Kill Team Guide: What you need to know about Space Marine Scouts and Tacticals
Space Marines have a frighteningly broad range of strategies
available to them, as you would expect from a Faction which needs to contain
quite a few Chapter themes and identities (close combat Blood Angels and sneaky
shooty Raptors as opposite combat styles come to mind). I’ve written way more
than I wanted to on this post, so settle in… this is going to be a long one.
And we’re only covering Scouts and Tactical Marines!
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.
Space Marine General Abilities
Unless stated otherwise, all Space Marine models have these.
- And they shall know no fear: You can re-roll failed Nerve tests for this model
- Transhuman Physiology: Ignore the penalties to Hit rolls from one flesh wound it has suffered
The message should be clear from this; Space Marines are
tough, both in body and soul. Your Kill Team is less likely to break or become
Shaken with this ability on top of their already good Leadership, which is a
minimum of 7.
Transhuman Physiology also means that your Marines will
still be at full fighting capacity even after suffering a flesh wound, which is
effectively an extra half wound for your models. I’m reminded of an Inquisitor role-playing
game I had, where a Space Marine character literally had half his lower body melted
off but kept going. That’s what is being represented here.
Frankly you’ll need these though. Space Marines will usually
be outnumbered, and these are some of the few tricks available to you to stay
in the game after losing one or two models.
Moving on to specific models.
Scout
- Models: Scout, Scout Gunner (2), Scout Sergeant (1)
- Wargear: Boltgun, Bolt pistol, Frag and Krak grenades, Combat knife, Astartes Shotgun, Sniper Rifle and Camo cloak, Heavy Bolter (Gunner only), Missile Launcher (Gunner only), Missile Launcher and camo-cloak (Gunner only), Chainsword (Sergeant only)
- Specialisations: Leader (Sergeant only), Heavy (Gunner only), Comms, Demolitions, Scout (duh), Sniper
Abilities
- Camo cloak: If the target of a shooting attack, and obscured, then the Hit roll suffers an additional -1 (for a total of -2)
Scouts became popular in 40K in 7th Edition,
where they became normal Space Marines with a slightly worse save but far
better abilities and special rules. They don’t have the special weapons of the Tactical
Marines but have their own unique weapons in the shotgun and sniper rifle. As
medium infantry they’re more than capable of standing up to other faction equivalents
and can be kitted out for close combat.
Scouts in Kill Team carry on this legacy of usefulness. Armed
with boltguns or combat knives they fulfil the role of all-round combatant,
with frag and krak grenades able to augment their combat abilities. Shotguns
are decent enough, but they are drastically short ranged in Kill Team having a
half-range of just 6-inches. They will hurt more than the average bolter, but
perhaps not worth the smaller threat circle.
Interestingly the camo cloak must come with a sniper rifle
now, a move by Games Workshop to avoid calls for cloaks in the bolter armed scout
kit. That’s just fine though. If you’re using a sniper rifle you’re going to be
camping the back-field cover anyway, and the camo cloak adds a lot to survivability.
The missile launcher and heavy bolter add some real punch to
the model. I would always recommend the Heavy specialisation for the heavy
bolter, to move and fire Hellfire shells. You can also use the Heavy Specialisation
tactic to fire more shots if you don’t have the Command Points for Hellfire. The
missile launcher and camo-cloak combo can work well with a Sniper spec, as you’ll
just need to sit near the back.
By Ready-ing your model all the time, and with a krak
missile that’s not likely to miss, you threaten every model in Kill Team with
instant death. This means you can effectively block off every bit of open
ground within view of the missile launcher. You’ll also get a cool interaction
between Demolition Spec and using Frag missiles, firing off d6 shots at 48
inches and wounding nearly every model in Kill Team in cover on a 2+. A Comms
buddy with a sniper rifle just rounds off the combo, helping you get that hit.
A scout Sergeant Leader with a sniper rifle and camo cloak
is a defensive choice, keeping your source of Command Points safely near the
back. The camo cloak keeps him safe from shooting attacks, and the Sniper rifle
allows him to contribute to combat from the rear.
One final word on Sniper rifles; the special mortal wound
mechanic activates on 6+ wound rolls, not to Hit, meaning that DemolitionSpecialists interact better with them.
You won’t be able to field a classic 5-man Scout squad as a
single force in Kill-team. At best you get up to 66 points, so you’ll need to
bulk out with some other models. However, a cool combination is as below:
- Scout Sergeant leader with sniper rifle and camo cloak
- Scout Gunner Heavy with Heavy Bolter
- Scout Gunner Demolitions with Missile launcher and camo cloak
- Scout Comms Specialist wit sniper rifle and camo cloak
That chunky firebase and backfield command point generator
comes to just 56 points, giving you plenty spend on front line meat shields. Replacing
the Scout Sergeant with an Intercessor Sergeant means you can bulk out with an Intercessor
front line from one of the cheapy easy build packs. A scary thought since these
guys are utter bullet sponges in Kill Team, and the scouts will be hitting very
hard from the back!
Tactical Marines
- Models: Tactical Marine, Tactical Marine Gunner (2), Tactical Marine Sergeant (1)
- Wargear: Boltgun, Bolt pistol, Frag and Krak grenades, Heavy Bolter or Missile Launcher (1 Gunner only), flamer or meltagun or plasma gun or grav-gun (1 Gunner only), Combi-flamer or -plasma or -melta or -grav (Sergeant only), grav-pistol or plasma pistol or bolt pistol and chainsword or powerfist or auspex (Sergeant only)
- Specialisations: Leader (Sergeant only), Heavy (Gunner only), Comms, Demolitions, Sniper, Veteran
Abilities
- Auspex: At the start of the shooting phase, choose an un-Shaken model within 3-inches. This model does not have any negative modifiers to Hit or Injury due to being obscured.
I feel like Tactical Marines seem rather questionable in
Kill Team compared to other options available to you. It’s much the same in
regular 40K but I think Games Workshop have exacerbated the problem, mostly due
to the strange restrictions on picking wargear. However, there are some really
powerful combos here.
The advantage of Tactical Marines over Scouts is the 3+
armour save and more mobile special weapons. Weirdly enough Scouts can be
better pocket Devastator equivalents thanks to being able to take 2 heavy
weapons, with the Tacs only being able to take one heavy and one special for
their gunners.
That’s not to say they’re rubbish compared to Scouts, since
special weapons are sometimes far better than heavy, but you need to be aware
of what you’re doing with them.
Flamers work great with Demolitions specialists, since you’ll
be auto-hitting models in cover and getting a +1 to Wound on them. This makes
them a highly aggressive model, Advancing every turn and incinerating any model
they cover (flamers being Assault weapons and not caring about the -1 to Hit
for Advancing). They also be a pain to deal with due to their 3+ Save and great
Overwatch ability. Flamers also work niftily with Veterans for 1st
turn burning, and you can see why on my article on Veteran specialisations.
Plasma weapons work extremely well with the Sniper specialisation, the re-roll of 1s on to Hit rolls meaning you can overcharge
every turn more safely. Nothing more needs to be said about that, beyond
pairing up with a Comms specialist to avoid negate negative modifiers to Hit
due to cover. Transhuman physiology also ensures you can keep overcharging with
a Flesh wound, which sustains the model’s threat potential.
There’s not much use for meltaguns in Kill Team, as I can’t
think of anything with a wound value of more than 2. Meltaguns with their high
damage values are better against big targets in the main 40K game, and are
overkill against the regular Troopers you’ll find in Kill Team. That said, a
Heavy Specialist advancing around with a meltagun can be a nasty and mobile
surprise for someone not expecting it.
Grav-guns used to be the defining feature of the Space Marine
codex, but with the change from wounding on the model’s Save value to a
standard strength of 5 it lost a lot of its potency in 40K. It’s not bad in
Kill Team, as it’s safer to use than the plasma and has better range than the meltagun. Whether it’s worth taking over the Demolitions/Flamer or Plasma Sniper combo is
debateable but is certainly something to consider if you have no
specialisations left to spend on the carrying model.
In terms of Heavy weapons, what I’ve mentioned with Scouts
applies here too. The difference is that with a 3+ save you don’t have to hide in
cover so much (although you really should!).
The Sergeant is where things go a bit wrong for the Tac
Marines, as it needs to make compromises which seem a bit strange. But on further inspection, the restrictions do seem necessary for reducing what would otherwise be an overpowered model.
To take a combi-weapon, the Sergeant must lose its bolt
pistol. That’s not much of a problem, but it is an awkward and easy-to-forget
restriction. Combi-plasma might be the most effective in 40K (since you can
gain a re-roll 1 buff for a whole unit instead of 1 model from nearby Captains),
but in Kill Team you can make a strong case for any combi weapon.
Flamers will make your Serg more aggressive and pairs up
nicely with a Demo Flamer as a buddy group. The Leader Tactic would also make for
an interesting forward fighting pair, if you were happy in risking your Command
Point generator.
Combi-plasma hits hard, but not worth the risk of overheat.
Grav is actually quite useful on this model, allowing him to blaze away safely
and still hit quite hard. Combined with a Comms specialist this translates to 4
shots at 9-inch range, two of which are quite damaging to armour.
The grav pistol is also a good choice for a melee-oriented Sergeant.
Safer than the plasma, it provides a decent level of punch for a single point. The
chainsword is a free extra attack, and the power weapons are both viable for
the sergeant (but the most optimal will require some research).
The auspex is an interesting bit of kit, and it would have
to be since you forgo both combi- and close combat weapon for it. Paired with a
plasma-sniper or Heavy it can be a good alternative to the Comms Specialist
against models in cover. This would free up a Specialist slot or allow two
firebase pairs (Comms/Sniper, Sergeant/Heavy). Give the Sergeant a grav-pistol
and it will somewhat make up for the loss of range and double-tap.
Suggestions
Quite a few ideas are sprinkled in there, and you can pick
out the ones that appeal to you. However, there are some combinations which are
fairly safe bets:
- Plasma sniper Tactical Marine: There shouldn’t be anything in Kill team this can’t deal with. Be warned, it does paint a target on your back.
- Demolitions Flamer: Aggressive and a nightmare. A real diamond, but as expensive as the plasma sniper.
- Heavy Bolter Heavy: A match made in heaven, which can move and fire more shots or Mortal Wounds.
- Grav-pistol/Auspex pseudo Comms Sergeant: A neat way of freeing up a specialist slot or making another firebase pair.
- Combi-flamer Sergeant: An extra aggressive flamer unit is always helpful, and pairs up neatly with the Demolitions flamer.
I would like to recommend Scouts more, but after some
thought Tactical Marines really do shine with their Special weapons and lack of
reliance on cover. Close combat scouts are also a good idea, since it’s a niche
the Tactical Marines lose out on.
Right, that’s four times what I wanted to write… and we
haven’t even gotten to the Primaris Marines yet! Hopefully we’ll get to them by
Wednesday. Let me know in the comments if there's any cool tricks I missed, as I'm sure there are some.
If you're looking to pick up some Scouts you can grab them for cheaper from Element Games. There isn't a cheaper way to get them apart from eBay as of yet. You can also pick up Tactical Marines there, and the Start Collecting kit will give a dreadnought and Captain on top of the Tactical Squad. Keep in mind that these rules also apply to Space Wolves and Blood Angels, each with their own unique kits.
If you use the links above I get a small percentage of the sales, which keeps the blog running and my club in extra paint and brushes.
Until next time!
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