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2018/07/15 16:33:58
Subject: Warhammer 40K - The Return of Killteam : July 2018
Breachers are a separate option because the kit has different helmets and backpacks for them, and they're a separate datasheet.
Stealth Suits are JET PACK, not JUMP PACK. They may have the FLY keyword - but they don't get the 12" movement or deep strike.
2018/07/15 17:48:20
Subject: Warhammer 40K - The Return of Killteam : July 2018
I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that.
2018/07/15 17:51:56
Subject: Warhammer 40K - The Return of Killteam : July 2018
I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that.
2018/07/15 18:25:34
Subject: Warhammer 40K - The Return of Killteam : July 2018
Dedwoods42 wrote: Breachers are a separate option because the kit has different helmets and backpacks for them, and they're a separate datasheet.
That's rather silly though, isn't it?
Stealth Suits are JET PACK, not JUMP PACK. They may have the FLY keyword - but they don't get the 12" movement or deep strike.
Yes they are. If Tau get jetpack models, other players should be able to bring an assault marine, scourge, swooping hawk, stormboy or whatever. There isn't any reason why movement and weapon ranges have to be the same as in base 40k.
2018/07/15 18:33:05
Subject: Re:Warhammer 40K - The Return of Killteam : July 2018
"We’re kicking off Kill Team with a host of starter sets" -- does anyone else read this as the starter box is going to be a limited release like Shadow War?
2018/07/15 18:34:07
Subject: Warhammer 40K - The Return of Killteam : July 2018
Cephalobeard wrote: There's less reason for them to be DIFFERENT than the current, already established rule set that they want to attract people to.
Except, for Kill Team to have any kind of longevity, it needs to be more than 40k Lite. Otherwise all it will ever be is a cheaper smaller way to get into 40k, not a game in its own right set in the Warhammer 40,000 universe, which I suspect is what many of us want.
2018/07/15 19:46:53
Subject: Re:Warhammer 40K - The Return of Killteam : July 2018
Skyven wrote: "We’re kicking off Kill Team with a host of starter sets" -- does anyone else read this as the starter box is going to be a limited release like Shadow War?
No, because they’re clearly referring to the main starter alongside the Mechanicus terrain starter and the Space Wolf and Ork faction starters, with more faction starters hinted to appear soonish. I would be very surprised if the starter box was going to be a limited release, that would contradict everything else they’ve been saying.
Automatically Appended Next Post: I am wondering: they said teams will each have 1-6 units to choose from. So far we have:
That leaves Necrons, Chaos Marines, Eldar, Death Guard, Grey Knights and Thousand Sons. Which one of those will have 6 units? Necrons or Eldar? The others seem unlikely, unless Chaos gets access to Daemons? (Which would be a good reason to have Grey Knights, of course)
This message was edited 2 times. Last update was at 2018/07/15 20:20:47
2018/07/15 20:27:50
Subject: Re:Warhammer 40K - The Return of Killteam : July 2018
Skyven wrote: "We’re kicking off Kill Team with a host of starter sets" -- does anyone else read this as the starter box is going to be a limited release like Shadow War?
No, because they’re clearly referring to the main starter alongside the Mechanicus terrain starter and the Space Wolf and Ork faction starters, with more faction starters hinted to appear soonish. I would be very surprised if the starter box was going to be a limited release, that would contradict everything else they’ve been saying.
Automatically Appended Next Post: I am wondering: they said teams will each have 1-6 units to choose from. So far we have:
That leaves Necrons, Chaos Marines, Eldar, Death Guard, Grey Knights and Thousand Sons. Which one of those will have 6 units? Necrons or Eldar? The others seem unlikely, unless Chaos gets access to Daemons? (Which would be a good reason to have Grey Knights, of course)
Crons probably have 6. Warriors, immortals, lychguard, triarch Praetorians, deathmarks, flayed ones.
Makes sense as they are all infantry that fill different roles. Although I'm hoping its CSM so they get access to all the gods troops + basic CSM and cultists.
Skyven wrote: "We’re kicking off Kill Team with a host of starter sets" -- does anyone else read this as the starter box is going to be a limited release like Shadow War?
No, because they’re clearly referring to the main starter alongside the Mechanicus terrain starter and the Space Wolf and Ork faction starters, with more faction starters hinted to appear soonish. I would be very surprised if the starter box was going to be a limited release, that would contradict everything else they’ve been saying.
Automatically Appended Next Post: I am wondering: they said teams will each have 1-6 units to choose from. So far we have:
That leaves Necrons, Chaos Marines, Eldar, Death Guard, Grey Knights and Thousand Sons. Which one of those will have 6 units? Necrons or Eldar? The others seem unlikely, unless Chaos gets access to Daemons? (Which would be a good reason to have Grey Knights, of course)
Crons probably have 6. Warriors, immortals, lychguard, triarch Praetorians, deathmarks, flayed ones.
Makes sense as they are all infantry that fill different roles. Although I'm hoping its CSM so they get access to all the gods troops + basic CSM and cultists.
Kill team is looking like a lot of fun
I can foresee warriors, immortals, deathmarks and scarabs simply to use the contents of those boxes.
Chaos might be the 6, it'll be the only place the 2 remaining gods could be represented, so marines, cultists, zerkers, noise marines and maybe chosen?
2018/07/15 21:58:55
Subject: Warhammer 40K - The Return of Killteam : July 2018
Boss Salvage wrote: Didn't see there's a Rogue Trader warband too! One isn't on the faction focus rundown, but it certainly fits the INQ28 bill while Inquisition are in-bound
I wouldn't get too excited yet.
Changes are the minis in that expansion are mono-pose and will all have set weapons, the very opposite of INQ28.
Mate, you should see what the Inq28 guys do with models. Monopose, multipose. Doesn't matter to them. Plastic is all piss-easy to convert, after all.
Chikout wrote: Bad news I'm afraid. It is the same price as Alarielle in both the UK and Europe so it will be AUD$225.
Well feth that then.
If GW are going to insist that we pay twice what most others pay, then I'll continue to insist on giving them $0 instead.
They sometimes adjust AU prices down for big boxes and the occasional kit, so don't take it in stone. They did that with Necromunda '17, the smaller 40k starter, the Knights Renegade box, and it looks like they're doing it with the EZ-fit kits for AoS. Probably a fair few more as well.
Dedwoods42 wrote: Breachers are a separate option because the kit has different helmets and backpacks for them, and they're a separate datasheet.
That's rather silly though, isn't it?
Stealth Suits are JET PACK, not JUMP PACK. They may have the FLY keyword - but they don't get the 12" movement or deep strike.
Yes they are. If Tau get jetpack models, other players should be able to bring an assault marine, scourge, swooping hawk, stormboy or whatever. There isn't any reason why movement and weapon ranges have to be the same as in base 40k.
Skitarii Rangers and Vanguard have seperate unit entries, and they share a box, as do Rustalkers and Infiltrators. There is precedent in the game for units with a specific role, but shared box.
Also, Stealth suits are not the first unit with unusual movement- the Reivers also have access to grappling hooks. I think the limit on jump troops is the speed of movement, not the ability to move in an unusual way.
Skyven wrote: "We’re kicking off Kill Team with a host of starter sets" -- does anyone else read this as the starter box is going to be a limited release like Shadow War?
No, because they’re clearly referring to the main starter alongside the Mechanicus terrain starter and the Space Wolf and Ork faction starters, with more faction starters hinted to appear soonish. I would be very surprised if the starter box was going to be a limited release, that would contradict everything else they’ve been saying.
Automatically Appended Next Post: I am wondering: they said teams will each have 1-6 units to choose from. So far we have:
That leaves Necrons, Chaos Marines, Eldar, Death Guard, Grey Knights and Thousand Sons. Which one of those will have 6 units? Necrons or Eldar? The others seem unlikely, unless Chaos gets access to Daemons? (Which would be a good reason to have Grey Knights, of course)
Crons probably have 6. Warriors, immortals, lychguard, triarch Praetorians, deathmarks, flayed ones.
Makes sense as they are all infantry that fill different roles. Although I'm hoping its CSM so they get access to all the gods troops + basic CSM and cultists.
Kill team is looking like a lot of fun
I can foresee warriors, immortals, deathmarks and scarabs simply to use the contents of those boxes.
Chaos might be the 6, it'll be the only place the 2 remaining gods could be represented, so marines, cultists, zerkers, noise marines and maybe chosen?
Possessed are more likely than Chosen I reckon. There are not any other examples of veteran versions of standard troops yet. I think veterancy will be obtained either as an upgrade, or just simply by playing the campaign and gaining xp.
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2018/07/15 22:10:58
Subject: Warhammer 40K - The Return of Killteam : July 2018
Skyven wrote: "We’re kicking off Kill Team with a host of starter sets" -- does anyone else read this as the starter box is going to be a limited release like Shadow War?
No, because they’re clearly referring to the main starter alongside the Mechanicus terrain starter and the Space Wolf and Ork faction starters, with more faction starters hinted to appear soonish. I would be very surprised if the starter box was going to be a limited release, that would contradict everything else they’ve been saying.
Automatically Appended Next Post: I am wondering: they said teams will each have 1-6 units to choose from. So far we have:
That leaves Necrons, Chaos Marines, Eldar, Death Guard, Grey Knights and Thousand Sons. Which one of those will have 6 units? Necrons or Eldar? The others seem unlikely, unless Chaos gets access to Daemons? (Which would be a good reason to have Grey Knights, of course)
Crons probably have 6. Warriors, immortals, lychguard, triarch Praetorians, deathmarks, flayed ones.
Makes sense as they are all infantry that fill different roles. Although I'm hoping its CSM so they get access to all the gods troops + basic CSM and cultists.
Kill team is looking like a lot of fun
Praetorians won't be an option, they're a jump pack unit same as Assault Marines. I think Warriors, Immortals, and Deathmarks are a sure thing, and I reaaaally hope lychguard are available too. Flayed Ones I could take or leave.
I'm really curious to see how we're expected to forge the narrative for a Necron kill team... Nothing lower ranked than a lychguard has the sense of self to really be considered a person. Immortals are intelligent but are only capable of using that intelligence to carry out orders and make tactical decisions, and Warriors are almost completely mindless.
2018/07/15 23:03:29
Subject: Warhammer 40K - The Return of Killteam : July 2018
I forsee Necrons as Warriors, Immortals, Flayed Ones, Deathmarks. Scarabs and Wraiths would be nice, but they're too fast, I think.
The "too mindless to have a narrative" isn't exclusive to Necrons. Considering that Tyranid Hormagants haven't even got a digestive system, they also are in a similar situation. However, I believe that work-arounds do exist.
For example, in your Necron one, they're a formation made up of soldiers who have done better than mathematically predicted. Or maybe, through a glitch in their programming, have more personality. Maybe they don't have one, and are just following orders.
They/them
2018/07/15 23:10:39
Subject: Warhammer 40K - The Return of Killteam : July 2018
For what it is worth, we have already seen Immortals as the opposing models in one of the images already, so I am pretty sure they're in. I think it was fighting Tau maybe?
Edit: it was Tau, and there is a Deathmark too.
This message was edited 1 time. Last update was at 2018/07/15 23:14:40
ChargerIIC wrote: If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
2018/07/15 23:18:18
Subject: Warhammer 40K - The Return of Killteam : July 2018
Dedwoods42 wrote: Breachers are a separate option because the kit has different helmets and backpacks for them, and they're a separate datasheet.
That's rather silly though, isn't it?
Stealth Suits are JET PACK, not JUMP PACK. They may have the FLY keyword - but they don't get the 12" movement or deep strike.
Yes they are. If Tau get jetpack models, other players should be able to bring an assault marine, scourge, swooping hawk, stormboy or whatever. There isn't any reason why movement and weapon ranges have to be the same as in base 40k.
Skitarii Rangers and Vanguard have seperate unit entries, and they share a box, as do Rustalkers and Infiltrators. There is precedent in the game for units with a specific role, but shared box.
Also, Stealth suits are not the first unit with unusual movement- the Reivers also have access to grappling hooks. I think the limit on jump troops is the speed of movement, not the ability to move in an unusual way.
https://www.dakkadakka.com/core/forum_rules.jsp There is precedent, but it isn't applied consistently.
Marines don't have devastators as a separate option, despite serving a different role. Presupposing that a KT tactical marine is capable of carrying a heavy weapon to begin with, it doesn't change anything as far as gameplay goes by being organized differently, but it's sloppy, and contributes to this release's appearance of not being completely thought out.
Yes, jump troops probably have been left out because of their speed. But like I said, it isn't as though models must move the same distances that they do in base 40k, or that there couldn't have been some other way to make their inclusion balanced. The rules team simply chose not to do that.
2018/07/15 23:27:59
Subject: Warhammer 40K - The Return of Killteam : July 2018
For balance.
They wanted units to only be able to move at "normal" speeds, and out of everything we've seen, the fastest moving model is 8". That's also the "notable thing" for that faction, so to remove that would be uncharacteristic.
They/them
2018/07/15 23:31:34
Subject: Warhammer 40K - The Return of Killteam : July 2018
I can absolutely guarantee you that if they included jump troops and simply reduced their movement speed to 8" there would be endless bitching about it.
2018/07/15 23:35:47
Subject: Warhammer 40K - The Return of Killteam : July 2018
Marines don't have devastators as a separate option, despite serving a different role. Presupposing that a KT tactical marine is capable of carrying a heavy weapon to begin with, it doesn't change anything as far as gameplay goes by being organized differently, but it's sloppy, and contributes to this release's appearance of not being completely thought out.
Yes, jump troops probably have been left out because of their speed. But like I said, it isn't as though models must move the same distances that they do in base 40k, or that there couldn't have been some other way to make their inclusion balanced. The rules team simply chose not to do that.
Something to note is that some Jump Troops(Inceptors as an example) deal wounds on their charges--that might very well be a factor.
2018/07/15 23:51:41
Subject: Warhammer 40K - The Return of Killteam : July 2018
Marines don't have devastators as a separate option, despite serving a different role. Presupposing that a KT tactical marine is capable of carrying a heavy weapon to begin with, it doesn't change anything as far as gameplay goes by being organized differently, but it's sloppy, and contributes to this release's appearance of not being completely thought out.
Yes, jump troops probably have been left out because of their speed. But like I said, it isn't as though models must move the same distances that they do in base 40k, or that there couldn't have been some other way to make their inclusion balanced. The rules team simply chose not to do that.
Something to note is that some Jump Troops(Inceptors as an example) deal wounds on their charges--that might very well be a factor.
Perhaps, but, again, changes could have been made. Obviously GW sees KT more as an entry into 40k and a vehicle to sell new terrain than a full-fledged game of its own, so they're keeping as many rules as possible the same in both rulesets.
2018/07/16 00:26:20
Subject: Warhammer 40K - The Return of Killteam : July 2018
Guardians
Black Guardians
Dire Avengers
Rangers
Howling Banshees
Striking Scorpions
I have a strong feeling that Necron won't get access to Lychguard and the like. I see them having Warriors, Immortals, and Deathmarks. Tyranids didn't get the Ripper Swarm, so I don't see Necron getting scarabs either.
But, we'll see! Only got a week to go for preorders and another long week till we actually get the books and materials in our hands.
Marines don't have devastators as a separate option, despite serving a different role. Presupposing that a KT tactical marine is capable of carrying a heavy weapon to begin with, it doesn't change anything as far as gameplay goes by being organized differently, but it's sloppy, and contributes to this release's appearance of not being completely thought out.
Yes, jump troops probably have been left out because of their speed. But like I said, it isn't as though models must move the same distances that they do in base 40k, or that there couldn't have been some other way to make their inclusion balanced. The rules team simply chose not to do that.
Something to note is that some Jump Troops(Inceptors as an example) deal wounds on their charges--that might very well be a factor.
Perhaps, but, again, changes could have been made. Obviously GW sees KT more as an entry into 40k and a vehicle to sell new terrain than a full-fledged game of its own, so they're keeping as many rules as possible the same in both rulesets.
Despite saying over and over again that this will be its own game, with a bespoke rulesystem, continued support for years to come, and further expansions and starter sets yet to be released?
I know, I know, that's just what they /say/ and we must measure GW by their actions, but already knowing that Rogue Trader is going to be an expansion to Kill Team (and likely not to the larger 40k game), speaks volumes of their faith in the new system. Yes, the rules and datasheets are very similar to 40k, but already they've revealed that injuries, cover, and every phase work differently. If nothing else, I'd see it as a testbed for them to see what rules people like for them to incorporate into later editions of 40k and Age of Sigmar.
I don't have this pessimistic view that their organization of the units is 'sloppy'. We don't have the rules in hand to measure that or not. If Tactical Marines get access to heavy weapons, thereby negating the need for a Devastator unit, then doesn't that just show that Space Marines as a codex are bloated if those weapons could just be consolidated into the Tactical squad? Besides, Tactical squads are just that, Tactical, more suited for something like Kill Team, where Devastators are clunky with their giant plasma cannons and lascannons. Tactical Marines may not have access to those heavy weapons at all, since bringing a Lascannon into a mission where you're likely fighting singular troops that have paper for armor seems unnecessary for the mission.
But we can continue to call GW mean names and presume a million theories about how the game will come out if you like. or we can just wait to see what they've done when the core book hits the shelves.
This message was edited 1 time. Last update was at 2018/07/16 00:32:24
2018/07/16 02:31:33
Subject: Warhammer 40K - The Return of Killteam : July 2018
Marines don't have devastators as a separate option, despite serving a different role. Presupposing that a KT tactical marine is capable of carrying a heavy weapon to begin with, it doesn't change anything as far as gameplay goes by being organized differently, but it's sloppy, and contributes to this release's appearance of not being completely thought out.
Yes, jump troops probably have been left out because of their speed. But like I said, it isn't as though models must move the same distances that they do in base 40k, or that there couldn't have been some other way to make their inclusion balanced. The rules team simply chose not to do that.
Something to note is that some Jump Troops(Inceptors as an example) deal wounds on their charges--that might very well be a factor.
Speaking on this idea, are we thinking that some unique units will have unique rules that reflect how they act in 40K? Though I’m not a game designer, I feel like giving Tempestus Scions Aerial Drop would be hard to balance.
This message was edited 1 time. Last update was at 2018/07/16 02:32:11
If the truth can destroy it, then it deserves to be destroyed.