Back to School (and a comment grab bag)


Summer's over, and so is my free time. Apologies for not having the latest Kill Team guide up yet, but I had 3 unexpected 2 hour meetings today.

However, here's a grab bag of comments that should be highlighted. I try to respond to all commenters on the blog, ad if I don't get back to you it's usually because the comment is on an older post and gets held for approval.

Hey. Regarding the vertical movement. I was just wandering, since I am quite a noob, what is an advantage of having a Reiver go to higher ground? He is then usually far away from everybody else with no help and most of enemies can shoot him (sometimes with -1). Hwo to use properly higher ground like scond floor of a building?
Anonymous on Kill Team Guide: Tips for the Psychic, Shooting and Melee Phases.

Thanks for commenting!

The big advantage is effectively ignoring walls, and changes in height. Whereas other models would need to use up their move value going up and down, the Reiver just moves 6-inches across the board.

It's faster movement across the battlefield, moving over terrain for free rather than around.


High ground in general can give you full view of an opponent whilst you are obscured by the floor. Hiding behind a chest high wall might work if you're on the same level, but by moving higher you can see fully over the top of the cover.

I'd have to go back and look, but it seems Blood Angel Codex Inceptors are slightly cheaper? 177 points for three plasma inceptors? I need to recheck that...Anyways, at least as assault weapons they can advance and shoot, giving them slightly better speed when they really need to get somewhere. I look to use them as support for the rest of my murder list, dropping in near the captain and helping to soften up targets for the assault units to clean up. But yeah, 6D3 plasma shots, rerolling ones, might just be what I need, we'll see! In ITC type missions, they can also go it alone and grab that 4th table quarter when needed...
Ming on Space Marine Unit Spotlight: An Inceptor Review

 Thanks for commenting!

The latest Chapter approved drastically cut the price of plasma exterminators, and the price of Inceptors themselves (which I like to think is the result of someone at GW reading my blog!).

They used to be 28 points per each gun, with the Inceptors themselves being 30 points. I haven't updated the number crunching part of this, but the general theory of how to use them still holds. I think the price change helps them to be more of a sidegrade in terms of point efficiency, but I really need to update these pages... as well as add Blood Angels, Dark Angels and Space Wolves.

In all honesty I need to update all of the older guides with the points. I doubt they've changed much in terms of comparisons, but it might make the other wargear options more palatable to players. And the fact it's been 9 months since Chapter Approved was released is a bit rubbish of me.

Sorry. In my defence, I do have 4 jobs at this point.

Until next time!


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