Which Chapters work best in Killteams?

By Pallomides, in Deathwatch

Hello All

Now that First Founding has been published I was wondering if any of you expierienced players & GM`s have found that certain Chapters work better togeather than others. As an Example a Killteam comprised of Space Wolves and Ravenguard would probably be best for recce and assassination missions. Have you discovered other mega combos?

From a new Deathwatch GM

What is your question? Is this in roleplaying terms or game mechanics? You seem to start out with "roleplaying" , but end on power gaming.

As for "best", it usually depends on group size, taste, and style. Some groups may prefer to play a kill team where the chapters all get along, others may prefer some tension between chapters.

CorpseGod said:

What is your question? Is this in roleplaying terms or game mechanics? You seem to start out with "roleplaying" , but end on power gaming.

As for "best", it usually depends on group size, taste, and style. Some groups may prefer to play a kill team where the chapters all get along, others may prefer some tension between chapters.

Exactly. All chapters are able to work in kill teams. Its how you play them.

I believe what the OP meant to post was "Which chapters are able to synegise best in a given scenario". The example mentioned was that the SW and RG being able to be stealthy and are better suited for recon missions.

I'd say the White Scars would be another nice Chapter for recon work.

They have the skills for work in the wilderness away from others, and I need not mention their skill at riding.

Deepstriker said:

I believe what the OP meant to post was "Which chapters are able to synegise best in a given scenario". The example mentioned was that the SW and RG being able to be stealthy and are better suited for recon missions.

Exactly thank you! I am not really concerned whether my players attempt Powerplay! Its all about giving the team missions to which they would be suited. Thats the way I would play the captain who gives them the missions. I use personality traits & passions (adjusted to Deathwatch and adeptus Astartes) from Pendragon so the players will Roleplay the Tensions etc.

Pallomides said:

Exactly thank you! I am not really concerned whether my players attempt Powerplay! Its all about giving the team missions to which they would be suited. Thats the way I would play the captain who gives them the missions. I use personality traits & passions (adjusted to Deathwatch and adeptus Astartes) from Pendragon so the players will Roleplay the Tensions etc.

Well, if you have a list of missions or styles of missions you're looking at, let us know what those are and I'm sure people on here will be able to help.

If you don't have a list, why not check with your players what chapters they are thinking of playing, then adjust the missions to fit. Let the board know what chapters they're playing and they'll be able to point out the pros and cons of each.

My group built thier PCs with everyone else's PCs in mind, to shore up the strengths and weaknesses of everyone else- I let them define what they wanted to build- I gave them some suggestions and areas of strength/specialty. So for the most part, on each mission the team will have an okay go at it, but at a given moment an individual character may not be high in the skills being used. So in response, as the GM, I just try my damndest to make sure I not only varry the mission types, but put enough encounter opportunities in each mission to let each player specialty shine.

Charmander said:

Pallomides said:

Exactly thank you! I am not really concerned whether my players attempt Powerplay! Its all about giving the team missions to which they would be suited. Thats the way I would play the captain who gives them the missions. I use personality traits & passions (adjusted to Deathwatch and adeptus Astartes) from Pendragon so the players will Roleplay the Tensions etc.

Well, if you have a list of missions or styles of missions you're looking at, let us know what those are and I'm sure people on here will be able to help.

If you don't have a list, why not check with your players what chapters they are thinking of playing, then adjust the missions to fit. Let the board know what chapters they're playing and they'll be able to point out the pros and cons of each.

My group built thier PCs with everyone else's PCs in mind, to shore up the strengths and weaknesses of everyone else- I let them define what they wanted to build- I gave them some suggestions and areas of strength/specialty. So for the most part, on each mission the team will have an okay go at it, but at a given moment an individual character may not be high in the skills being used. So in response, as the GM, I just try my damndest to make sure I not only varry the mission types, but put enough encounter opportunities in each mission to let each player specialty shine.

Hi Charmander, I wish you were my GM. Hehe.

1.) How about redirecting a starting Waagh to rear of the Nids so that the Nids get thier supply Lines cut off. This is something that has been done before (see the codex Tyranids Leviathan) and is considered very dangerous.

2.) I presume a Spacehulk mission would be good for Blood Angels

3.) The assassination of a Turncoat General in the Tau region.

4.) The exploration of a unknown Planet

5.) The extraction or stealing of a person/weapon located on a Chaos World

6:) *Alpha Legion* style infiltration (Like the Selous Scouts in Rhodesia now Zimbabwe)

Pallomides said:

4.) The exploration of a unknown Planet

In the past 80,000 years of human existence we haven't even explored all of our planet; I think this mission is a little ambitious for a 5-man Kill-Team. gui%C3%B1o.gif

bogi_khaosa said:

Pallomides said:

4.) The exploration of a unknown Planet

In the past 80,000 years of human existence we haven't even explored all of our planet; I think this mission is a little ambitious for a 5-man Kill-Team. gui%C3%B1o.gif

Anyway, to justify a Kill-team's involvement, you'd probably need a bit more reason than "unknown". Such as "just found far out the Orpheus salient, lush and green, but apparently the 'nids are avoiding it". or "alien ruins made of strange metal with hieroglyphics were found by initial explorers".

1.) How about redirecting a starting Waagh to rear of the Nids so that the Nids get thier supply Lines cut off. This is something that has been done before (see the codex Tyranids Leviathan) and is considered very dangerous.

Probably someone experienced enough in dealing with both Orks and Nids. Crimson Fists and Blood Angels for the Orks, Ultramarine Tyrannic War Veteran for 'nids. Would probably be a coordinated effort.

2.) I presume a Spacehulk mission would be good for Blood Angels

I see no reason why shouldn't any other chapter be equally as good providing they have terminator armour. Blood Angels are iconic because of their history in other gaming franchises like Death Angel and Space Hulk, but really, there is no reason why, say, Iron Hands wouldn't be good for this kind of mission. This is my opinion, though.

3.) The assassination of a Turncoat General in the Tau region.

I am currently working on something similar and my bets are on Space Wolf Scout or a Raven Guard space marine.

4.) The exploration of a unknown Planet

Probably someone with a moving fleet like Imperial Fists, Black Templars or Dark Angels since they recruit from other worlds not being on one place.

5.) The extraction or stealing of a person/weapon located on a Chaos World

Definitely someone knowledgeable in Chaos. Probably, again, if we are limited to chapters presented in published rulebooks, Dark Angels. They have the most knowledge skills on their chapter advancement plus it is not inconceivable that they tracked The Fallen on some worlds like that. Would probably need someone from Ordo Malleus for additional equipment to battle the forces there.

6:) *Alpha Legion* style infiltration (Like the Selous Scouts in Rhodesia now Zimbabwe)

Raven Guard hands down. No other chapter operates like Alpha legion bar them, at least in some respects (not having cultists and all :D )

Right I got my players wishes: Raven Guard: Assault Marine, Space wolf Devastator, Space Wolf Scout, Ravenguard Librarian.

I reckon I am gonna give them a mission to get rescue a Mechanicus Biologis from a hive thats being attacked by the Nids. I reckon I will setup a whole bunch of cool scenes and extra mission objectives. Space wolves who dont like leaving brave soldiers to die, Alpha Legion insurgents giving a group of soldiers new "hope" etc.

Right I got my players wishes: Raven Guard: Assault Marine, Space wolf Devastator, Space Wolf Scout, Ravenguard Librarian.

I reckon I am gonna give them a mission to get rescue a Mechanicus Biologis from a hive thats being attacked by the Nids. I reckon I will setup a whole bunch of cool scenes and extra mission objectives. Space wolves who dont like leaving brave soldiers to die, Alpha Legion insurgents giving a group of soldiers new "hope" etc.

Deepstriker said:

Hi Charmander, I wish you were my GM. Hehe.

That's quite a high compliment, thank you. Though note I said *try* to balance it; I don't always manage it, and advice is easier to give than take sonrojado.gif

@Pallomides:

I think the mix you have seems pretty good, they apparently like Ravenguard and Space Wolves! I'd say in your missions simply remember to balance the objectives. In a recon mission, I'm guessing the AM and the Dev will have it the hardest- the AM may forget how hard it is to charge a horde or group of enemies *without* that backpack, and the Dev may not like giving up his PA (and the ammo pack) to remove the massive stealth penalty. In heavy engagments, the scout is going to have to remember to keep his head down, stick to the shadows, and use his actions to try and take out elites. The Librarian can be flexible in a lot of the roles, depending on what powers he takes.

Overall what you've got sounds like a solid mix that can take on a variety of mission types, even if on occasion one or two of them has to work outside their comfort zone.

For Missions,

The Waaagh: This depends largely on where you are and what the timeline of your game is. Based on the existing fluff, Leviathan didn't show up until after the events detailed in the reach, and it wasn't directed into the Orks until 990ish.
Space Hulk: I think most chapters would be okay here. Dark Angels hae their defensive ability, which would be good on a Hulk to hold positions or create a base for other memebers to lure enemies into. Wolves senses could be helpful to smell out those things that fail to show on an auspex. BA's would excel at close combat, which could be helpful if the fighting got tight.
Assassin: I've heard great things about the scouts and Ravenguard, which you have in your group (probably), which could work well. I see multiple ways of doing a mission such as that- either full on stealth, or fast attack. Both could get to the objective and the different ways may lend themselves to different specialties and chapters.
Exploration: From the DW perspective, I don't know of a Chapter that would excel here. As for classes/specialties, techmarines are good with their archaeotech skill, forbidden lores are accessible to all via the DW advance table. As others have said, you'd need something on the planet to draw in the DW.
Chaos Extraction: DA's and Librarians- you want someone that knows Chaos and someone that knows the Warp. You also want someone with knowledge of the local sector to tell you how their non-warp-based enemies conduct warfare. Again, as others have said, keep in mind what would lure ordo Xenos to the world Malleus would be interested in
Infiltration: I'll have to yeild to the othes here, I'm not a Ravenguard expert here

All in all though, the group you have proposed I think could complete or excel at any of the missions you've put forth, provided they work as a team.

As a GM I like to get the characters out of their comfort zones. A Raven guard on a stealth mission is easy. But how do they fare when they are confronted with am ission where they have to attack or defend a castle? Or they have to lead Imperial guard troops against a Tyranid invasion?

One of the first mission my marines got was a diplomatic mission (similar to the first mission in Emperor's protects). It created great role play as they tried to convince the local leaders to join in the defense of the planet, without smashing their heads in.

I also think that a DW Kill team should be able to adapt to the situation. I do not think that these teams are focused on one style of approach and thus only suitable for one type of mission. From a roleplay opinion it would make it rather dull if you start your 10th scouting mission.

Pallomides said:

Right I got my players wishes: Raven Guard: Assault Marine, Space wolf Devastator, Space Wolf Scout, Ravenguard Librarian.

Based on your players wishes I like your players already ;)

Raven Guard and Space Wolf duality would certainly make for a really nice RPG (Raven Guards being from high-tech world and advocating carefull planning, surprise and surgical strikes while Space Wolves are much more simple and direct "smash-their-face-in-and-burn-their-houses" viking-types). Having a Space Wolf players go for Long Fang and Scout instead of the "typical" Assault choice also is a great choice... and a brooding, introvert Raven Guard Librarian scheming endlessly for the demise of the xenos is a really fetching mental image.

I'll give your group 100/100 for any type of mission, really. :D

Had a super introductory game with my players. The Ravenguard Librarian (Blackmoon Lock) took on the lead role during the briefing and true to his nature demanded as much information so that the operation could executed with as much precision & flexibility as possible. After the briefing the Blackmoon needed to meditate (player had to leave early) and asked his battlebrothers to wait for him. The gregarious Spacewolf Longfang (Gunnar Hilvesome) mentioned to the SW scout (Skegi Hel) and the RG Assaullt Marine (Jago Relentless) that he was awaiting a couple of kegs of Fenris XXX. Instead of waiting for Blackmoon all 3 thought it a good idea to go and look in the offloading area. Gunnar then discovered that the mentioned Rogue Trader (Sevillis Caligua) had just delivered the Cargo minus the 4 kegs of Fenris XXX. Fuming about this setback Jago quickly suggested that they borrow one of the Valkries and he could fly after the Terras Blessing. Gunnar and Skegi quickly agreed and after a couple of good social rolls they convinced the SW Quartermaster to lend them one of the Valkries. In no Time they had caught up with the Terras Blessing and discovered that a battle company of Space Wolves( Sven Bloodhowl) who were on route to a combat zone had discovered the shipment of Fenris XXX and had "saved" it from falling into the wrong hands. Needless to say Jago got insulted and a challenge was issued. With the luck of the witches *** Jago won the fight. Thereafter a feast and merry drinking ensued and by the time Gunnar and Jago were completly trashed Skegi reminded them that they had to leave.

My heros will make it back in the nick of time with both SWolves quite satisfied with thier RG battle brother and 4 Kegs of Fenris XXX and a load of frozen Fenris bison meat. The Raven Guard AM Jago has figured out that the Space Wolves only make everyone else believe that they are "bashing in your front door frontal assault types" and that in reality the Space Wolves plan their operations with deadly precision. Good start, the battle brothers are bonded, and cohesion will follow.