I guess he’s pissed about that pie after all.
This weird looking head, which I got out of the Dark Angels Hellblasters box, has got a really narrow jawline. I couldn’t stand it for a long time, but it was actually pretty fun to paint.
I guess he’s pissed about that pie after all.
This weird looking head, which I got out of the Dark Angels Hellblasters box, has got a really narrow jawline. I couldn’t stand it for a long time, but it was actually pretty fun to paint.
Here he comes, ready for action!
Now that he’s finished, I must say I like him pretty well. Will hates it when I put the auspex on him, so I’m sure he’ll get extra salty when I do it twice. The Emperor annoys!
The color scheme is pretty evocative, I’ll grant you. Maybe a bit more merry than grimdark!
I use a lot of red to identify my sergeants, and this one’s got plenty. I like to paint the red flat & bright, too!
He’s carrying a boltgun & an auspex. I’ll finish him soon and try out some new line-ups.
What? He’s not holding his weapon, you say? He’s charging the enemy to strangle them with his bare hands! How dare you suggest he’s fleeing the battle like a poltroon?!
Attention, soldier! I’ve prepared a review of the four core unit types available to Space Marines in Kill Team. You’ll find my judgement on the value and limitations of each, how best to use them, and my judgement on the various armaments of the faction. Finally, I’ve shared a few of the standouts from my Command Roster.
Tactical Marines: Tacs make up the backbone of most Astartes kill teams. They possess the weapons flexibility that the rest of the faction generally lacks. While not useless in their basic configuration, their primary value lies in their ability to take powerful weapons unavailable to most other members of the team.
The baseline Tactical stat line, against which other units in the game are measured, makes for a relatively resilient soldier in Kill Team. Marines possess better toughness than most other shooty armies, an excellent armor save, and Transhuman Physiology. There are numerous weapons that are designed to hunt MEQs, such as plasma weapons, rail rifles, and similar guns, but a 3+ grants some kind of save against most attacks. And though they are not melee troops, Tacs won’t necessarily fold if they get charged.
The boltgun is nothing special, but it gets the job done against the T3 chaff one finds in many armies. Further, the fact that marines carry pistols can be a nice bonus when you find yourself in ongoing close combat. Frag grenades and krak grenades offer a modicum of anti-horde and anti-elite potential, albeit at only a 6″ range and only once per phase. Overall, the weapons of a bog-standard Tactical Marine can do a lot, but they don’t do it that impressively.
I do believe -contrary to what many others think- Tactical Marines have a place on a Command Roster, though it’s largely a matter of counting points. I have several times used a squad with three of them, landing me right on 100 points, to add bodies against T3 melee opponents that I know will get after my shooters. In addition to area control they provide, the extra targets and attacks, as well as their ability to contribute in the turn or two before close combat is joined have helped my Dark Angels take down opponents such as Harlequins and Drukhari, and the Tacticals contributed what I had hoped for each time. If you have the points to spare (and I often find Astartes points tallies awkward), Tacs are an easy upgrade over scouts, the other budget unit in the army. That said, I intend to continue testing other roster configurations to determine if those points are better spent elsewhere.
While I find a use for these most basic troops, Tactical Marines clearly shine brightest when they branch out beyond the standard bolter-bro loadout. Only two Tactical Marines can become Gunners, though, so these spots are at a premium. Choosing which guns to put on your Tactical Gunners is usually the most critical element in creating a team well-suited to combat your opponent’s faction’s capabilities.
Tactical Marines can only take one special and one heavy weapon, preventing a wholesale spam strategy like those favored by e.g. Imperial Guard.
Of the special weapons (flamer, grav, melta, and plasma), the flamer and plasma gun are by far the most popular. (Potentially) lots of auto-hitting dice make flamers a good choice against hordes (though range and variability are serious drawbacks), while the high strength, AP, and (if you overcharge) damage make plasma an ideal weapon against sturdier targets. you’ll often want to overcharge the plasma for S8 and 2D, so you’ll need a way to mitigate the risk of self-immolation on a valuable model. The grav gun interests me, but only because of the point cost; if I can afford plasma, I’m taking it. The range on a melta gun is simply too short to tempt me.
Marines can only field two heavy weapons options, but both are outstanding. Your kill team as a whole may contain up to three, as scouts can take either option in any combination.
The heavy bolter lays down a stready stream of three good shots each turn at a max range of 36″. This weapon presents a legitimate threat out to a large radius and can efficiently thin out a mob or pick off enemy objective campers. It also brings online the powerful Hellfire Shells tactic, which I’ll cover in another post.
A Tactical Marine can also lift a fearsome missile launcher to his shoulder. This tool grants not one, but two useful weapons profiles: a frag missile doing bolter damage on d6 shots or a krak missile to wound MEQs on twos for d6 damage. Range is never a problem, and the missile launcher can start laying into the enemy from the first turn.
You’re guaranteed two great weapons on your Tacs if you want them, but no more than that. Fortunately, the Tactical Sergeant and Scouts can extend that number.
Tactical Sergeants are the most flexible unit in the Astartes faction. They double as a second special weapon when they take combi-weapons, offer melee versatility with chainswords, power swords, and power fists, or support the gun line when equipped with an auspex. When you really need another plasma gun, the Tactical Sergeant is your (expensive) man.
Given how much the performance of Tactical Marines depends upon their weapons loadouts, their functional points cost is considerably higher than the base cost. It’s therefore important to maximize the effectiveness of these high powered, high value units.
Scouts: Scouts perform three functions well in Astartes lists: they bulk out a roster with cheap bodies, grant an inexpensive sergeant to serve as Leader, and provide access to two more heavy weapons slots.
If you’re sitting on eighty or ninety points, by all means bring scouts. Don’t forego stronger (and more costly) options to fit them in, though. Basic scouts will do little more than keep an objective warm. They can be kitted out with a boltgun, Astartes shotgun, and combat knife. Of the three, the boltgun is the clear winner, in my judgement. The shotgun wants to operate at 6″ from the enemy, where scouts don’t want to be and probably can’t get, while the combat knife grants a second attack to a unit that will be quickly dispatched in melee.
The next upgrade in gear is a sniper rifle & camo cloak. I’m not a huge fan of the sniper rifle: it’s a long range single shot boltgun with a slim chance to inflict a mortal wound. It’s also heavy. Don’t waste your time chasing mortal wounds by making your sniper a demolitions specialist; save your specializations for weapons that put out more and better shots/attacks. Despite these reservations, the sniper rifle does allow the bearer to contribute at full effectiveness while hiding in the backfield holding an objective. This is more easily accomplished while wearing the obligatory camo cloak, which makes obscured targets even more difficult to hit. Though many factions are able to negate the benefits of cover, many are not, and there are only so many targets of an auspex-like effect that can be pinpointed in a given turn.
Which brings us to the second use of scouts, their cheap sergeant. Astartes can take four sergeants, and it can be challenging to appoint one team leader. Both Reiver and Intercessor Sergeants tend to look for melee opportunities, while Tactical Sergeants carry expensive wargear best optimized with a specialization. The Scout Sergeant offers stripped down performance, but can camp on a friendly objective farming command points just as well as his more glamorous counterparts. If I have the points, I usually opt for the sniper rifle & cloak to provide some extra insurance against long ranged attacks.
Finally, scouts can take both of the heavy weapons available to Tactical Marines, and they can take two of either one you want. The weapons themselves are as flexible and powerful as they are in the hands of the boys in power armor. One key difference is the ability to add a Camo Cloak to a scout wielding a missile launcher. Given that the preferred role of the missile launcher is to use its extreme range to control important areas of the board from the (relative) safety of the backline, it makes sense to grab the cloak to keep your investment on the table as long as possible.
Intercessors: The new face of the Imperium possesses a strong and versatile profile for Kill Team. Intercessors do everything a Tac does better: they have better firepower shooting at better range, fight twice as well in melee, and (most importantly) stay in the fight longer with two wounds. Sure, most enemies will have an answer to Intercessors, but the point is they’re a unit that requires an answer. The mere fact that most weapons in the game cannot kill them outright can lead to difficult deliberations on the part of your opponent, such as whether to focus fire or look for an easier target.
Still, as with Tactical Marines, there is seldom space or justification to take vanilla-flavored Intercessors. Space Marines are simply too tight on points, and too long on superior options, for basic Intercessors to make the cut on most rosters.
Again, weapons loadouts will be the key to finding a place for Intercessors on your roster. Almost any team will be improved by the addition of an Intercessor Gunner armed with an auxiliary grenade launcher. By extending the range of grenade weapons to 30″, you can add what amounts to a mini missile launcher to a far superior platform, and avoid the heavy penalty to hit into the bargain. Don’t get me wrong, both the frag missile and the krak missile are substantially superior to their grenade counterparts, but the grenade launcher is a phenomenal weapon that allows the Intercessor Gunner to play an important backline role he could otherwise not fulfill. I’ll flesh out what I think his best application is below.
The other important Intercessor model who will take the field often is the Sergeant. His three attacks base present an imposing threat when he’s armed with a power sword, and he’s your best melee option against power armor. Because you’ll often want to send him into the fray, I tend not to make the Intercessor Sergeant my Leader, despite his survivability.
Reivers: Reivers present themselves as melee specialists, but fulfill that role more narrowly, while also providing other tactical options. Let me hastily point out that I have less experience with Reivers than other Astartes units, and will continue to test their applications in the weeks ahead (well, until Elites comes along and rearranges the game entirely). As I gain the experience I seek, I may edit this post to express the opinions I form or confirm.
The primary assets of Reivers are mobility and volume of close combat attacks.
Mobility comes in the form of the grapnel launcher, which lets Reivers move 6″ while ignoring vertical distance. You cannot charge or advance with grapnel launchers, so the freedom of movement they grant is less amazing than it could be. Still, they’re an auto-take, or close to it, as they help unlock the full potential of the unit.
Reivers gain a third melee attack by choosing a combat knife instead of the standard bolt carbine. A Combat specialization takes that number up to four, and the same set-up on a Sergeant nets you five attacks in close combat. The Sergeant alone can take both the bolt carbine and the combat knife. Standard Reivers cannot swap out their heavy bolt pistols as the Sergeant can.
The problem with Reivers as close combat specialists is their lack of AP. Though it is straightforward to increase the number of their attacks, durable opponents will shrug off any wounds they score. Still, it must be said, there is quality in quantity in Kill Team: enough attacks will bring down anything, if you can survive long enough to deliver them.
Despite this serious deficiency, Reivers can efficiently chew through T3 enemies, of which their are plenty, or enemies with invulnerable saves. Grapnel launchers allow them to stay hidden behind cover until they’re ready to launch their assault. And even if they manage only flesh wounds, their Terror Troops special rule (-1 Leadership to enemies within 3″) turns every nerve test into a minor crisis.
I have found that Reivers also work well when using their mobility to threaten opposing objectives held by vulnerable units. Not only can they potentially deny or steal points the opponent had deemed automatic, they can force a strategic reversal on the part of the opponent.
Reivers are very expensive, but I’ve been impressed by their potential to this point. I’m looking forward to the opportunity to further explore their potential on the battlefield.
Here are a few favorite Astartes units, along with my thoughts on how and why to use them.
Scout Sergeant, sniper rifle & camo cloak, Leader: just a cheap, relatively survivable Leader. With Marines’ strong BS, he’ll end up pot shotting a few enemies along the way, and that occasional mortal wound is hilarious.
Intercessor Gunner, bolt rifle & auxiliary grenade launcher, auspex, Comms: the total package. The combination of Comms & auspex push him toward the backline where he can enhance the effectiveness of one of the heavy weapons, while the AGL allows him to lay down devastating firepower of his own. His wounds and two attacks help protect against a charge, too. This guy’s an all-star.
Tactical Gunner, heavy bolter, Heavy: a mobile platform for a versatile weapon, and a good candidate to partner with the Intercessor Comms specialist. With that support, he can put out three (or four, for 1CP) S5 AP-1 shots hitting on 2+, or nearly guarantee a mortal wound for 2CP. Since you can’t take the cloak with a heavy bolter, I prefer to put it in the hands of a Tac rather than a Scout.
Tactical Sergeant, combi-plasma, Sniper: Sniper & plasma are a natural combination, as the specialization allows you to reroll ones that would otherwise cause your guy to explode. I prefer to upgrade the weapon to a combi-plasma in case I get a crack at a group of enemies and want to double my shots. Combi-plasma also puts out four shots rather than two in overwatch, and the promotion to Sergeant also grants an extra attack to a model whose dangerous weapon makes him a likely target for a charge.
Intercessor Sergeant, auto bolt rifle & power sword: your melee problem solver against MEQs. -3AP cuts deep into even the best saving throws and the auto bolt rifle ensures you can shoot your way around the board when you go looking for a fight. He’d make a good Combat specialist or Leader, but I run him without a specialization to free up those slots for other models.
Scout Sergeant, missile launcher & camo cloak: unlimited range with firepower to match. If you’re in sight, you’re in danger. This is another prime target for Comms support, as his kraks are so devastating. Hitting & wounding everything except Plague Marines on 2+… yeah, that’s a good eraser. Another good loadout for a specialist, I run this guy as he comes. He is already deadly and rarely needs to move, while other pieces of the puzzle need to be optimized with special rules.
Reiver/Reiver Sergeant, combat knife & heavy bolt pistol, grapnel launcher, Combat/Veteran: an excellent choice to get into the opponent’s lines and bust things up. For a Reiver I might use the Combat specialization to get that fourth attack, while I’d probably pin Veteran on the Sergeant so he can close with the enemy ASAP. The -1AP heavy bolt pistol will help ensure that you finish the job if anything’s left standing after your assault.
A few final points on building and deploying an effective Space Marine kill team:
– Astartes possess extreme range on excellent weapons. Rely upon it to put the enemy under immediate and urgent threat. Use buffs to maximize the chances of early kills on priority targets.
– Your heavy hitters present versatile firing options both in your command roster and on the battlefield. Missile launchers and the auxiliary grenade launcher both feature frag and krak profiles, so you can take these weapons and know that you’re prepared for e.g. Chaos Cultists or Heretic Astartes when facing CSM. Further, in the thick of the fight you can choose the tool best suited to the opportunities that present themselves.
– with only six or seven models in most Space Marine kill teams, few, if any, should be mere placeholders. Opponents should have a hard time prioritizing targets, and individual models should function well with or without support.
Whew, that was a long one! I hope you enjoyed these reflections on the core units available to the Adeptus Astartes. These are my opinions, and I’d love to hear yours, especially if you disagree with me or think I’ve overlooked something powerful.
Kill Team Eremoi had descended by drop pod to the surface of Harena 09-3 in a furious sandstorm. Three squads fanned out across the landscape, looking for signs of the imperial research outpost from which the distress signal had come.
When Harena had first been colonized two centuries earlier, it had been a verdant world of opportunity. Now the planet had been stripped of all native life by some mysterious force.
As they searched, Squad Beta encountered the first signs of human habitation southeast of the drop site: the ruined walls of a sprawling research facility, a floor where the sand had been blown clear, occasionally a laboratory almost intact. The wreckage of the imperial installation rose ghostlike from the blinding sand that whipped around them.
The squad also began to find amidst the ruins the corpses of colonists marked with the foul sigils of chaos. Hideous brands scarred their limbs, their hands still clutched cruel improvised weapons, and unspeakable litanies written on parchment fluttered upon repellent standards. No evidence could be found of how they had died. It was clear they had not lain in the sand for long.
As Squad Beta pushed farther into the ruined laboratory complex, there suddenly appeared, as if from nowhere, a small host of gaudily clad yet fearsome warriors wearing golden masks and bearing bizarre xenos weaponry. The Eremoi had little time to take positions or issue orders, for no sooner had the strange figures appeared than they charged with astonishing speed and lethal grace into the ranks of the Astartes.
Will and I played a game last evening that pitted my Eremoi Dark Angels against an all new team of Harlequins he’s working on. We played Recover Intelligence.
I took a Scout sniper Leader, a Combat specialist Reiver Sergeant, a Demolitions missile launcher Scout, a Heavy specialist toting a heavy bolter, and three Tactical Marines.
Will’s list consisted of six Players, all with the harlequin’s caress. Two wielded fusion pistols, two bore neuro disruptors, and two carried shuriken pistols. His specialists were Combat, Veteran, and Zealot.
Will formed his troupe into a Flying V formation at the edge of his deployment zone.
I spread my forces out to avoid being locked up by a single Player.
Will advanced his Veteran into position for an easy first turn charge, then won the initiative and fired off charges at my tacticals with his foremost units still in the deployment zone. My troops retreated to the board edge, and Will failed both charges, one by only a single inch. He moved his models close, eager to get to grips with me. Will then charged one of my Tactical Marines with his advanced veteran. Having already retreated, my soldier could do nothing as the enemy descended upon him with blinding speed. Will charged my Reiver with his Zealot, but the Reiver retreated and caused that charge to fail as well. Will moved his remaining two Harlequins onto one of my objectives, threatening an early points lead.
I moved one of my Tactical Marines onto my other objective, readied the three shooters hiding behind the broken wall, and countercharged one of the players who had failed his charge and stood in the midst of my team. A Tactical Marine stood within two inches, and thus could not fail his roll, but the Reiver needed a four and was forced to reroll when he managed only a three.
During shooting my three ready models focus fired on the exposed harlequin who had failed his charge. The sniper and the Scout firing the missile launcher did not bring him down, but the heavy bolter took him out of action. Will took a potshot at the marine holding my objective with a neuro disruptor but missed at long range. The Tactical Marine securing my objective rapid fired in response and knocked the Harlequin out of action. Succeeding on my first two injury rolls got the Astartes off to a great start.
In the fight phase the Player who had successfully charged my Tactical Marine managed only a couple of hits, then failed his wound rolls, leaving my Tactical Marine standing. I had two marines fighting in the Hammer of Wrath portion of the phase and knew that I could gain a decisive advantage is I could take out a third member of Will’s team. The Tactical Marine failed to hit but my Combat Reiver, dropping five dice on the Harlequin, scored three wounds. Will failed a save and I was back on the injury roll. I missed the roll but used my last command point to try again. A four came up and Will lost his third Player, putting his troupe down to half strength. Still, the point tally at the end of Round 1 was 2-1 Harlequins.
In the second round I won the initiative.
I charged two players with an unengaged Tactical Marine, sacrificing him to lock them up and prevent them from shooting or charging.
I then charged his engaged Player, granting me priority in the fight phase. My third Tactical marine remained on my objective, but the three shooters advanced on the center objective.
No shooting was possible, so we advanced straight to close combat. Will employed Decisive Strike to attempt to seize the initiative, but I contested and won the roll-off.
Though I won the roll, Will was intelligently keeping Death Denied offline, which shut down one of my primary strategies. I had intended to use the tactic to grant my soldiers an opportunity to swing back at the somewhat fragile Harlequins even after falling to their hail of attacks.
My Tactical did no damage to the two Harlequins holding the objective, and my Reiver whiffed on his attacks. Fighting back, Will’s two Harlequins managed only a flesh wound on my Tactical. Slashing at the other Tactical Marine, the Player that had just withstood the Reiver’s onslaught scored five hits on my Tac, but missed all his wound rolls. The score at the end of Round 2 was 5-4 Astartes.
We began Round 3, but when I seized the other two objectives we called the game. The score could not have been better for the Harlequins than 13-6 after the third frame.
Will and I had some good discussion about what led to the outcome. Certainly the dice played a role, but the Harlequins’ vulnerabilities also had a lot to do with it. They are a very strong team, probably one of the strongest, and I wouldn’t expect Astartes to win the majority of the time.
Still, a few tactical decisions worked well. First, I used retreat to keep Harlequin charges at about thirteen inches. Though some rolls will certainly succeed, the odds were in my favor.
Second, I spaced my units so that I could countercharge engaged enemies. Harlequins are at their most dangerous when you don’t get a chance to swing. That’s when they steamroll you. Countercharging (usually) guarantees you’ll have a chance to take one of the attackers out of your midst.
Third, force them to make saves. The missile launcher, heavy bolter, and my Reiver Sergeant all put a lot of dice into the Harlequins. When I have more such models finished I’ll employ them.
Overall it was a fun game in which we learned a lot on both sides. I’m sure it won’t be long before the Harlequins leave me mangled on the sands of Harena 09-3.
I really enjoyed seeing Will’s new models, which look great. The color scheme is highly effective, I think. Leave him a comment and let him know if you think, as I do, that he’s leveled up with these!
I hope you enjoyed the tidbit of fluff at the top of the post. That was Will’s idea. I’ll try to incorporate these narrative elements into my battle reports from now on, developing an ongoing story as seen from the tabletop.
A small warband of the traitorous Thousand Sons legion attempted to enslave the faithful on the insignificant monastic planet of Zusammen 2-19. No chaotic incursion can go unchecked, however, and a kill team of Eremoi descended to the surface to fight the sorcerous betrayers in the streets of this tiny shrineworld’s capital, Aprilis.
My six man team featured both available scouts with missile launchers, as I was eager to try out that build. The whole team consisted of:
– Scout Sergeant: sniper rifle & camo cloak, Leader
– Intercessor Gunner: auspex, auxiliary grenade launcher, Comms
– Scout Gunner: missile launcher & camo cloak, Heavy
– Tactical Sergeant: combi-plasma, Sniper
– Intercessor Sergeant: auto-bolt rifle, power sword
– Scout Gunner: missile launcher & camo cloak
My brother-in-law Will commanded the Thousand Sons, bringing five Rubric Marines and an Aspiring Sorcerer. His specialists were Combat, Demolitions, and Sniper. One standard Rubric bore the Icon of Flame.
Will’s writing up a tactical review of the Thousand Sons, so keep an eye out for that in the days ahead.
The mission was Recover Intelligence, which we usually play. It seems the most balanced of the Core missions and usually leads to dynamic games.
Will won the initiative and camped half his forces at each of the two objectives on his side of the board. I secured the objectives near my deployment zone, but also rushed the middle with my Tactical and Intercessor Sergeants.
Will’s psybolt put a licking on my Intercessor, who nevertheless stood tall due to his two wounds. I took out a Rubric with a krak missile and another with an overcharged plasma blast…
… that also wiped out my Sniper when he rolled a one on his reroll! I chose not to use Death Denied in order to ensure the survival of my wounded Intercessor.
I didn’t need it, as Will managed a flesh wound but didn’t put him out of action. I thus scored five points to Will’s two in the first battle round. But for the self-immolation of my plasma gunner, things were looking good.
Round two featured more sharp shooting from the Astartes, as my Leader (who was safely tucked away in cover with his camo cloak draped around him) managed a mortal wound of his own when he rolled a six to wound on a Rubric Marine. That might be the first time I’ve ever procced the sniper rifle’s special rule, and it felt pretty sweet!
My Intercessor Sergeant did go down in the second frame. He suffered a second flesh wound at the hands of the sorcerer and succumbed to a shot from an inferno boltgun. I chose not to preserve him with three wounds, and so gave up a chance at another three points. I hoped my substantial lead would hold up. I nearly came to regret this decision!
Turn three was a huge turn for Will. The Thousand Sons now prepared to take the offensive…
… and quickly seized the center objective.
I moved my leader into line-of-sight and readied up the rest my team, confident I could eliminate most, if not all, of the enemy forces. I expected to force a break test, at the very least.
Instead, the Emperor withdrew his guiding hand and the good guys whiffed on everything. I had four command points to start the turn and used two to Deny Death when it came for my Comms specialist.
Because my leader made a critical error and unnecessarily surrendered control of his objective when he drew a bead on the Aspiring Sorcerer, I only scored one point in round three to Will’s four! We went into the final turn (we’ve been following LVO rules and ending on turn four) tied at eight points apiece.
After strongly considering another round of shooting, as I did have two missile launchers and a grenade launcher, I finally decided to trust in the Emperor’s protection and storm the central objective with my three nearby units. I knew my brave soldiers wouldn’t get a chance to shoot, and the Thousand Sons, already in prime position, readied to fire across the ruins at us.
Will took my Comms Intercessor out of action with a psybolt, but I Denied Death and turned it into a flesh wound. In the shooting phase, my one readied model, a missile launcher scout posted up on Will’s flank, rolled a one to wound on a krak missile fired at the Aspiring Sorcerer. I was sorely tempted to reroll, but made the safer play and kept up two command points for another Death Denied in the shooting phase. On Will’s second roll he wounded the staggering Intercessor with a inferno boltgun. At AP-2 I needed a five up to save, and…
… the Master of Mankind’s light shone down upon his beleaguered son! I got the five, which sealed the win. Even had Will’s last Rubric Marine taken a Dark Angel down, I had the command points for Death Denied and the models to control the center objective.
In a very tense and tactical game, I came out ahead, 12-9. The result could easily have swung in Will’s favor if the fickle dice gods had smiled upon his wicked plans in the final turn.
I was largely pleased with how my strategy played out on the table. I used Primaris models to soak mortal wounds from the Sorcerer and leaned on Death Denied to keep my models on the high value objective in the center of the board.
My missile scouts kept to cover and only permitted long range shots, dropping the Rubrics’ chances to six up. The non-specialist found an ideal perch and never moved, while the heavy specialist kept maneuvering himself into optimal position to control an objective while hammering away at the far corner.
One advantage to a roster without a heavy bolter is the ability to spam Death Denied. I used it twice and kept it in reserve on the final turn, and the tactic proved the difference today. With the heavy bolter, the temptation to throw out mortal wounds with Hellfire Shells – especially against Rubrics, with their All Is Dust two up save – is very high.
We had a great time fighting a bitter skirmish. In the end, the valor of the Astartes proved superior to the mystical machinations of the Thousand Sons. Though the reverent millions of Zusammen 2-19 may never know the danger from which the Eremoi saved them, the mighty space marines have once again proven the inevitability of a galaxy lit by the Emperor’s holy light.
I managed to wrap this fellow up in two sessions.
I’m eager to try out some Kill Team line-ups with two missile launchers. They’re expensive, so compromises will have to be made, but these ultra-long range heavies pose a major threat to everything on the board from the first turn. Stay tuned for results in upcoming battle reports, and expect my judgement on this strategy in future installments of Command Academy.
I painted this guy for the tabletop, but I always aim for a fairly high standard within those parameters. This one’s not as lovely as most of his peers, but, hey, I got him done quickly!
I’m glad I’m at the limit for this unit, because these snipers are a pain to convert for missile launchers!