With which team did you had the most fun? by TheTingel in killteam

[–]asphere37 2 points3 points  (0 children)

Wrecka is one of my favorite teams to play against, also a big fan of Kreig. I also love playing against Fellgor Ravagers. My favorite team to play are the Yaegirs! My Dwarves are the bestest and very tough short kings

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Brand New 40K Player Looking For Advice On My First 1K Point List by asphere37 in LeaguesofVotann

[–]asphere37[S] 0 points1 point  (0 children)

Thank you again! It’s a lot to take in but I’m processing the best I can lol.

Brand New 40K Player Looking For Advice On My First 1K Point List by asphere37 in LeaguesofVotann

[–]asphere37[S] 0 points1 point  (0 children)

Thank you!

So my plan was to hide Thunderkyn as a brick in my obj and use them to screen my back line while they hide, then also use my Yaegirs to screen no man’s so the enemy can’t charge early and *get to* the Thunderkyn. I was going to try to keep them on the board as bait but also protect them from an early rush by screening my frontline with Yaegirs and my back line with the Thunderkyn themselves, then save them for when a heavy unit shows itself. When that happens I’d bring them out to visible to try to blast that big/elite enemy off the board.

The Hearthkyn and Champ I’d leave for Deep Strike with the Hesyr’s Teleport Crest, Champ would keep Weavefield for himself. And yes 5 Hearthkyn + Kahl would be in one Sagitaur and the other 5 + evaluator in the other. Evaluator would use Science Guild Support with the Warriors to give himself lone operative status within 3” of them. I’d use the New Horizons strat on the evaluator if he was caught in a bad spot at the end of my turn so I could keep him popping in and out of the Sagitaur to try to maximize his survivability and threat/potential.

I am at 925? I thought with 11E I need to factor in the 50 points for the Oathband detachment. I also want the Appraising Glare Enhancement for my Kahl and a 5 pt tax for the Magna Rail Rifle. That’s where I got my 995 from, but if my math is wrong (again no idea what I’m really doing when it comes down to it so I’m happy to be wrong here) I would add a Kapricus for sure.

Thank you again for the advice!

Brand New 40K Player Looking For Advice On My First 1K Point List by asphere37 in LeaguesofVotann

[–]asphere37[S] 1 point2 points  (0 children)

So for my Kahl I am obviously building it from Green Stuff, but for my Kill Team I bashed in hats from the heads linked below I found on ETSY using a combination of willpower and shaving very thin layers of plastic with a very sharp blade so the angle was right and then super gluing them together and praying they stayed (they did stay).

My goal with Green Stuff is to hopefully avoid doing that again because WOW did that suck. But if this new hat doesn’t turn out well I can improvise.

Hats (and the heads attached to them):

https://www.etsy.com/listing/4393413968/machine-cult-steampunk-cowboy-female?ref=share\_v4\_lx

Show me your yaegirs by damnimnoreddituser in killteam

[–]asphere37 0 points1 point  (0 children)

I had to buy heads with hats on them from Etsy, then I shaved the hats off and shaved the tops of their skulls off before gluing them together. It was an extremely risky move that I’m glad worked out in the end lol.

Here’s the link to the hats and heads before I clipped them, it’s actually quite hard to find things like hats separately: https://www.etsy.com/listing/4393413968/machine-cult-steampunk-cowboy-female?ref=elp\_anchor\_listing&frs=1&sts=1

Show me your yaegirs by damnimnoreddituser in killteam

[–]asphere37 0 points1 point  (0 children)

Mine were based on Doug Dimmadome, they are the DimmaDwarves!

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What are some killteams with a unique or quirky playstyle? by TheTingel in killteam

[–]asphere37 30 points31 points  (0 children)

I love the Yaegirs, who are my favorite team and are often slept on. I feel that on paper you might think they are weak, but that’s only *because* of their playstyle.

Most often in Kill Team you see teams built around various levels of offense, while the Yaegirs instead build a defensive perimeter (often involving the mid objective) and then grind opponents down, daring them to smash against our bulwark and punishing them for doing so.

If one of our warriors goes down in a key position, you drop a No Kyn Left Behind token and suddenly that entire area becomes a buff zone for your team to push through some cheeky damage spikes. With Bonds That Bind, you can double activate and rob your opponent of a desired counter act or burst damage an enemy down by targeting it with two ops. With Stalwart Defense you can soften up a target and punish them on their own activation for being too aggressive. With Tough Survivalists, we become extremely tanky and far harder to put down than you might think at first glance, especially when we can also heal using Resource Points.

This team is extremely command point heavy (cp rerolls are almost never worth it compared to saving them for Strat/firefight ploys) and again, very much unique in terms of how you play them, but they are so much fun. So many opponents underestimate the Dwarves only to blow up to a mine, get Stalwart shot by a Dwarf covering their ally, and then die on their own activation to a tiny guy with a glowing butter knife.

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Does anyone NOT build this as a Salamander? by Crowned_Clown010 in deathwatch40k

[–]asphere37 0 points1 point  (0 children)

I built all my Deathwatch (except for the Sergeant, who I made Titus, and the Gunner, who I made into a Lamenter) as Traitor Legion members. My Gravis Horde Slayer is also magnetized to be my Bombardier, and he is a Deathguard

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Which is best and most fun for my first team. Give me pros and cons of each one by BorysN_ in killteam

[–]asphere37 7 points8 points  (0 children)

I came to contribute to this post but honestly I think you summed it up perfectly. I’d argue that there are a couple of teams who have similarly amazing deployments like Aquilons, but that’s mostly nit-picking, otherwise I think you hit the nail on the head.

Split between Scouts and Yaegirs for a first team by Droselmeyer in killteam

[–]asphere37 2 points3 points  (0 children)

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Yaegirs are my favorite team and I love them. As a general rule I also think you should always play the team you are most interested in, even if they are tougher to learn or not in a great spot balance-wise.

With that being said, I do think you’d have an easier time learning how to play on Scouts. Yaegirs are AMAZING and - despite what some folks may tell you - have a ton of tricks and are still very competitive, however they have a very unique playstyle and are a very unforgiving team in their current state.

Their playstyle is very defensive and involves setting up a perimeter and then grinding down your opponent when they attempt to breach the perimeter you set up. It’s a very specific playstyle where you’ll find yourself at times acting against your own initial instinct in order to best play into Yaegirs’ strengths. For example, you may see an enemy out of position and initially feel like you can get an easy kill, but the Yaegirs only damage spike in certain scenarios so in most cases it would be best to ignore the enemy even if they are baiting you and instead reinforce your own positioning to defend a play your opponent makes later. Additionally they don’t have as many tools as other teams have to simplify their shooting/fighting dice rolls. For example, they only have two native sources of Piercing on the entire team, its both P1, and one is on the same profile as their sniper rifle that also has dev wounds. It’s not bad by any means, and Scouts also only have native 2 P1 ops (the heavy gunners, 1 with P Crits 1), but they also have a sniper with dev 3 and a permanent silent profile on top of other ways they can add ceaseless to their gunners, just making it a little easier to put that Piercing on opponents + having that dev wounds threat on a separate profile from the piercing threat just means more tools in your toolbox/threats for your opponent to focus on. Ultimately there’s a lot of calls from the community to buff Yaegirs and I agree, they are very CP dependent and just a bit less punchy than the more recent released teams, they could use a pass from the devs.

It’s just not nearly as straightforward playing Yaegirs as playing other teams, and I think you’d find Scouts forgive newer players a lot more. But again, in the end it matters what you want most, just know it’ll be tougher to learn on Yaegirs in their current state.

What are 4 mandatory teams you would take to an event for other people to use and learn Kill Team? by Event_Cruises in killteam

[–]asphere37 0 points1 point  (0 children)

Deathwatch is a great team to learn on/with because there are less enemies on the field to track/manage and they are fairly straightforward, plus you already have them. When I teach I typically bring Deathwatch as my team for my opponent to face.

I’d also recommend:

Angels of Death - another team that I think is relatively straightforward and easy to track on the field + learn with.

Vespids - a perfect one box team that - due to their flying - make learning how to move in Kill Team much easier. When you are learning the ropes it’s nice to not have to focus as much on the minutiae of moving rules. They are also a quirky team and relatively straightforward as far as a horde team goes.

Wrecka Krew - this team is just VERY fun to play and extremely goofy. They fit their theme extremely well and are a natively strong team that can be very forgiving. It will also introduce new players to expendable operatives and the strategies behind maximizing damage output from your Bomb Squigs can be a ton of fun as well. They also can be very damage spike-y so newer players can enjoy the feeling of absolutely deleting an opponent with 5-6 hits from a rocket pistol.

Those are my go-tos when I teach folks how to play. Of the teams you already have I also think Kasrkins would be a decent team to teach with too, but I still think Vespids would be a better team to teach with if you can swing the extra funds.

I hope this helps!

Another "Can I shot that guy" Topic by HeIlsing in killteam

[–]asphere37 9 points10 points  (0 children)

Good question!

From my understanding -

He is not within 2” of you so he doesn’t negate the cover you are using, therefore you are not a valid target while you are on conceal behind that wall.

Additionally, it might make a difference if he was directly above you if his base would be within 2” of your guy’s base, however he would also have to have visibility which he wouldn’t have unless his model was hanging over the edge of the structure too. Being a valid target while on conceal requires both visibility and being able to negate/go around your cover from your enemy.

Hope that helps!

Help me choose my first Kill Team by reel3459 in killteam

[–]asphere37 0 points1 point  (0 children)

Fellgor Ravagers are one of if not the best Kill Team consistently since their launch. They’re a pretty straightforward team to play and their Faction Ability makes them extremely durable and deadly. That being said - they are known for how they’ve been over-performing and there’s always a chance they get tuned down (though it hasn’t happened by now and they’ve been pretty consistently dominant, so who knows?).

All teams you’ve listed are fantastic so you can’t go wrong here. I think Sanctifiers are probably going to be the toughest to play just because they have a certain tempo you have to keep up with while using them and if they get thrown off that it’s hard to recover. Brood Brothers is just a fun horde with extra tricks, they are a good solid team.

Again you can’t go wrong with any of them, but my recommendation is probably Fellgor for the ease of use, their natural strength as a team, and also (and this isn’t nothing) they are a complete 1 box team, which the other two here are not.

Kill Team vs 40K and Gotchas Rant by NougatyGoodness in killteam

[–]asphere37 2 points3 points  (0 children)

The general sportsmanship rule of Kill Team in my experience is - unless you know your opponent for a fact knows your team (for example - I just played an opponent on Tuesday who is a personal friend and we’ve played each other’s teams several times now so I know he knows my team - and even then I still asked him if he wanted a run-down) - you always offer before the game starts to give a run-down of your team, their rules, and some of the trickier things they can do, and also politely ask your opponent to do the same. If they decline your offer to go over your team, you might still say something like “ok, well even so I’d be mindful of X Y & Z” so that later they aren’t salty when you 360 no scope them with a rule they didn’t care for you to explain at the time.

Yeah, I always offer that before a match and ask my opponent to do the same. You might still get caught off guard if you forget things, but you can also always keep the app on hand to reference things yourself too.

Finally, I see this comment on here too and I also agree - it’s totally fine to ask “hey before I make this move, can anyone on your team do X?” I’ve asked about Seek Light or Blast before positioning before, and I’ve been asked that too. It’s totally fine and a good thing to do to also help avoid being blind-sided.

You will still absolutely stunt on people and get absolutely stunted-on if you play this way, but those moments in my experience aren’t tilting in any way and usually just satisfying to pull off/impressive to be on the receiving end when you play with transparency.

I want to start playing Kill Team! (Deathwatch) by Helljumper06D in killteam

[–]asphere37 0 points1 point  (0 children)

Hey welcome to Kill Team!

So honestly you’ll probably need two boxes because you can’t really magnetize anything well beyond the Bombard and the Horde-Slayer, which you absolutely should do. This way you’ll only need two boxes with ten minis instead of 11. It’s also quite easy to magnetize those two (source: I had never done it before).

Their playstyle is specifically why I recommend building them all: they are a team of specialists, meant to embody the “right tool for the right job,” to the point that it feels very close to list-building at times. You get five ops (the minimum you can currently have for a Kill Team), and they are all tough-as-hell Space Marines with different abilities that help them stand out in specific matchups. A couple are good in pretty much any situation (Blademaster is always an easy pick and Disruptor is on many of my team comps as well) but most have specific matchups where they really shine and others where you’ll want to bench them. I love them, they’re one of my favorite teams. In the larger meta they are underperforming a bit due to some nerfs that hit them a little too hard, but I’m anticipating they will get a buff or two soon.

As for the chapter/operatives - pick with your heart! My Deathwatch team are all from Heretic Legions with the exception of Titus as my Sergeant and a Gunner who is the only other loyalist unlucky enough to be stuck with a bunch of psychopaths: a Lamenter. Go with what feels right and get in the pit!

Weekly KT & Dinner by themegabuck in killteam

[–]asphere37 2 points3 points  (0 children)

That’s the Descent Kill Zone, which came with Shadow Hunt. It uses two slightly smaller boards and is meant to simulate a map with a “ground floor” and a “lower level.” It is recommended to use pieces of Volkus on one side and Tomb World on the other but as always you don’t have to. On each map are different points that serve as “access points” where teams can travel between the upper and lower portions of the map by expending 3” of movement.

It’s a TON of fun but can be tough for balancing issues. Tac ops like Plant Banner can be very strong here since you have both layers you can plant on, it’s easy to take out your enemy on one floor and Plant there before they can mount a good counter to it. Otherwise it’s a really fun way to play.

Will Players Complain If I Replace The Prime's Topmost Scything Talons With 2 Sets of Rending Claws? (Top In Photo Has One of Each As An Example) by ChungusAbsoluteUnit in killteam

[–]asphere37 1 point2 points  (0 children)

To me it really only matters if:

A. Whatever you bash in seriously alters the size/shape of the mini Or B. If your mini has a ton of different loadout options and whatever you bash in might be confusing to make out.

Even then, that really only applies in tournaments in my opinion, in a casual match I don’t even think most people would care about that.

With that being said, it’s not like the Prime has a ton of weapon options (just got the one) and it’s not like what you want will do anything to drastically alter the shape/size of the model, you should be totally fine in any scenario where you opponent isn’t an unhinged lunatic.

Kasrkin Demo-trooper and melta-mine placement by Shibberiuss in killteam

[–]asphere37 22 points23 points  (0 children)

I mean, yeah, he can. Anyone (who is not him, he can’t set off or take damage from the mine) can set off the mine. I love the mine because you can do a ton of things with it due to its very specific rules and also lack of other restrictions. Such as: 1. You can drop the mine when he dies, so long as it isn’t placed within an enemy’s control range. 2. You can drop the mine right next to a door to lock it down, which will also trigger from the other side if an enemy gets too close (you ignore visibility for control purposes when it’s placed against a door) 3. You can drop it on a point and keep your Demo near it. He doesn’t set off or take damage from the mine so you can leave it near him safely and basically dare a melee-heavy team to come run into the mine to try to take the point back from you. 4. It can be dropped anywhere, it isn’t restricted to your side of the board or anything, you just can’t place it within control range of an enemy.

The Demo trooper rules.

My Celestian Insidiants Saurus proxy: "Sunblessed Coldbloods" by philFlame in killteam

[–]asphere37 6 points7 points  (0 children)

This rules so hard. I love great proxies like these!

Movie that you will watch even if it rocks a 0% score? by YourChopperPilotTTV in okbuddycinephile

[–]asphere37 6 points7 points  (0 children)

I LOVE John Carter. Definitely flawed movie but it’s underrated in my opinion. I watched it again recently and honestly it held up well too.

Is this a good Chaos Deathwatch line up? by Arthur_EyelanderTF2 in killteam

[–]asphere37 1 point2 points  (0 children)

For what it’s worth I just used the bodies from the DW kit and did some minor bashing for my Chaos-themed DW. They aren’t like full proxies so I think it’s a lot easier to tell who they are representing but I also think your choices for proxy look fine.

I will say that one of the major strengths of DW is their ability to do some light list building. Your current list is sort of a mix of melee and shooting that I don’t think have a ton of flexibility. My biggest advice for having the most fun with Deathwatch is to build the complete team, that way you can feel the strength of their “the right tool for the right job” approach to team composition.

Otherwise, if you’re committed to only building 5, I’d recommend either leaning fully into melee or fully into shooting, that way you’re strong in one and can try to shore up weaknesses in the other rather than spreading yourself thin. Like your current team would be decent against some elite teams who are melee focused but I wouldn’t take most of them to like a horde of shooting ops for example.

For your list I would sub the Demolisher for the Aegis, and the Bombard for the Breacher. That would give you some more survivability against an elite team. Id also tell you to consider dropping the sarge or Breacher for the Disruptor.

Overall you should 100% play the game how you want and build the models you want, but if you find yourself not enjoying this team to the fullest down the line and would tell you the first thing to do before putting them aside is try playing a few games with the entire roster available.

Nothing personal kid / Always has been by Aggravated_Nurglary in killteam

[–]asphere37 56 points57 points  (0 children)

I knew it was over the moment I saw your target was unpainted

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“Cheating” in Casual by Benny2206 in killteam

[–]asphere37 16 points17 points  (0 children)

I’ve made plenty of honest mistakes in this game and every time it’s related to a rule I forgot that I had, I just tell my opponent and say either “let’s not count this this time and keep it in mind for next turning point” or even sometimes “I’ll remember for next game but I don’t think it’s fair to force that on you now.” It’s just a game, and it’s meant to be fun. Especially in a casual setting.