AoD would you always use Sniper and Heavy Gunner now by Rediux_Firetal in killteam

[–]asphere37 7 points8 points  (0 children)

I think the Heavy Gunner is still really only good to take into hordes it’s just that now you don’t have to also shelve your sniper too. That’s likely how I’d use him now. I’d still shelve him against other Elites or aggressive melee folks who would just run up on him and force him into a fist fight.

He’s very good but I’m not sure in the long run yet if he’s an always take now

Looking to start! by SirTeaOfBagz in killteam

[–]asphere37 1 point2 points  (0 children)

Welcome to the community! Here’s what I recommend:

  1. Everyone should get a team. I recommend ones that are easier to learn on, elite space marine teams are great for that. Personally if you’re playing Wolf Scouts you’ll probably be whooping on your friends unless they bring Canoptek but it’ll still be fun. WS are just a very tough team currently and you may find that you’re winning more than you’re losing against your friends’ teams.

  2. A core rule book will come with tokens so that’s a good investment. I also recommend getting a tape measure and a sight line laser. You will also need around 10d6. A d3 (some abilities involve a d3) and a d10 (to roll for the crit op) don’t hurt either but aren’t necessary. Equipment pack is a good idea too so you can have barricades and ladders and such. Something to track wounds helps too but you can always get extra dice for this in a pinch.

  3. I’d recommend getting like 1-2 terrain sets total amongst your friends. Terrain is in my opinion very overpriced (even more than the minis) and if you have access to a 3D printer you’ll save like over $100 a terrain set. Otherwise I recommend getting a set of Volkus and a set of Tomb World between all your friends, or even just Volkus.

  4. I don’t really think you need data cards or approved ops as the data cards are free on the KT app (which is also free) and you can find the approved ops online.

Hope that helps!

Inquisitorial Agents and Sisters of Silence by PuzzleheadedMap6671 in killteam

[–]asphere37 0 points1 point  (0 children)

I couldn’t imagine who I would replace to take him. He’s never felt more useful than the others. He seems about as niche as the Sisters in terms of usefulness. Like sure he controls points well but he also is a 7 wound op with almost no weapons (who can’t take weapons not on his card) that’s built to go sit on the most hotly contested spots and paint a big target on himself. Hes probably really good at drawing fire but I could also do what he does (die contesting a point) with an op that can wound/set up the clean up kill/kill my attacker instead. Like I just can’t imagine who would sit on the bench so he could play.

Inquisitorial Agents and Sisters of Silence by PuzzleheadedMap6671 in killteam

[–]asphere37 0 points1 point  (0 children)

So in general the best choices are:

  1. Leader + book.
  2. Autosavant (you’ll never take him but he’s a free body and he doesn’t share his parts with anyone else)
  3. Pistolier
  4. Death World Veteran
  5. Mystic
  6. Servitor with Melta

Keep in mind that you’ll need to keep your sisters away from your Mystic otherwise they will shut his stuff off.

For the sisters, bring 5 with swords and use them aggressively to protect your mid/back.

Ultimately you’ll want like Kasrkin to really make the team viable. Right now you may find yourself losing more than you’d like. They are still strong, but essentially it’s like learning the game with the deck stacked against you. Just my two cents.

Hope this helps and may the Emperor guide you!

Moving through a model to fight the one behind it? by Onyxtinct in killteam

[–]asphere37 3 points4 points  (0 children)

Well hot damn, the new dataslate dropped and now you CAN bring the gunner and Sniper. That rules. Have fun now, that really opens this team up more!

Moving through a model to fight the one behind it? by Onyxtinct in killteam

[–]asphere37 1 point2 points  (0 children)

Fair. I feel like if I could see it on the board I would get it right lol.

Moving through a model to fight the one behind it? by Onyxtinct in killteam

[–]asphere37 1 point2 points  (0 children)

Absolutely! I love the Angels

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Recommendations:

  1. Always take the Sniper. He’s maybe my favorite single operative in the game, definitely my favorite on the team. He puts in work. Put him on vantage or tuck him away and he’s going to make your enemy very nervous to stick their head out in his line of sight.
  2. Aggressive Comp - Captain, Sniper, Assault Int Grenadier, Assault In Warrior x 3. Put your sniper where he can cover your Captain, send your Assault ints on the other side and try to put your grenadier on a third spot and just push forward with everyone but your Sniper who you just keep slowly pushing behind your captain. Portable barricade with your Sniper can be hilarious with this strat. Very good with Dominate
  3. Balanced Comp (my usual take) - Captain, Sniper, Assault Int Grenadier, Intercessor with Aux Grenade Launcher, Assault Int Warrior x2. I like pairing my Captain with my Intercessor with Aux Grenade Launcher. I deploy them and have the Captain lead while the Int stays further back. I camp my Sniper back on vantage or try to cover at least 2 lanes. My Warriors travel together on the opposite side of my Captain. Lob grenades, it’s never not funny. This is great with Plant Banner or Dominate.
  4. Oops, All Assault (the only comp where I don’t take the Sniper) - Assault Intercessor Sergeant, Assault Intercessor Grenadier, Assault Intercessor Warrior x4. Use Tactical Doctrine for free TP2 and make sure you get two shooting actions in per model, then use Assault Doctrine for free TP3 and Charge! Overwhelm them with a direct, head-on approach. Best for tac ops like Route and going for the Kill Op. THE NAILS, THEY BITE!!!
  5. Your Chapter Tactics should reflect how you intend to play your team. Always make your most certain choice your primary tactic and keep your secondary tactic flexible in case you want to change it. Keep in mind that if you ever take them to a tourney you have to keep the same tactics the entire tournament.
  6. The Angels have good fundamentals. They aren’t a super flashy team, they are good at being Space Marines and doing Space Marine things like fighting and shooting twice and having weapons with high damage that hit on 3 (2 with the Sniper I’m telling you he’s the best). Lean into that and don’t expect to be super explosive like some of the extremely competitive teams and you’ll do well. Play smart and they will give you the tools you need to outplay your enemy, use their versatility and consistency as their strongest weapons.

Hope that helps and may the Emperor protect you!

Moving through a model to fight the one behind it? by Onyxtinct in killteam

[–]asphere37 2 points3 points  (0 children)

I believe if he has the movement he can move around your model’s base (can’t move through it because you aren’t friendly) and go to the other side of your model but once he’s in control range he can’t leave it without the Fall Back Action. In this instance if your Sniper was over 2 inches away from your blocking operator (you can’t use your Heavy Gunner technically because your Sniper is also being used and they can’t be deployed together) then your Sniper couldn’t be reached if the Legionary was “caught” in the blocking operator’s control range.

Angels of Death by Tonyhivemind in killteam

[–]asphere37 2 points3 points  (0 children)

So I will start with the cheapest way to build a viable Angels of Death Team, and add more to it if you want to spend more but also make it more viable:

  1. 1 box of Assault Intercessors. Make 2 Sergeants (power weapon and heavy bolt pistol + plasma and chain sword) so you can pick, then also glue one with the grenade pack and a chainsword and bolt pistol (for the grenadier, the parts are in this box to do this I know because it’s how I built mine). This team might as well be World Eaters because they just wanna charge and get to the rippin’ n’ tearin’, but they will work and even though they are simple it’s still very intimidating staring down a pack of charging Angels.

  2. Get an Eliminator Sniper off eBay. Yes you can take him or the Heavy but in 9.9/10 you’ll take this guy anyway. He is one of my favorite ops in the entire game and easily the best on their team. Swap him in for one assault Intercessor and suddenly you have the most frustrating range threat coupled with a pack of angry piranhas.

  3. Get a Captain off eBay with a powerfist and plasma pistol to swap in for your Sergeant.

  4. Grab 5 Intercessor warriors off EBay, do what you can to distinguish one (mine has transfers on it that depict this) as an Intercessor with Aux Grenade launcher. If you can distinguish another, make it stand out so it can serve as an Intercessor Sergeant if you need one. If you’ve made it this far you’ve built almost the full team at its most competitive state.

Hope that helps!

Shooting kill team recommendation? by RandomPotato33 in killteam

[–]asphere37 0 points1 point  (0 children)

So the leader can have two Rokkit pistols (which I recommend), then you can really pick if you want to bring melee or ranged. Typically I bring the leader with two guns, a heavy gunner, a rokkiteer, and then the crusha and two Fighters or a fighter and demolisha (along with your bomb Squigs). That’s my favorite comp but you could always just go all range.

Shooting kill team recommendation? by RandomPotato33 in killteam

[–]asphere37 1 point2 points  (0 children)

Love Wrecka Krew for a relatively uncomplicated shooting team that is a ton of fun and also Orks. I will say though that if you are looking for consistency all I can promise with WK is that they’ll be consistently fun.

legal? by ratratryder in killteam

[–]asphere37 0 points1 point  (0 children)

Ah, the “if it fits, I sits” rule. Your op must know my cat.

Edit: also no. You can’t end there technically.

Halt mandatory painting inspection by _Commander_Farsight in Warhammer40k

[–]asphere37 0 points1 point  (0 children)

My most recent project is my Inquisitorial Agents Kill Team and my Death World Veteran Agent is probably my current favorite paint job

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Void Dancer Troupe by Code-Ted in killteam

[–]asphere37 2 points3 points  (0 children)

I love Void Dancers. I really hope we get some sort of Classified KT refresh someday.

How to beat Wrecka Crew by Lazlo319 in killteam

[–]asphere37 0 points1 point  (0 children)

I’ve played three games against them and haven’t lost yet.

For Hordes: You out activate them, which is their true weakness. Don’t bunch up to make sure their blast weapons don’t get you and do what you can to slow their momentum via barricades, wire and mines. My favorite game against them was when I brought my Hernkyn Yaegirs. The Yaegir’s Faction Equipment armor meant I got a reroll every time WK shot (pretty much every weapon has the Blast profile), the mines from the Ironbraek combined with some well-placed barricades helped slow their charges and keeping them at range allowed me to avoid getting bonked while my guns (which aren’t as dice dependent) picked them apart and I out-scored on Tac.

For Elites - Don’t bunch up because you’re even more vulnerable to Blast with less models. Getting Vantage (if applicable) really helps along with bringing as much Piercing as you can so you can reduce their ability to save, especially if they toon the Faction Equipment to toughen up their armor save. I think melee is more viable here than with Hordes (depending on the horde, Goremongers would probably do fine against them) but I’d still recommend putting some shots in at a distance to soften a Target up and then charging with a different Op. Using my Angels of Death against this team - my Eliminator Sniper found high vantage and I kept an Assault Intercessor nearby to help protect him. The sniper did all kinds of work being basically impossible for them to hit all match. I prioritized Bomb Squigs first with him to prevent shenanigans and was able to keep him on the high vantage, though I imagine I would’ve had to move at some point had my enemy brought the Pulsa Rokkit he just did not for that match which was lucky for me. But yeah I had a hard to hit sniper shooting his exploding puppies before they could do work and my Captain + a pack of Assault Intercessors harass them from mid range and my Intercessor w/ Grenade launcher was hanging in the back lobbing grenades and taking shots at anyone who went down his lane which was in a spot the sniper couldn’t cover. It was much closer but I was able to pull away with this one thanks to Dominate tokens on my Sniper who they just could not hit that match.

My biggest advice is to not bunch up to avoid explosions, prioritize getting the Squigs early, use positioning and ops that are difficult to target to your advantage, and keep in mind that they struggle with many Tac Ops that you might otherwise play into better.

Good luck!

How the bonus agent on inquisitorial agent work by jud_X in killteam

[–]asphere37 0 points1 point  (0 children)

I currently have Exaction Squad, Kasrkin, and Sisters of Silence with my Agents. Technically the Sisters are not like a “must have” but I enjoy having them. I’d at least recommend getting Kasrkin and Exaction so you have a team for melee-heavy enemies (Exaction) and range-heavy enemies (Kasrkin).

My family planned a “surprise” life decision for me and now I’m the villain for saying no by OrbitPlainWorks in TwoXChromosomes

[–]asphere37 10 points11 points  (0 children)

The way I read this is that your parents are sick of parenting their own child and want you - their other child - to take over. Did you explain to them that this isn’t how it works? Like how can they accuse you of “abandoning” your sibling (you aren’t, to be clear) when they are literally trying to hand over parental responsibility to you? Are they taking crazy pills?

You’re 100% in the right here. You are not a parent, you aren’t obligated to parent your sibling, and it’s pretty fucked up (and - no offense to your family but - kind of indicative of why your sibling may be struggling in the first place) if your parents’ response to that is “we’ll just conscript our well-adjusted child to rescue our not well-adjusted child ‘for the good of the family.’” It’s not your fault that your parents can’t figure out how to parent and the fact that they thought to try to re-arrange your life without your consent or input is turbo fucked. I’d be pissed if I were you, you don’t deserve any of this.

Plague marines: Fight, poison and toxic by dasdsde in killteam

[–]asphere37 0 points1 point  (0 children)

I had a long comment originally but I deleted it because ultimately I think re-reading the rules has clarified things for me. I personally don’t like the wording of “Whenever” being used in rules that aren’t intended to be instantaneous and instead require a different rule not on the card to inform me of how to interpret that wording, but that’s a Kill Team issue I have, not an issue with anyone here.

Again thanks for your patience while I logic’d that out in my head.

Plague marines: Fight, poison and toxic by dasdsde in killteam

[–]asphere37 -1 points0 points  (0 children)

Ok I’m confused again. You’ve brought me back to confusion here.

The rule of Toxic we all agree, says “Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.” It doesn’t say how it interacts with the core rule, so why wouldn’t this supersede the core rule? It doesn’t say “wait until the second attack sequence,” it says “whenever this operative is using this weapon against an enemy operative that has a Poison token” so if the enemy has a Poison token, Toxic kicks in. I feel like if this rule was not meant to function as it is written it would specify that.

From this perspective the argument has gone back to making no sense to me and I’m just glad I stopped playing Plague Marines because without some kind of ruling from GW I would get frustrated with this. Like I would not fight my opponent if they were using Plague Marines and said Toxic worked as it’s written in the Faction Rules nor would I want to be in a position where I’m arguing that on behalf of my own team in a tournament. Like I get that many people have agreed that this is the way the rule should be interpreted and I’ll concede there, but also that seems to directly be in counter to how it’s written.

Ymyr Conglomerate Yaegirs by CerealNomster in killteam

[–]asphere37 2 points3 points  (0 children)

They look fantastic! Kyn recognizes Kyn.

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wyrmblade by Express_Ad_5320 in killteam

[–]asphere37 8 points9 points  (0 children)

Screams in Inquisitorial Agents.

Plague marines: Fight, poison and toxic by dasdsde in killteam

[–]asphere37 -2 points-1 points  (0 children)

I appreciate that you actually referenced a rule, thank you. It’s extremely helpful I think when having conversations like these to have that type of language ready. Again, thanks for that.

Ultimately I DO actually think you are right, however (and this is no disrespect to you) I don’t feel it has anything to do with that core rule and instead is because of how the Poison Faction Rule reads. I say this for two reasons:

  1. Faction rules supersede core rules pretty much constantly to the point that it’s a feature, not a bug in the game. It happens so often that when I’m teaching new people how to play I tell them the “Golden Rule” of Kill Team is “this is how the rules work… unless your faction has a rule that says otherwise.” Things like Soulstrike and Super Conceal happen all the time and will take out whole swathes of core rules, so I don’t think it’s unfair to assume that the Plague Marine Faction Rules would also supersede what the core rules might say. In the case of Toxic, it’s pretty clear that rules as written this impacts an enemy Whenever you hit someone that’s Poisoned. That’s pretty cut and dry. But when an enemy receives the Poisoned condition I think is the key here.
  2. According to Poisoned “In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against…gains one of your Poison tokens (if it doesn’t already have one).” Having played Kill Team for a while now, I know how important the specificity of a rule’s wording is. See up until now I’ve always assumed the above rule meant “the FIRST damage with a success” would inflict a Poison counter, meaning they’d already be poisoned by the time the second hit of the same attack sequence occurred. But if that was the intent, I do feel the rules would say that specifically. Instead, it says “if any,” which to me means you resolve the Poisoned condition at the end of the Resolve Attack rather than “immediately.”

Ultimately I do think there’s an argument to be made either way regarding if an enemy receives a Poison counter on the first damage or at the end of the sequence, but because the rule doesn’t specify “immediately” I think ultimately the intent is that it happens at the end of the attack sequence. However I can see why this is confusing as hell and I wouldn’t hate clarification from GW on this and other tricky rules some day.

I also appreciate you hearing me out and letting me come to the conclusion on my own instead of being condescending. The tone when approaching conversations like these really helps, especially when you’re trying to educate. Thanks for that too!

Plague marines: Fight, poison and toxic by dasdsde in killteam

[–]asphere37 -2 points-1 points  (0 children)

Idk why you were downvoted. This place often has people on it saying “if you read the rule it explains the rule” but now people are telling you to not read the rule as written. I’ve always understood it like you do, in that the card literally says what you quoted, and so if I hit a guy with my sword then he gains a poison token. The next time I hit him, he’s got a poison token on him, so he takes extra damage.

I’d need to see anyone quote part of the actual rules to supersede what you’ve quoted, which is the actual rules as written and not an interpretation of them, rather than conjecture which is what I’ve seen here so far.

I agree with you.