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Kill Team- Bishop (DE) vs. Lynks (SoB)

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Lynks

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#1
This thread is to house Myself and Bishop's Kill team game, which is basically 40k on a skirmish-based level as opposed to whole armies.
 

Lynks

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#2
Here is the portion city we will be fighting over (feel free to make any and all changes to this bishop). I imagine the sisters of battle have come to this world to cleanse it of heretics, and in the wake of the war the Dark eldar have come to prey upon a weakened foe... or something like that :tongue:
 

Lynks

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#4
Looks good. I figured we were just going to treat that part where you placed the bridge as a ford but forgot to mention it. this should make things a bit simpler anyway
 

Bishop

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#5
ok, so... list posting time...

any other rules I need to know other then what you sent me already?
 

Lynks

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#6
I'm pretty sure I covered all the rules. Here is my list.

Seraphim Superior
- Bolt pistol
- Eviscerator
-Specialist (fleet)

Seraphim
-two hand flamers
-Specialist (feel no pain)

Seraphim
-two inferno pistols
-Specialist (infiltrate)

5 Seraphim
 

Bishop

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#7
Elite
2 Kabalite Trueborn w/Splinter Cannons; Plasma Grenades
1 Dracon w/Splinter Pistol; Power Weapon; Ghostplate Armour; Plasma Grenades; Infiltrate

Troops
4 Kabalite Warriors w/Splinter Rifles
1 Sybarite w/Splinter Pistol; Venom Blade

Fast Attack
1 Beastmaster w/Venom Blade; Splinter Pod; Scout
1 Clawed Fiend w/Bestial Fury; Feel No Pain

Models in Army: 10
Total Army Cost: 201
 

Lynks

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#9
Well, i was seriously contemplating taking 3 priests with plasma guns and power weapons for 3 models in a kill team game :tongue: Can you really take units that small? D=
 

Lynks

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#12
you get to deploy first! not being privy to the dark eldar codex, could you explain what your fandangled stuffs do? :tongue:
 

Bishop

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#13
Yeah. I'm actually heading out for several hours.. so we can start later.

PM sent...if I missed something else... or something else you wanna know, just lmk.
 

Lynks

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#14
You drive yourself one solid kill team there Bishop... it'll be interesting to see where this leads... probably to a bunch of dead nuns :tongue: Deploy when you are ready then as I'll more than likely be asleep in several hours thanks to the wonders of different time zones... it's not like WFO is going anywhere :tongue:

seeing as we both took the same specialists,I'm just making sure you know you can take any universal special rule right? :tongue:
 

Bishop

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#15
Yeah,

Fleet on the Fiend since it doesn't have it, has no guns, and most everything else does..
Feel No Pain for another "invuln" type of save....
Infiltrate just fer fun :D

And yeah,
Trueborn are 3-10, Warriors are 5-20, and the Beastmaster unit is pretty flexible :D
 

Sweeney Todd

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#17
Bishop said:
Yeah,

Fleet on the Fiend since it doesn't have it, has no guns, and most everything else does..
Feel No Pain for another "invuln" type of save....
Infiltrate just fer fun :D

And yeah,
Trueborn are 3-10, Warriors are 5-20, and the Beastmaster unit is pretty flexible :D
Hold up a second. Everything in the Beastmaster Pack entry, including the Beastsmasters themselves and Clawed Fiends are Beasts. All Beasts have Fleet by default. In other words, you're buying a special rule for the Fiend that it already has.
 

Bishop

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#18
I didn't see fleet when I looked.. I'll check again. If that's the case then I have another USR I can pick
 

Bishop

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#19
Edited my USRs. Put FNP on the Fiend, which is where I wanted it, but felt Fleet was more important. Then took Scouts on the Beastmaster.
 

Lynks

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#20
Don't wanna be 'that guy' but the warrior in the tower is a little too close to the centre of the table (as you have to be 9 inches away)
 

Lynks

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#22
here's my deployment. do we roll off to see who places infiltrators first?
 
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