If I was going to play Kill Team it would be for exotic lists played with a beer and skittles: Harlequins, all Jetbikes, Ravenwing etc.
You win 1 out of three: there are no vehicles, but the Harlequins are their own faction (squishy, fast, relatively cheap murderclowns in SPACE with invulnerable saves of 4+ and geared for close combat, melee and fast movement in the table...). I confess, however, that after seeing a few Kill Team tables I find them... sparse. Exposed. Devoid of enough cover. I keep thinking "there is no way to protect yourself for AROs" or "there is no way I can fit even a Limited Insertion list here without cluttering a side" XD
Why would I want to play Kill Team without vehicles? Attack Bike + Sergeant + 2 regular bikes. That's legitimately all I'd run. But probably the Jetbike version. I saw the "xeno world" kit and thought "that'd be cool for a recon table" (with more terrain added). But 30" X 22". What the actual fuck GW, you can't use that for anything.
Most factions are limited to 5 (Deathwatch, Grey Knights) or 10 models. Only the Imperial Guard, and maybe Eldar are forced to deploy more than that. As I said, it's aimed for people being able to buy a single box and play
I ended up with more Tau than that, but only just. 9 live bodies and 3 drones. And that's running a mix of Pathfinders, FW, and Breachers, plus Recon Drone and two Gun Drones. I was quite bummed that Shadow War was a splash release and not a full game.
I'm torn between Kriza and Azra'il for my favorite S5 HI. Kriza has slightly more dakka but Azra'il is cheaper and green, so therefore da best.
I think the Kriza's sidearm on the HMG also reduces the appeal of the other loadouts. I've only played about a dozen games using the Kriza, but I got a lot of use out of that heavy pistol. On such a good platform, being able to fall back on a nice close-range weapon with Shock is very useful.
No thread stays on topic for more than two pages before there has to be AT LEAST five pages of digression and infighting.
I took both profiles, the Mk12 as usual and the HMG for the first time at the weekend. Firstly, I’ll never take two again, waaayy too many points (I’m relatively new). The Mk12 got punched out by Joan in a single salvo in my reactive turn left, including a crit, bad luck, but I was still disgusted. He was exposed on a corner trying to put out some reactive fire. The HMG (LT) camped out behind a shipping container and ripsawed through several enemies and basically stopped my entire flank from folding all game while fending off hacks from an AD hacker thanks to dat BTS. What a boss. This was also my first game against Joan. I hate her. Kriza HMG made her go to sleep with bullets eventually though. I felt better.
I actually used the Mk12 today and really liked it. The SMG is nice up close, but you have the range of the Mk12 too. It's 0 SWC which lets you fill the rest of the list with expensive violencing implements, and you are flexible enough that you can use it to either under-range HMGs or outrange Rifles. It's 14pts more which is a lot, but if you're set on other SWC expenditures and/or playing limited insertion, it's not so bad. Like, I had a Grenzer MSR, Grenzer Spitfire, Puppetatica Red Fury, the Puppet Master was a Minelayer and Mary Problems was in there too. That's 5.5 SWC, a B4 DAM 15 gun going out to 24" at +3 is basically a stealth Spitfire and to pay 0 SWC for that is nice.
Any of y'all have experience running the Haris? Seems like it's a little pricey and the order efficiency isn't really worth it, from what I can tell. Duos with Hollowmen seem like a better use for them. I'd even consider running two duos up either flank. Mk12 with a deflector Hollowman, as that Kriza's rangebands can potentially put you closer to hackers, and maybe a Specialist Boarding Shotgun with the HMG to deter dumbdumbs that try to get inside the HMG's bad range, and for the possibility of a late-game push to objectives. Any of my Nomad Nation try this out?
I havn't tried it out yet but I do agree the duo seems the way to go. Around the 80 pts mark for 4 wounds with some pretty heavy firepower with the HMG + Specialist. The only reason to go for the Haris is for a stronger ARO but I'm not sure if I'm willing to pay ~150 pts for the privilege. But the Haris is where I would really want the Mk12 version since the flexible range bands and 360 visor make it tricky to approach. I'll probably still field both to see how it goes. The other part about the Haris though is that you can take a Hollowman Haris instead. And for the same number of wounds, you're now around 100 pts, a better movement profile for aggression, and only requiring an Engineer to patch them up instead of the mixed bag the Hollow+Kriza brings. You don't get the Full Auto -3, certainly, but I think the points saved is more valuable. And the Hollowmen profiles lend themselves to upfield work better to carry the specialist towards the objective. I find it so hard to give Krizas a serious look with those dirt cheap but effective profiles that the Hollowmen provide.
I wish the Mk12 profile had haris so that would free up the Hollowmen to be a specialist profile, would make the haris way more attractive.
I think only chance for me to field Kriza Haris would be 400 pt LI tournament format. So far, HMG or HMG+Hollow BSG operative are my favorites.
This. My absolute favorite was punking Shinobu after she got herself IMMed charging at my Tsyklon, but the heavy pistol does get a whole lot of mileage from the Kriza.