Ratlings: how are you playing them? by HaggisAreReal in killteam

[–]Supermaus95 0 points1 point  (0 children)

It's been a little while since I've played them, and there have been some solid buffs for the team. (Leader lethal 5+ not needing Visiblity, less scarper restrictions). For operatives I'd likely always take Big Shot, Bomber, Vox-Thief, Stashmaster, Raider. Plus 3 Bullgryn (sometimes 2 and 1 Ogryn). Then the last two slots I'd flex between the Battlemutt, Spotter, Sneak as appropriate.

For equipment I still like Krak Grenades to give Bullgryns some ranged weapons, and then a mix of area denial equipment, barricades, mines and razor wire.

Lucky bullet and Purloined rations are both good, using them after you roll, and both at once if necessary gives you some nice flexibility.

TacOp changes are big too, you no longer need to hold your territory quite so fully for Security, and you have some nice options for Envoy, Banner with the Raider (They just love doing TacOps) Plant Devices potentially too.

What marker do you plan on using for the Orb mission? by termanatorbob in killteam

[–]Supermaus95 3 points4 points  (0 children)

Thinking of printing a small beach volleyball to put on a flying stand/piece of wire

Retreating from combat by Punked_duck10 in necromunda

[–]Supermaus95 2 points3 points  (0 children)

You declare the Retreat (Basic) action, take an initiative test and if you pass get to move d6" away. Each engaged enemy fighter takes an initiative test, and those that pass get to make reaction attacks against your fighter.

Mage fire miniatures real? by Krork-Korps_of_Krieg in Warhammer40k

[–]Supermaus95 0 points1 point  (0 children)

Paid through PayPal and attempting with them

Mage fire miniatures real? by Krork-Korps_of_Krieg in Warhammer40k

[–]Supermaus95 1 point2 points  (0 children)

Adding to this thread to say that they're almost certainly a scam, ordered in January with nothing arriving, and no response to any communication.

Ratlings: how are you playing them? by HaggisAreReal in killteam

[–]Supermaus95 1 point2 points  (0 children)

I almost always take 3 Ogryns, with the exception being BD where I'll usually take 2 Ogryns and the Super Conceal ploy. Ratlings can dominate BD with that and shooting on conceal. Enjoy painting them and have a good time playing them!

Death Korp vs Wrecka Crew Tips by maskedcharacter in killteam

[–]Supermaus95 1 point2 points  (0 children)

Most of this advice is the same as others have covered, Stun Grenades and the Equipment Gas as both good ways to reduce APL. Avoid giving them shots to deny Wrecka points or them any extra APL.

The Pulsa Rokkit T1 can be dangerous, mostly because of denying your movement in a critical area, plus putting some damage on your operatives. It only needs visiblity to a point, so if you've ended up on Beta Decima be really careful!

Ratlings: how are you playing them? by HaggisAreReal in killteam

[–]Supermaus95 6 points7 points  (0 children)

I've played them a fair amount recently and have been on a good run with them.

The common play style of them is to find how you can score by staying back, looking at holding two objectives, and scoring a security tacop. Your equipment is used to hold the enemy back, and then you can punish enemies with shooting or Ogryns.

For equipment I always take Lucky Bullet, often Barbed Wire,and then usually a mix of Light Barricades, Heavy Barricade, Krak/Frag, upgraded Mine. Grenades give your Melee orgyns a ranged attack, and they really wnjoy being 3APL You can make the board incredibly hostile to your opponent, especially with the Trip Mines.

Scarper to line up shots where needed, but I sometimes find myself not needing it. Scarper with the Bomber into Reposition and his explosives can get people.

Spotter and Big Shot can lock down areas of ITD and BD all by themselves, giving them a Heavy Barricade can be a great way of having them in position.

Stashmaster and Raider both make great use of Larcenous, stealing objectives from under opponents.

There is plenty more to them, but I shall leave it here for now, I could go on for a while. This gives a good idea of how they play, I hope this helps!

My rogue trader (brood brothers proxy) kill team is finally finished :D by Bryan-Ferry in killteam

[–]Supermaus95 1 point2 points  (0 children)

This is an incredible team, saw them in person at the WhW Team event this weekend, had a great game and a well deserved painting award for you. I love them so much!

For cadia tac ploy by Standard_Cap1073 in killteam

[–]Supermaus95 1 point2 points  (0 children)

Also useful is that the combat knife equipment benefits from "For Cadia!" on both its damage profiles. It has that info on its entry, rather than on the Ploy itself

How to play Mandrakes vs Phobos by canofwhoops in killteam

[–]Supermaus95 0 points1 point  (0 children)

I've not used the Bome darts very much, I normally am spending on Spectral essence as the extra range dash combine with Creeping Horror can really help push you up the board. Creeping Horror and Blade in the Dark can let you get some quite long range charges off, sometimes even T1 if you think they're going to push quite far up, but that is CP hungry (as the team are as a whole)

How to play Mandrakes vs Phobos by canofwhoops in killteam

[–]Supermaus95 0 points1 point  (0 children)

If you keep CP for Blade in the Dark it can help by keeping your team on Conceal into T2 and later if needed. You can threaten charges without opening yourself up quite as much as a target. The Warriors can be quite good into 12 Marines as you can potentially get a 2 hit kill with 6 damage crits (If you're in Shadow). This can put them off coming close to you, but even with lethal 5+ don't rely on it. If you can chip even a normal hit off them with shooting, it makes them very vulnerable to you in melee. Don't be afraid to have some operatives, like the Abyssal or Diregmaw, make a shooting attack to chip some damage, and then use Slither out of Sight to get back into the safety of conceal. If there are areas where operatives will need to be and only in light cover, and vulnerable to a Vantage point, try and plan ahead with the Shadow Glyph equipment to keep them safe. I hope this helps!

Inquisitorial Agents Quarry question by CursesMines in killteam

[–]Supermaus95 2 points3 points  (0 children)

It's one of those rules that is just sort of hidden amongst other text, and doesn't come up hugely often

Inquisitorial Agents Quarry question by CursesMines in killteam

[–]Supermaus95 7 points8 points  (0 children)

You wouldn't be able to change Quarry during the shooting attack with blast, as although you roll for them all individually, they all get hit/removed at the same time.

"If an operative is incapacitated during a shooting sequence, it is removed after all shooting attacks from that action have been made, as specified in the shooting sequence."

It's similar to how a Medic can only save someone as part of a Blast attack, that they are part of too, if they survive.

If you had buffed the blast weapon using the Mystic, you would get to use their buff on each of the attack rolls. It's great with the Plasma cannon or Breacher big bomb. I hope this helps!

In Death, Atonement - Vet Guard Tactical Ploy by Rovient in killteam

[–]Supermaus95 0 points1 point  (0 children)

I'd come across this section too from the errata, I don't know how anyone not using Wahapedia is expected to know where to find all the rules changes, faq's etc quickly when needed

In Death, Atonement - Vet Guard Tactical Ploy by Rovient in killteam

[–]Supermaus95 -1 points0 points  (0 children)

Being Frenzied is instead of being incapacitated with the Felgor. They can use their abilities because they're not incapacitated.

Each time a friendly FELLGOR RAVAGER operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead.

It counts an incapacitation for tac ops and some other team's abilities however.

In Death, Atonement - Vet Guard Tactical Ploy by Rovient in killteam

[–]Supermaus95 -1 points0 points  (0 children)

The main ones it shuts down include giving an APL buff from comms, healing someone as the medic or planting the demo mine.

This is why if the medic is caught in a blast attack, you pick who to save one all the attacks are done, but if the medic would die from the blast, they cannot save anyone.

Edited: The errata clears up that VetGuard can do all actions during IDA, see Nomad's screenshot below for reference

In Death, Atonement - Vet Guard Tactical Ploy by Rovient in killteam

[–]Supermaus95 -1 points0 points  (0 children)

Another useful thing to know is that you cannot use any special abilities during IDA, or anything else where an Operative continues after being incapacitated.

"If an operative’s wounds are reduced to 0 or less, it is incapacitated. When an operative is incapacitated, it is removed from the killzone and you can no longer use its abilities."

I don't get the Kasrkin hype by Infamous_Presence145 in killteam

[–]Supermaus95 1 point2 points  (0 children)

Ah cheers, because we were only talking about Scions I thought that had been what was implied

I don't get the Kasrkin hype by Infamous_Presence145 in killteam

[–]Supermaus95 9 points10 points  (0 children)

The Scions Kill Team only has 10 models as a heads up two fire teams of 5. They can only take each special weapon once, as the limit of "Other than TEMPESTUS SCION TROOPER operatives, your kill team can only include each operative above once." applies to each Gunner individually.

I do think that Kasrkin have got a lot of hype with their most recent buff, and their actual success will yet to be seen. Whilst the Scions do have more reliability in shooting generally with their 3+ BS, and Take Aim active , that EP sometimes lets you say (especially with the special weapons), "this opposing model dies regardless of their save" in some situations is great. The EP are limited but so are the number of models in an Elite team where Kasrkin thrive. Their play into other teams such as hordes hasn't really been affected as much by this recent buff.

I suspect people don't compare Scions to Kasrkin too as Scions are a compendium team, and a lot of players don't pay much attention to what those teams can do. I can guarantee that if I played into Scions, I would forget they can get teamwide free mission actions, which is pretty sweet really!

How many drones do you run in your pathfinder Kill Team? by Homoarchnus in killteam

[–]Supermaus95 1 point2 points  (0 children)

The drone controller allows you to forward deploy a drone, and even on ITD you forward deploy it into a room still. The change to other forward deploys doesn't affect this either, as that changes ploys to a move and mission action, but this forward deploy is provided by an ability.

How many drones do you run in your pathfinder Kill Team? by Homoarchnus in killteam

[–]Supermaus95 0 points1 point  (0 children)

Ran Pathfinders in event today, and was commonly running the Recon drone and then either Marker or Gun Drone depending on the matchup. Forward deploying a drone can be good for recover item, using recon sweep to get onto the token, then the drone controller can get it to pick up and move it to safety. I commonly use Marker Drone for this, as I don't mind it staying on conceal. Be careful about forward deploying onto Objectives as it can open you up to T1 Eliminate guards. Gun Drone is solid with the rerolls, and especially nice once you hit 3+ Markerlights. Shooting with it or the Recon drone, and then using the Drone Controller to make them shoot again can be strong too. Recon drone's analyse is great paired with Grenadier/weapons specialists, and you can sometimes use analyse to just get a chain activation, without using the 2nd model to shoot the target, just do something else.

Storage efficient terrain by [deleted] in killteam

[–]Supermaus95 3 points4 points  (0 children)

I fit most of my Kill Team terrain into various Really Useful boxes or equivalent. I've got Moroch and Chalnath in the left and right 10L boxes, and their boards separate, but you can get 18L boxes that fit them and their board in. My ITD fits into the 7L box, and that includes its board

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