Exigence - or - Why I Felt the Need to Create this Blog

12 August 2012.

Wow. 6th Edition is here, and I feel like it incorporated many facets of our house rules here are the Lower Register.

Go us. GW, you can have those for free.

Plz look for some updates soon as I try to figure out how my precious BA will fit in to the world of Overwatch and Random Charging distances. Gotta say, so far, I am loving the idea of 5 attacks per Death Company Marine (2 base, 2 for charging, 1 for extra weapon).


-Hax out-

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Why Lower Register? Pedro and I started playing various wargames about five years ago, but found that we just didn't have time to complete standard games. We, along with our limited pool of playing partners, decided that we would become good at skirmish games that we could enjoy on a regular basis. So, over time we amassed a body of experience in Kill Team, Warmachine, Infinity, and other such games. This blog is the natural outgrowth of that experience, and our desire to share it with you all.
Showing posts with label kill team. Show all posts
Showing posts with label kill team. Show all posts

Monday, July 25, 2011

A new low?

So as my first post I wanted to throw something out there that would really challenge the minds here on the "Lower". So carefully take some time and think about how you would set up a game that is based around the final climax of a battle, when both opposing heroes have that game changing epic duel that decides the fate of both sides. What would be the point restrictions? Would you allow an honor guard? How would you structure this game?

Monday, July 11, 2011

Dark Eldar Kill Team





3x Reavers, 1x Cluster Caltrop (FnP or Tank Hunters if there is AV on the board... S7 hits, plox!)
3x Kabalite Trueborn, 2x Splinter Cannon, 1x Shardcarbine, Plasma Grenades
5x Wyches (Inflitrate, Scouts)

So, ok... this is all theory.  But I think what I would do is bum rush with the Wyches, strafe from cover to cover with the Reavers' bladevanes/caltrops, and snipe with the Trueborn.

That actually sounds vicious.  Notwithstanding that every one of your enemy's units gives up a pain token when they croak.  Hmm.... I may have just spent some money on Reavers; everything else I can "counts as" pretty well already.

Hax out.

Sunday, July 10, 2011

Eldar Harlequins Kill Team


Harlequins were made for Kill Team.  Mine were literally assembled and painted with Kill Team in mind.  Currently, under straight KT RAW, I run 7 Clowns w/ 2x Kisses (, 1 Troupe Leader w/ PW (Infilitrate), and the Death Jester (Stealth).


The Shadow Seer - Now under house rules, with our "may join and leave units as Independent Characters", I would find a place for this Shadowseerix.  Her veil ability just seems too good to pass up...  But her plasma grenade effect is moot due to 5th edition terrain/assault rules and the Flip Belts on the rest of the squad.


The Death Jester - Adding some much needed ranged ability to the team.  Nuff said.  Stealth plus high cover gives him some ability to snipe as needed.

Sanguinary Guard Kill Team



What's not to like about a Sanguinary Guard Kill Team?  They all have Assault 2 S4 AP4 bolters, Power Weapons, Artificer Armor, and Jump Packs.

Well, there are a few cons.  Namely the low wound count.  5 wounds... ouch... ok well that almost makes it mandatory to take FnP on one of them.  Also, vs. Power Armor they will struggle.

USR's:  Always Feel-no-Pain on one of them.  In general, I would give one Furious Charge, and another one Infiltrate.

Versus Marines, it would be about sneaking up for assaults.

Versus Tau and Guard, I would take it down the middle, guns blazing.

Versus Orks, I would try to use terrain to snipe as much as possible.

Hax out.

Why I Like Bolters for my Death Company Kill Team

Hax here.

For my 10 man Death Company Kill Team, I prefer the simple boltgun because you can get two shots off, then charge in with relentless for 3 more attacks... giving each bloodthirsty madman 5 chances to inflict a wound in my player turn and then (on the off chance the enemy has survived) inflict 2 more in my opponent's player turn.

I tend to give my guys Universal Special Rules that will get them in position quickly:  scouts, infiltrate, and fleet are popular with me.  This ability to position also helps alleviate some of the effects of rage; i.e., I can simply line them up on the enemy that I want to trigger their rage.

However, flexibility is still key.  I would consider running them with Bolt Pistols if I were up against a less mobile shooty enemy.

Hax out.

Kill Team Victory Conditions

The more I think about it, the more I believe that a KT victory condition should depend on a "Morale Test" vice a "Leadership Test".  This would allow for things like stubborn, fearless, and mob rule to come in to play.

This would slow down the game a bit, but not overly much.  It might make Deathwing Terminators a viable KT.

Tired today.

Friday, July 8, 2011

These are a few of my favorite teams!

Sample KT lists I like (I cannot be arsed to be exact on the points here... my math is approximate, the goal is to come in at 200 points):

10 Boltgun Death Company - already FNP, Relentless, FC - make one infiltrate, one scouts, and one move through cover

10 BA Tactical Marines - take all the free stuff you can, Sergeant w/PW & SB, 1 Heavy Bolter (infiltrate) or Missile Launcher (relentless, use that 48" range), one Plasma Rifle  (don't forget to roll Red Thirst after deploying) (198 Points)

5 BA Sanguinary Guard - Fleet, FnP (1/12 of taking a wound), and FC (don't forget to roll Red Thirst after deploying)

9 Eldar Harlequins - + Death Jester (Stealth) +Troupe Master (free PW, so Inf), 2x Kisses (one with scouts) Harlequins were made for KT!

10 Chaos Chosen - +Icon of Slaneesh (debatable here)

5 Deffkoptas - 1x Kustom Mega Blasta (FnP), 2x TLRL

13 Burnaz - Big Mek (KMB + FnP), Big Mek (Big Shoota, Infiltrate), Big Mek (Rokkit Launcha, ?) 10 Burna Boys

1 Baal Predator with TLAC and HB; 1 Techmarine w/ JP & SB... gotta love this one... bolster defenses for a 3+ save on the Baal, and stick around to fix the tank when it gets immobile/weap destroyed.  Synergy, baby!

7 BA Sternguard - Sergeant w/ LC (Fleet); 1 Plasmagun (FNP)

5 DC + 1 PA Chaplain - Bolters all around... or not.  This list depends on the semantics of squad vs. unit for KT rules.

and many more....

One or Two Teensy Little Things that I would like to see altered in Kill Team

It bothers me that squads lose their buffs in KT.  I understand that it is a fundamentally different game than standard; but, the upgrades for the KT lists cost just as much.

I wish that I could enact a fiat to alter the movement phase thusly:  Models join and leave units as independent characters.  That one elegant little change brings FnP back to Nobs, Marks of Chaos CSM, and it brings back the Shadowseer in to the fold for my Harlies, it would let Swooping Hawks and Psyker Battle Squads do their thing, and it would allow an open field for wound allocation shenanigans (not sure that last is a good thing.)

It also brings realistic vehicle tactics back in to a 200 point game.  Again, it would change the dynamic a lot if you had to account for popping vehicles; and I know, it's a different game suddenly when you can hide power fists again.

Also, perhaps something that would account for the purchase price of Fearless and Stubborn units would be nice...  Again, game changing, but instead of a Ld test with a cumulative penalty, I would like to see each unit of the kill team simply have begin taking morale tests once the model count is below 50%.  Stubborn would have an advantage here... being able to ignore the cumulative penalty.  And Fearless would simply ignore the failed morale.

But who am I to screw with the rules?

Things to Consider in Building Kill Teams

Here at Lower Register, we loooooove Kill Team from the Battle Missions book.  We tend to play on enough terrain for a standard NoVA style 4' X 6' board, but we smush it in to a 4' X 4' board for funzies.

1) Model Count - The 1/2 Model Count is the easiest way to lose.

2) Wound Count - So, keep those models alive!

3) Volume vs. Strength vs. AP in the Shooting Phase - Keep the fight one-sided by having a strong/balanced shooting phase.

4) Initiative - If you must (or choose) CC, you'll want to strike first.  (*cough* eldar, death company, slaneesh *cough*cough*)

5) Power Weapons - Deny that armor save.

6) Save Value (inc. FNP) 3+ = 1/3; but, 3+ and FNP = 1/6... 2+ = 1/6; but 2+ and FNP = 1/12.  Use that geometric progression to your advantage.