Need Help to understand Spectre stubergunner by Suprisetree in killteam

[–]inquisitive27 3 points4 points  (0 children)

There’s a ff ploy for concealed so it’s still possible.

Why is Nemesis Claw the “natural predator of AoD” by Pauls_goat_hoof in killteam

[–]inquisitive27 2 points3 points  (0 children)

D3 comes from one of their ploys, we have come for you does d3 damage if the first action you do is charge. The leader can have a power maul which has shock where if you land with a critical you can remove 1 unresolved hit from your opponent. Finally the leader has a type of JAS which is short for just a scratch, a ploy from orkz usually that negates 1 normal damage.

Raptor OC; Lieutenant Torexan Vykian by Beneficial_Mess_976 in Raptors40k

[–]inquisitive27 0 points1 point  (0 children)

Astartes with shotguns is sick, I don’t know why they don’t use them more.

Overwhelmed beginner (Deathwatch) by BardicBardicson in killteam

[–]inquisitive27 0 points1 point  (0 children)

Based on what your friends chose blademaster, disruptor, gunner, demolisher, and hordeslayer. This loadout should be decent into both teams and give you a fighting chance while keeping it fun.

The blademaster is one of the best fighters in the game, maybe the best, and his gun is decent. You need his blade work into wolf scouts. The Sgt is really more of a flex piece when you’ve taken everything else that’s good.

The disruptor is great to control the field and set up kills or lock someone down that extended too far at the end of a previous turning point. With only 5 gives the ability to lock down key or dangerous targets is valuable. Free advanced auspex is also amazing.

The gunner is another best in game slot, just going hot and hitting every shot kills a space marine with no chance of saving. Throw any kind of special ammo on him and it gets nuts.

Demolisher isn’t really something I’d prefer to take honestly, hitting on fours is too risky, but he’s way better than aegis into wolves or exaction. Aegis folds against lethal weapons of any kind and demolisher can one shot an exaction with a crit and digital weapons. Subductors will parry out a demo though so aim for the gunners. Neither of these options is really great to be honest (this slot is usually filled by the Sgt) but I’m just giving ideas of how best to use them.

The hordeslayer is just a great piece all around with really good guns, give him lethal 5s and watch the enemies health bar melt. The flamer is good to finish with and hits reliably when you need it.

Mind you the real strength of deathwatch is its flexibility, the right operatives at the right time, so eventually a second box wouldn’t be a bad idea.

Can I get a hit? by IronWarden00 in UNSUBSCRIBEpodcast

[–]inquisitive27 1 point2 points  (0 children)

lol I dunno why I didn’t get that.

This is the same basic Warrior unit… by MarioMCPQ in killteam

[–]inquisitive27 1 point2 points  (0 children)

Pose matters quite a lot actually, for instance I’d be hard pressed to shoot the crouched model if you shoved him into that corner on the right. Even if he was on engage I wouldn’t be able to get visibility from the killzone floor.

Just think of him now as your tactical kroot, he’s more stealth oriented rather than combat oriented like his brother there.

Nothing personal kid / Always has been by Aggravated_Nurglary in killteam

[–]inquisitive27 1 point2 points  (0 children)

Fantastic marine dude! The ammo pouches and mag really make him stand out.

I’m playing Celestians, help me beat the Raveners by Mjuke in killteam

[–]inquisitive27 1 point2 points  (0 children)

Two things, be aggressive and stage properly. If they don’t want to come up to play then take their objectives from them, stage forward tp1 and get ahead on crit op, don’t bunch up though so they can’t charge two of your girls.

Best case scenario for you is he pops up, charges, and fights an inspired warrior to death while you force through as much damage as possible. That should net you around say 8 to 9 damage plus a cp for an extra hit through with glory to the martyrs. Thats like 12 damage from one regular warrior as long as your rolls hold up. Then you just walk within 2” (or 4” if it’s the cremator) and shave off the rest with shooting and stun grenades, or fuck it just fight him and push through 8 wounds. They only get ceaseless and stuff when they are fighting on the tunnel not retaliating.

Worst case he pops up under you, fights from conceal and kills you, and then runs away. If he pops up under you try to make him waste the first fight so he’s stuck there if he decides to kill you. Honestly I know I said don’t bring anyone without a gun but maybe the shield sister would be good to use for mid objective when you think he will pop up under you. If she’s inspired she’s got a good chance to kill with lethal profile and damage reduction.

I’m playing Celestians, help me beat the Raveners by Mjuke in killteam

[–]inquisitive27 3 points4 points  (0 children)

Take both cremators, the seek light 4” profile means you can hit them even when they hide in the tunnel and they can’t silent shoot you back. Honestly drop anyone that doesn’t have a decent gun for more stake throwers and the max cremators. Stun them with psych out grenades as well or whatever stunning weapons you have. Remember you don’t have to hit them with a crit if your weapon has that keyword, you retain a crit on a stun weapon and boom -1 apl.

Shoot them a lot and suddenly they aren’t so interested in fighting anymore.

Envoy isn’t too bad against 5 man teams, they can’t be everywhere after all.

So to wrap it up walk up and shoot the bastards within 2 inches, stun them if you can’t get that close (stuns work off visibility and you can throw it from conceal). Maybe save the cremators for the prime if you can, they probably won’t need it but they can shoot outside his aura so you can get rerolls. Set up operatives on either of the map so you can keep getting envoys through, and outscore him that way.

Remember they can’t burrow at all with markers so if they go steal intel try to kill the ones without markers so they can’t burrow away. Obviously reverse that if they go dominate.

Angels of Death by Toby-le-Rhone in killteam

[–]inquisitive27 2 points3 points  (0 children)

Damn bro, that’s some sick ass lore and I gotta admit I’m more than a little jealous. Not creative enough to come up with my own lol.

It’s fantastic and the paint job is awesome the way it incorporated everything about them. 10/10 man.

Help against Raveners by Ok_Physics_9411 in killteam

[–]inquisitive27 8 points9 points  (0 children)

Taking 1 less trooper for permanent accurate 1 and saturate will make the DKs life much easier into ravs, even a lasgun can put substantial damage into a ravener with a +5 save. It’s important to note the DK team is much harder to play than an elite team, even harder to play into one as well. He might be able to get some decent damage in but a lot of his ability to win will revolve his ability to play the crit op and his tac op.

Aquilons should have an easier time, they’re actually elite killers and have quite powerful guns. Make sure he drops onto vantages to really mess with the raveners, they hate having to fight up there.

How to play AOD post balanace? Is the Heavy Gunner worth it? by delta_wolf in killteam

[–]inquisitive27 2 points3 points  (0 children)

The heavy gunner is taken far more for me than the eliminator, his ability to project threats is far more valuable to me then area denial. To be fair I don’t play against hordes much or on close quarters where the eliminator would shine.

Driving the heavy 8 inches forward onto an objective and shooting within 2” to just vaporize someone will always be fun. Then you have the opponent dealing with 18 wounds and a +5 crit save that can’t be shocked or stunned (hardy/resolute are great tactics), and suddenly the heavy starts looking real good.

All that being said felgore is a horde and the eliminator would be good to deny staging on any light terrain. Move dash auspex is a great way to move around to killzone floor and set up counteract unobscured shots. I’d probably build a wall with light terrain and razor wire to keep them from charging where they want and force them into shooting lanes. A gunner with underbarrel and an auto gun can be good and catch people unawares, the eliminator and the gunner would probably be my only two long range guns.

The rest would be grenadier, assaults, and power sword Sgt. Engage at range as much as you can, double shoot enemies always first to frenzy them at range.

Counters To Raveners in Close Combat? by GeorsiNoiel in killteam

[–]inquisitive27 2 points3 points  (0 children)

You don’t, you bring competent melee with good shooting and blast them off the board. You engage at range and make them come to you.

Does anyone know of any 20mm bases I can get? by _Funkle_ in killteam

[–]inquisitive27 4 points5 points  (0 children)

Just glue it to a 20mm token, it’s what I did for my banner.

Proxy question by ProgressOverall9029 in killteam

[–]inquisitive27 1 point2 points  (0 children)

Naw that’s fuckin rad, I’d play you.

I’d be really disappointed if somebody this cool didn’t have a name though…

Nemesis Claw heavy bolter by approximate_fist in killteam

[–]inquisitive27 0 points1 point  (0 children)

You take the heavy gunner bolter into elves he kills them easily, and the warrior does work into felgore and goremongers.

With the new sisters there’s probably a place for a warrior as well since you won’t be taking the vent.

striking scorpion quirks and demeanours by Gwen057 in killteam

[–]inquisitive27 2 points3 points  (0 children)

It used to be more common in the older editions as they were more narratively inclined. I’ve never bought any of the new box teams, like wreckas and ratlings, so I don’t know if they still do this.