This can be particularly deadly in overwatch, where the volume of attacks make it more likely for one to go through, and anything that survives has to tangle with the power fist. That general 5++ will be used as much as possible to move whole squads to the frontlines, you take that away and the general invulnerable becomes 6++ or lost entirely. A multi-part plastic Expansion set for Kill Team that makes 6x Adeptus Mechanicus miniatures, rules and scenery. Infiltrator (Combat) w/ Taser goad and Flechette blaster; 15 pts. Counterpoint - the Repentia is very fragile, and is so good in melee that you really want to keep her there. In a Commanders game, you'll be able to take a shield-captain as well, to give your guys rerolls to hit! Melee SM teams against plasma spam devolve in two different ways: either the plasma hits them before the astartes reach the guard lines, weakening them enough to have a chance of surviving melee (as in, killing them and/or leaving them wounded enough so that the negative modifiers make their melee attacks reliably fail), or the astartes reach the lines relatively fresh and slaughter the mortals. This can free up vital command points to spend on tactics, especially Death Denied. If the enemy has gone pathfinder heavy, strongly consider taking out recon/pulse accelerator drones that they might be hoping to use as soft accuracy buffs. If it's a vanguard sniper, it gets the sweet radiation effect against enemy toughness in melee, but this is pretty much something of a last resort, only really useful when locked in melee alongside a support unit of the sniper. We don't cavort with Witches around here. Adeptus Custodes Kill Team An Adeptus Custodes kill team can be Battle-forged if it consists of at least two models (rather than three models), as long as it adheres to the other conditions set out in the Kill Team Core Manual (as modified by the mission, where relevant). 2 damage is useful to give the double injury roll dice, but 1 is fine, and you certainly don't need anything higher. Before Elites came out the answer was simple. Put the Sicarian's in reserve and deploy together with 1 CP. So can be used on another player's models in Multiplayer or Battle Brother missions. The transuranic sniper has a BS3+ with a decent amount of stratagem options to boost him, and the weapon in question has the longest range in the whole game (seriously, 60" means it will never be out of reach), has S7, AP-2 and D3 damage, meaning it only needs one hit to cripple units with multiple wounds. And a limit of only one Repentia means that you can say goodbye to any Repentia spam strategy you might have concocted. 7+/6++/5+++ is not the best defensive power, but you could always buff it through other means. Adeptus Mechanicus Tech-priest exploring the mysteries of the Cult Mechanicus. Welcome all new and returning players to r/adeptusmechanicus, a subreddit where we discuss all things cult mechanicus and Skitarii legion (with some knights on the side), please look at our "admech resources" page before making a post and may the omnissiah bless you. I'm personaly hesitating between cataphractii terminators and sternguards. But let's start with the beginning. Canticles of the Omnissiah Thankfully in matched play, their level 1 specialist choices aren't nearly as effective as yours. You have the most options for accuracy buffing of most teams, dirt cheap units and special weapons. There are no versions of these missions that SoS can participate in. On the other hand, it crumbles like paper in melee, T2 and 6+ is ridiculously low (and considering how annoying it is to shoot down, they will go to kick him out from his sniper's nest hand to hand) and needs Raus to be deployed as well, which makes the Reim & Raus combo 18p compared to the 15p a ranger sniper costs. T3 isn't amazing but with the weapons common in kill team, they're generally closer in durability to the tougher MEQs than the less armored GEQs. Fill the rest with Electropriests for those mortal wound 6+ on a charge. Against any single model without an invuln, she's significantly deadlier than an Endurant worth 1 pt more. Mixing them with shooters with help your numbers. Take an objective early or throw a quick charge against an enemy unit, then come the fuck back to friendly lines. It's a good thing too - with no Commander of your own, the enemy team could have more than a 100pts worth of extra force available to them than you have. Overall, this team needs buffing fast. You can't charge again if you started the movement phase within 1" of an opposing model (even if they leave your model by falling back). Grenades: Just not worth it when your army has such cool guns. ... Warhammer 40k Adeptus Mechanicus - Painted Skitarii Vanguard Kill Team. Ranger Gunner (Sniper) w/ Transuranic arquebus; 15 pts. Your arrangement will be, 1 Volley heavy, 1 Volley sniper, a normal volley and a Volley Comms backed up by a leader. Limited to two gunners. It should be noted that this is not free for Terminators/Paladins, but for a single point increase it is still the best choice, the force sword could be better only againts T3, high save units (, With Elites and Commander this weapon is a really good choice: there are combinations of Tactics (. While that's a barely below average number of special/heavy guns compared to what other Kill-Teams can field, your squad members are expensive enough that it'll be hard to hide the weapon bearers behind other teammates, and you'll find yourself outnumbered more often than not. (15pts), 99 points, 5 models (Typical all-comers list, nice shooting but also nice melee. 3CP. Being within 1" also keeps you safe from plasma guns, autocannon and the like. They can be in flamer range within two turns, and then you're at the mercy of an average of 7 S6 hits splitfired at everything you love and care about. This makes it difficult to mount a proper defense against psychic powers, and that's a fairly serious problem when use of the psychic phase has been expanded as much as it has. Not a bad way to outfit a Combat or Zealot specialist, or give a Leader a better chance in melee. This means that only if they bank 3 CP and manage to roll max on markerlights (assuming they managed to hit with them) will their snipers hit on 2's (you're in cover, right? As generalists, you'll find that other Kill Teams with a more dedicated focus towards Melee or Range might have better toys than you. This only matters in Battle Brothers or other missions with more than 2 players however, as no Sister of Silence model cannot be targeted anyway. The medic could come from a Hospitallier or a pimped out Imperial Guard Medic. Wholly dependant who your playing against - of no use against those GECs swarms with AP 0 and MEC elites with AP -2. Teams with higher unit count will be able to do this right, especially AdMech, Tau, IG... A full ork burna list will get the Triumvirate sooner or later, and be rather effective against the charging assassin. Dark eldar are interesting. May 14, 2019 emptyseven Leave a comment Adeptus mechanicus can bring up to 6 assault 2 plasma and this can prove to be quite deadly in kill team due to the following. Right of the bat, you'll see neither option is particularly tanky, though considering the leader is usually best on the back of your army, it should not be a problem at first. Not so sure... Mortal wound is during the charge. The best way to deal with SM is experience. Rerolling ones and with the hyper penetrative shot stratagem that makes it ignore injury and cover, and it will pretty much hit all the time. Ameliorated by having every model a psyker but cuts off a chunk of your power when holding objectives and you don't have the bodies to move around. Well read on... Admech are good on the attacking, pumping out lots of attacks and/or high damage in both shooting and melee. This is great and all, but, since in order to proc it in the first place, if involves designating a model to fire a weapon, if they do this they've likely just yielded you several consecutive turns in the shooting order, during which time you can actually frigging do some damage. Here are a couple of recommendations for other teams to put into practise this: Example teams for regular points values - 100pt&125pt in Core/Elites and Arena here. If you have CP to spare for rerolls, this makes her much more durable. A strong focus against them with spam should be enough to hurt them, and something will be bound to enter eventually. When selected to fight, so if you select him to fight when near 3 models, but your pile in move takes you away from 2 of them, you still get to make your extra 3 attacks. If both sides are at range and in cover, your enemy will have BS+5 with one shot per unit, with the exception of tesla guns. Concussion grenades are fantastic pieces of work, with a D3 attacks and extra 1 to the strength and damage if the target is within 1" of a terrain feature. Fulgurites look like beatsticks still. And even more so with the special Flagellant, the Endurant, with an extra attack. Kill Team: Elites – The Contents Your kill teams are about to get a whole lot more elite, as this weekend sees the aptly named Kill Team: Elites expansion up for pre-order. They can try to overwhelm them with Arco-Flagellants, though. 4 Plasma, 2 Omnispex and 3 Sicarian MEC Killer, Deploy into two groups of Two Plasma + Omnispex. No enemy with any smarts will use pistols if it will take them out of CC while there are models who can shoot at them still alive. Your safety distance in a given movement phase is 9 inches. The best long range weapon in the team, and even better with the heavy/demolition specialization. No Medic, but worst of all, no Demolition Specialist. Target the gunner first. On the one hand, the extra protection while moving in the open is undeniably good.