Kill Team Guide: Tips and Tricks for Primaris Space Marines

Primaris Marines do two things well; take a hit and be easy to collect. They might not be as flash as Tacticals or as unique as Scouts, but they'll be a strong anvil to throw at the enemy. And they do have their own tips and tricks too!

kill team warhammer 40k 40000 shooting melee assault psychic psyker guide faq analysis games workshop command points specialists tactic scout sniper space marines intercessor reiver

In talking about the units in detail I run the risk of reproducing the Core manual, which then skirts dangerously close to copy write infringement. As such I will try to include as many details as needs to be clear, but if you want more you will need to buy the book. What will be included is:
  • Name of the unit
  • Different models in that unit (maximum number in brackets)
  • Wargear options (but keep in mind they can’t carry everything at once!)
  • Abilities
  • Specialisations
Any other important pieces will be included in the analysis itself. Right, let’s get started.

Intercessor


  • Models: Intercessor, Intercessor Gunner (2), Intercessor Sergeant (1)
  • Wargear: Bolt rifle, Bolt pistol, Frag and Krak grenades, auto-bolt rifle, Stalker bolt rifle, Auxiliary Grenade launcher (Gunner only), Chainsword or Power sword (Sergeant only)
  • Specialisations: Leader (Sergeant only), Combat, Comms, Demolitions (Gunner only), Veteran, Sniper

Abilities

  • Auxiliary Grenade launcher: Increase the range of grenade weapons by 30-inches

Compared to Tacticals, Intercessors have one extra would and one extra attack, which immediately makes the individual model a more well-rounded fighter. You effectively double the model’s presence for a 3-point increase, meaning that these are your best choice for bullet non-special weapon bullet sponges.

Of course you lose special and heavy weapons, which does limit the cool factor as well as their overall punch. In Kill Team you can take Tactical Marines to carry plasma and leave the “ablative wound” roles to the Intercessors.

The Intercessors have 3 weapon choices, which Games Workshop have wisely turned into side-grades rather than paid for upgrades. This is good, as it undermined the Stalker Bolt Rifle in 40K making it more expensive for less efficiency. In Kill Team they all cost 0 points, meaning we can just look at their effectiveness relative to each other without bringing in points.

I also came down a little too hard on Stalker Bolt Rifles when I was examining the Tactics. After a comment chain by Shaun Scott I went looking a little deeper into how the bolt rifle variants worked over different ranges, and it does have a niche!

BR - Bolt Rifle, ABR - Auto-bolt rifle, SBR - Stalker 


The vanilla Bolt Rifle works best over short range, the auto-bolter working best at mid-range, and the Stalker coming into it’s own against 2+ save targets and long range.

Kill Team tends to operate in short ranges, so I still recommend the Bolt Rifle as your standard weapon. However there is a place for the Stalker Bolt Rifle as an old-school overwatcher, camping the back with clear lines of fire and Readying each turn to catch people out in the open. Not as effective as a Heavy Bolter Marine doing the same, but tougher and less vulnerable to assault.

You also have the Intercessor unique Tactic that adds 1 to hit and Wounds for the rice of 1CP. What this does is turns your regular Intercessor into a Sniper/Demo specialist for a turn, so you can save those Specialisations for another model.

There’s some good flexibility to be had there, so I’m flipped on the idea of Stalker Bolt Rifles. I may even have to re-evaluate them in terms of 40K, but without the Ready mechanic, long range penalties to Hit and the unique tactic I don’t think I’ll be changing my mind.

Auto-bolt rifles continue to have their edge in mobility and keeping their threat range broad. 2 shots out to 24-inches and being an Assault weapon allowing shooting with Advancing has always been the great selling point of this weapon. That said, if you’re thinking of using these you might want to take Reivers with Carbines instead. They do the same thing but with better mobility.

Grenade Launchers work best paired with a Sniper or Demolitions specialist, but really any of the ones available to Intercessors works for them. I’m inclined towards Demolitions more than Sniper, since you can get Frag grenades wounding most things on 3s if they’re in cover, and they pair up more neatly with a Comms Specialist. If you have other Sergeants in your force acting as Leader you won’t go wrong making the Sergeant a Combat Specialist. 3 attacks with a Power weapon is not bad at all!

Reiver

  • Models: Reiver, Reiver Sergeant (1)
  • Wargear: Bolt carbine, Heavy Bolt pistol, Frag, Krak and shock grenades, Combat knife, Grav-chute, Grapnel launcher
  • Specialisations: Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran

Abilities

  • Terror Troops: Enemy models in 3-inches subtract 1 from their Leadership
  • Grapnel Launcher: Vertical movements are free (!)
  • Grav-chute: Never suffers fall damage, and never falls on another model. Put the Reiver as close as possible to where it would have landed. This can put it within 1-inch of an enemy model
I love Reivers, possibly more than the unit actually deserves.

In Kill Team they are the fastest options available to Space Marines, and quite possibly in the game. Spending one point per model on Grapnel Launchers means you are Spider Man leaping from building to building, or playing the 40K equivalent of Just Cause. Being able to hop over a 20-foot high wall instead of walking around it means you make the most of cover and deny the enemy theirs.
And yes, this means you charge up cliff faces like Ninjas.

Of course dropping down cliff faces is interesting too, and that’s where grav-chutes come in. In 40K they’re a better option, allowing you to Deep Strike anywhere on the battle field compared to the grapnel launchers flanking. In Kill Team grav-chutes are less useful unless you’re using the Advanced falling rules.

An interesting rules interaction is that they can land 1-inch next to a model. Why is that interesting? Well, it means they can get into combat without charging. Here’s how:

  • Walk the model off a ledge onto an enemy model. 
  • Your Reiver drops 1-inch next to the enemy
  • No charge is made, therefore no Overwatch.
  • No charge is made, therefore the Reiver can shoot its pistol
  • In the Fight phase they won’t get to fight first, but are within 1-inch of an enemy model s can pile in and Fight 
Which would be really cool if you could voluntarily jump off of ledges without making charge rolls. As such the grav-chute is fairly redundant in Kill Team, unless you’re worried about getting knocked off walls using the Advance Rules.

The unique Tactic they have makes shock grenades usable in Kill Team. Charging whilst denying Overwatch is fantastic, but the -1 penalty to Hit rolls in the rest of the phase keeps an already tanky model alive even more. Shock grenades aren’t worth it in regular shooting though, unless as a long shot in overwatch. You’d be better off either firing a real gun or setting up for a charge, if you’re that close to the enemy already.

In terms of weapons, carbines will be your best bet. They allow for good mobility and threat range at the loss of only one attack in melee. However, remember that a Reiver sergeant with a knife will put out 4 attacks, and Honouring the Chapter will double that output. Good thing they can take a knife and a carbine at the same time!

One final mention of Terror Troops. Just be aware it doesn’t stack, but it certainly is a nice bonus. Don’t forget the Veteran Tactic can have this model up in the enemies face scaring the lie out of them in the first turn.

Suggestions

There’s a few ideas in there, but the reason to take Primaris Space Marines is because you need tough models who are doubly melee capable. Tactical Marines will carry better guns, and Scouts are much cheaper. Intercessors are decent all-rounders, and Reivers are mobile all-rounders.

Purchasing these are relatively simple, as there are now 4 different places to get starter models; First Strike, Dark Imperium, Fangs of Ulfrich and Tooth and Claw. All but one of these will also give you the beginning of another Faction's Kill Team, so I highly recommend you get these box sets. I have to admit, I reach for my wallet every time I see these.

I do recommend Element Games for their cheaper price. If you use the links above to make any purchases, then I get a small percentage of the sale. Just a way for you o get cheaper models and support the blog at the same time.

This is a lot less complicated than the Tactical squad and Scouts, since the weapon choices are less complex. Next time we’ll be looking at the starter box set Faction of the Ad Mech.

Until next time!

Thanks for reading.

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Comments

  1. Thanks for the mention! Glad you took a deeper look at the Stalker.
    As for the grapnel, keep in mind that it only works on normal movement, not charges. Still, don't leave home without it.

    ReplyDelete
  2. Look at kill team dsigners note. Falling into combat is forbidden. You must charge.

    ReplyDelete

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