What makes a good Kill Team? At a very basic level a good
kill team can generate Victory Points (VPs) faster than its opponents, over the
four turning points of the game. Typically VPs are gained through taking
actions, and taking actions is directly related to the Action Point Limit of
the team (Team APL or TAPL). But this is not the end of the story, some action
are better in some situation and some special rules and raw stats allow actions
for one faction to be more powerful than the same action for another
faction.
Considering this, I think there are five main factors when
comparing kill teams. TAPL and Model (but also wound) count determines how much
of the board you can occupy and also allows you to spend proportionally less
actions on getting VPs than maneuvering. Next are the Ploys. Ploys are the soul of the Kill Team. They give the Kill Team flavor and also, with
consideration, can dramatically increase the power level of the Team. Finally
there is maneuver, which has three elements; the ability to move, to shoot and
to fight in close combat. A Kill Teams ability to maneuver is what allows it
space to gain victory points and limit an enemies options.
One thing I like about the kill teams, in the compendium, is
that they all have tradeoffs among these five attributes and while not balance
none seem broken. With this in mind let’s
looks at the compendium teams we have been playing with.
In our group these guys have the most winning record.
I would not suggest they are intrinsically
better but they are a well-balanced team. In our group the build is always the
same; 3 Warriors and 5 Genestealers.
This
Kill team has a good TAPL and Model Count. The free dash action is okay, and
can help if you need an activation to secure a victory point, but since the
stealers don’t shoot what were they going to use that second action for anyway.
Ploys. Lurk is awesome, and combined with the Genestealers
hidden horror rule really boost their durability until it is time to strike.
Maneuverer. If they lack somewhere it is in their shooting.
They have some great weapons but with a 4+ to hit their effectiveness is
noticeably less than other shooting teams, also with only three operatives
caring weapons it is easier for your opponent to focus their shooting and
incapacitate them early. Keeping the Tyranid
bio swarms firing thought the game is their key to success.
The Emperors finest… (This comment is specifically for
Intercessors but is generally true for all Primaris) It is quite ironic that
they are currently an absolutely lousy Kill Team. While they do look good on
raw stats their TAPL is 15 and their ploys are good, even if a bit boring.
Where they fall down is in model count. Custodes are 50 % better
(approximately) and marines only get 25% more fighters… They also lack in diversity,
while the auxiliary grenade launcher is cool it is no substitute for a proper gunner.
Finally they are simply not good at close
combat, with the exception of the sergeant.
The best type of Primaris are (IMO) the Incursers, just because they can
shoot the full range and have better close combat to normal Intercessors.
Possible Fixes. Lots of idea here, you could make their Kill
Team 6 operatives, but this would really not fit with the history of the 5
marine squad, you could mix types of Primaris marines, this would not really
work with the fluff either and might not be enough, it would give a bit of
diversity to the list though. Personally
I think the best thing to do is give the kill team 30 experience points (6
abilities) to spread amongst the team. I
think this would work with the fluff and bump the power to the right level.
Orks are very cool.
They have decent ploys (dakka dakka dakka is something I do almost every
turn) and a good TAPL (around 19) as well as being quite tough.
They are very strong in close combat and
average in movement.
They loose on armour
and shooting.
Armour can be mitigated by
being sneaky with the terrain and weak shooting mainly means if you take Lootas
you should take Targetin’Fing with them.
I have mixed feelings about the shoota boyz, and think the choppa slugga
boyz are more often the better choice. I have played them a few times and I
think the stand out is the Nob.
Nobz are
proportionally better than other kill team leaders compared to the average
operative, and the Boss Pole for an extra APL is an auto include.
While you could make the leader a spanner I don’t
know if being accurate when you shoot is all that orky. Gretchins have their
place as mobile (short lived) barricades or as a helping hand in combat or seizing
objectives. Generally they are fun thematic and not bad compared to other compendium
teams.
Chaos has good balance when you take eight cultists and
three marines. For the cultists I think focusing on close combat is better than
shooting but two autogun operatives can be effective snipers and a safe early
activation. Their ploys are a bit disappointing as they often only effect the
marines.
I have found that “Letting the
Galaxy” burn is your best choice 9 turning points about of 10 and then warp
infused is also handy when your plasma gun gets injured.
I love the double activation of the cultists
and do think that the flamer gunner is the best choice. You do need to be
careful the way your models are grouped during the game, the autogun guys
should be placed up high and then group your other cultists together.
You priority target is any enemy with torrent
or blast special rule.
I haven’t played these guys yet.
We have only played compendium teams so far
and Harlequins seem like they would not be fun for a beginner to play
against.
But, as soon as my friend finishes
his Custodes Kill Team these guys will meet them on the table.
They seem to only lack ranged weapons but due
to the abilities bestowed by their flip belts and seemingly powerful ploys I
think they will both be thematic and fun.
Balance. On one hand
it seems like the highly prescribed Kill Team lists means that the factions
should be balanced. On the other hand it
does seem that even within the compendium there are three tires. The top tier
is Harlequin and Custodes, then the rest are quite similar but as with any
distribution there is a top and a bottom.
As mentioned with the marines, experience points is a built in way
making any game fair and I bet they could even compete with the new designer
lists. Assuming designer lists, Custodies
and Harlequins are fine the way they are then something in the realm of 4 random
skills (20 xp) to an above average compendium list and 8 random (40 xp) to a
below average list would likely make everything competitive.