a Special or Heavy weapon. Now if you take 10 marines thats 2 separate groups of 5, but you can put both special or heavy weapons in one group. In fact you could put your special and heavy weapon users all in one group or make them groups of 1 in the HoR rules. However you still need to have 4 other tac marines in your team for each special/heavy weapon user in the team.
And since groups are fielded in whole when in your team it can be most efficient to spread your upgrades out, keeping your costs consolidated. Keeping your upgraded models separate theoretically adds flexibility to your group builds, but battle honors are shared as are upgrade weapons if the owning models die, so the risks outweigh the rewards.
- The placement of TEAM vs FORCE is important. According to the campaign rules, the word TEAM in the space marine Special/Heavy weapon entry may be a typo. And that matters a lot, because if it was FORCE, that means that a player could buy up space marines and leave them on the shelf and throw all the weapon upgrades onto a single group, potentially allowing players to field a single group of tac marines with all special or all heavy weapons (HH Support or Heavy Support teams).
All experience can help make this and future campaigns better.
Quantity over Quality
With the HoR rules it can be easy to sink your points into big Core models like Terminators and Wraithguard. These create a small kill team that may work against you. If you have a team of only 4 models, then if you lose 2 you have to start taking rout checks. And they are expensive models that you may not earn the RP to replace after your first game.
This is why you get 250 points to build your initial force even though you can only field 200 points worth during your first games. These are not points for your upgrades, these are points for buying back up core models so your army doesn't get disbanded right off the bat.
Wheels vs Boots
Transports can provide a degree of protection for your team in battle but they can slow your troops down in combat. Sometimes its better to just get out and run, especially when HoR lets everyone run 6". And if you really need a fast combat force, consider grabbing bikes if you have them.
Suspensors and Grenade Launchers
Wonderful wargear taken from Horus Heresy that's available to some. They're cheap and augment your key guys.
A suspensor web makes a heavy weapon an assault weapon but halves its range.
An auxiliary grenade launcher lets a model fire its grenade and still shoot its primary weapon. Even with a model with a single grenade that's great flexibility.
Group wisely
When a unit entry says something like, for every X of a model, they can have a particular upgrade, doesn't mean that you need to spread those upgrades out between groups. For instance, for every 5 tactical marines in your TEAM, one marine can take a Special or Heavy weapon. Now if you take 10 marines thats 2 separate groups of 5, but you can put both special or heavy weapons in one group. In fact you could put your special and heavy weapon users all in one group or make them groups of 1 in the HoR rules. However you still need to have 4 other tac marines in your team for each special/heavy weapon user in the team.
And since groups are fielded in whole when in your team it can be most efficient to spread your upgrades out, keeping your costs consolidated. Keeping your upgraded models separate theoretically adds flexibility to your group builds, but battle honors are shared as are upgrade weapons if the owning models die, so the risks outweigh the rewards.
- The placement of TEAM vs FORCE is important. According to the campaign rules, the word TEAM in the space marine Special/Heavy weapon entry may be a typo. And that matters a lot, because if it was FORCE, that means that a player could buy up space marines and leave them on the shelf and throw all the weapon upgrades onto a single group, potentially allowing players to field a single group of tac marines with all special or all heavy weapons (HH Support or Heavy Support teams).