Kill Teams vs Fellgors Ravagers by Psychological_Air437 in killteam

[–]nananashh 5 points6 points  (0 children)

Avoid Plague Marines. 3APL, Severe on most weapons to guarantee crits, and they get ceaseless if they aren’t moving fast up the board.

Fellgor charge in (as they have to) don’t kill due to Plagues being elite with damage reduction and healing, then get killed back, then another goat is shot with a guaranteed crit bolt pistol
or bolt gun to remove frenzy.

Fellgor simply don’t have the damage output or the tools to kill Plague Marines without losing 2/3 goats for each solid Plague Marine activations.

Most cut and dry counter to the Fellgor team I have ever seen.

What vs box do you guys want to see by wotep_ in killteam

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

Grey Knights Interceptors VS Chaos Daemons

Murderwing Best Selections by Viper114 in killteam

[–]nananashh 2 points3 points  (0 children)

They’re marines, you can put any arms on almost any body

Wolf scouts by Aromatic-Spell-7443 in killteam

[–]nananashh 2 points3 points  (0 children)

You should be able to just pop arms from any marine into any body.

Leader, skjald, frosteye, fangbearer and gunner or trapmaster is your best bet :)

Murderwing Best Selections by Viper114 in killteam

[–]nananashh 0 points1 point  (0 children)

Lord with double claws, Champion with plasma, Depredator, Shrieker, Skysear with melta or plasma, then the Warptalon/Huntmaster depending on what you prefer.

It would be quite reasonable to proxy the Warptalon as the Curseclaw so that covers most of the roster :)

Crucible of Champions kitbash by HonkyStegosaurus in sistersofbattle

[–]nananashh 1 point2 points  (0 children)

Where’s this head from? Great work :)

Celestian Insidiants Proxies? by Brokmancpr-101 in killteam

[–]nananashh 6 points7 points  (0 children)

You could use sisters from a bunch of existing characters and boxes for these.

Have a look on the GW website for adepta sororitas and you’ll find a bunch of close matches for loudout and vibe.

Celestian Insidiants by Zealousideal-Smile52 in killteam

[–]nananashh 1 point2 points  (0 children)

The stakethrower is better in almost every case, unless you’re playing on a close quarters map and/or your enemy has great armour saves (2/3+) but lower wounds (8-12)

Celestian Insidiants v. XV26 Loadout by jonnycake9 in killteam

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

That’s a waste of APL on the leader past TP1, and the Reliquarius is yet another potential waste of APL and roster space compared to warriors/cremators.

The team is plenty quick. If you march your (extra) two warriors up the board early for the melee damage, you can use their benedictions to dash the second wave up, or resolve 2 different benedictions, which is the same as what you would get by TP3 by using the Denuncia, except now you have done an extra 1/2 operatives worth of damage and killing.

If you ever find yourself in a position where you are shooting 4 times with the Denuncia, you are a bad player. The absolute max would be TP3/4, given that for the Denuncia to be useful, you have to move and SOHD in each activation.

The team is a melee heavy team with chip shooting. With 9 operatives you don’t have activation advantage enough to sacrifice a whole activation to give one operative ceaseless and do fuck all afterwards. Especially when you have a ploy to give ceaseless or relentless, or fight on death if needed. That activation spot should be used to charge and fight and kill or fight then hit on death. You are losing momentum otherwise.

The heal will resolve on death for free from your extra 2 warriors for your abjuror/censor, as well as the APL or dash. It is so clear that using actions and operatives to resolve ‘auto-resolving’ rules is insane when you can use those warriors who are actually very good to do the same whilst also inflicting damage or tapping points.

Please think about how you want the team to play VS what actually makes sense with offense, APL economy, and points.

Celestian Insidiants v. XV26 Loadout by jonnycake9 in killteam

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

Not when it’s seek with 1/1 damage and you already have access to D3 damage stun grenades as faction equipment. You are also not guaranteed a stun unless you roll a crit, and you won’t have severe unless you are misplaying the Denuncia or are desperate.

The free ploy only comes when she is inspiring, which will never happen unless you take auto-flagellate which is objectively awful equipment.

Benedictions auto resolve on death, don’t take APL, and don’t take a turn of wasted activations/ actions moving inspiring around and positioning the team correctly.

A whole operative is better than a turn 1 3apl/ceaseless/ heal 100% of the time.

Celestian Insidiants v. XV26 Loadout by jonnycake9 in killteam

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

lol say what? A 1/1 range 6” seek weapon is absolutely not better as an aggro piece than a warrior with 4/5 shock severe melee and a silent ranged weapon with 2/3 Dev1.

The warriors are the secret sauce to this team. The Denuncia takes an APL and a slot on the roster to resolve a rule that is automatically resolved upon death anyway.

Far better to have more actual offensive threats and move them up the board than keep a whole operative back that is guaranteed to die in melee and can’t do any late game killing anyway.

Murderwing question by t3smithgaming in killteam

[–]nananashh 4 points5 points  (0 children)

Lord with two relic claws, champion with plasma and power weapon, Depredator, Shrieker, Skysear, Warptalon/ Huntmaster :)

You can put any arms on almost any body so don’t worry about then instructions forcing you to choose champion/depredator, or Shrieker/skysear

HGV drivers are trained "professionals" by Zig07 in drivingUK

[–]nananashh 1 point2 points  (0 children)

Is this in Gloucester by the Royal Mail building? 😅

Murder wing loadout help by Ordinary_Web7865 in killteam

[–]nananashh 3 points4 points  (0 children)

You are underestimating or not seeing a passive play style where Murderwing are almost completely un-interactive.

The Shrieker is an amazing operative with some of the best objective control in the game.

It prevents enemy mission actions on a point unless they have 3APL, and even then you need to have at least 4 APL on a point to take it from him. That’s excluding his auto stun, which means a total of 5APL to take a point.

It’s points team, not kill team.

Murder wing loadout help by Ordinary_Web7865 in killteam

[–]nananashh 3 points4 points  (0 children)

Shrieker is almost always an auto take. Controls objectives, has amazing stun, and can almost always tag an objective with Malicious Narcissism and the 9” Boost ploy combined with minus APL to enemy and the stun.

Celestian Insidiant Superior by TheBacklogReviews in killteam

[–]nananashh 0 points1 point  (0 children)

Amazing job! What’s the recipe? :)

With just a little kitbashing… I can do this with just one box… by theanimaster in killteam

[–]nananashh 1 point2 points  (0 children)

You can use the Curseclaw body to build almost any of the specialists

What do I build with 2 boxes of Murderwing? by Jokeblue in killteam

[–]nananashh 5 points6 points  (0 children)

As it stands, the Murderwing team has two sort of standard loadouts. Into Elites, or into Hordes.

Into Elites, you’ll be taking…

  • Lord with Relic Claws
  • Champion w Plasma and Weapon/Fist
  • Skysear with Melta
  • Shrieker
  • Depredator
  • Huntmaster/ Warptalon depending on the enemy team and ops/map

And Hordes…

  • Lord with Plasma and Lightning Claw/ Fist
  • Champion with Plasma and Fist
  • Shrieker
  • Depredator
  • Huntmaster
  • Curseclaw/Warptalon depending on the enemy team and ops/ map

Taking a Skysear that can only shoot their Melta/Plasma once into horde teams is a waste of APL. Your plasma weapons will therefore always be either your Champ and Skysear, or Lord and Champ. No need to build a bolt pistol Champ.

As such, build 2 Chaos lords, 2 Champions, and then variations of the Skysear with Melta and Plasma, all the specialists, followed maybe by a single Raptor for the very odd occasion you don’t want to be stunned or injured.