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![[Post New]](/s/i/i.gif) 2018/08/10 01:50:48
Subject: So are hordes just bad in the new Kill Team?
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Preacher of the Emperor
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Spoletta wrote:So you are saying that you will auto lose half the games? Doesn't look like a good advice!
Results may vary.
I probably wouldn't have broken if I hadn't insisted on charging his surviving flamer with three guardsmen, but you'll never win if you're crippled with the fear of losing.
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This message was edited 1 time. Last update was at 2018/08/10 01:51:14
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![[Post New]](/s/i/i.gif) 2018/08/10 03:01:52
Subject: So are hordes just bad in the new Kill Team?
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Pious Palatine
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I think charging Flamers that can overwatch is probably something that needs to be on the list of things not to do.
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![[Post New]](/s/i/i.gif) 2018/08/10 03:24:35
Subject: So are hordes just bad in the new Kill Team?
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Longtime Dakkanaut
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Captain Joystick wrote: rvd1ofakind wrote:You lose a few dudes(hordes mean you lose dudes faster) and then just get stunlocked unless you're dry humping each other
So have them dry humping each other. You've got tonnes of dudes, you can afford to have them clump together.
My last KT game I ran a tempestor and one scion with a squad of lightly equipped guardsmen, totalling 16 models on the field. I split them into two groups (one with the tempestor, medic, sergeant and flamer and four troops, the other a cluster of guardsmen with a vox caster following behind) and moved them aggressively to claim objectives.
By the time they broke, (and they will break!) I had an insurmountable point lead.
Shoot with my Chaos team I run 11 guys and as one big blob I can usually control the center and have two cultists Running solo to hold down the sides.
At least in my meta, people seem scared to try and commit a team to the center and I’ll take it all day long
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This message was edited 1 time. Last update was at 2018/08/10 03:26:17
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![[Post New]](/s/i/i.gif) 2018/08/10 09:17:58
Subject: Re:So are hordes just bad in the new Kill Team?
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Mysterious Techpriest
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Speaking of hordes I witnessed a game two friends played yesterday, Death Guard vs Astra Militarum. It was 3 Plague Marines and 15 Poxwalkers against mostly Guards and a few Scions, mission was 4 objectives that gained 3VP at the end of the game + Kill points.
As the game went on the DG accumulated 13 deads by the end of the game, so the Nerve tests were failed almost automatically, leaving most of his team useless, and his opponent lost 5 or 6 dudes from his 11, so he won easily on kill points and objectives. It was really fun though, the 3 Marines herding their Poxwalker herd.
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2018/08/10 11:20:52
Subject: So are hordes just bad in the new Kill Team?
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Clousseau
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Why is this in AOS forum?
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![[Post New]](/s/i/i.gif) 2018/08/10 19:29:13
Subject: So are hordes just bad in the new Kill Team?
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Mysterious Techpriest
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The mods probably misplaced the thread
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2018/08/11 20:37:52
Subject: So are hordes just bad in the new Kill Team?
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Hellacious Havoc
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There must be some balance to not get stunlocked.
I feel you must either go full re:tard or not at all.
If you have 5 low stat guys and 4 high stat guys, the lesser guys will inevitably make the cream take breaking tests and fail nerve tests when its a +5 modifier on any nerve test. Automatically Appended Next Post: The trick is to go in big groups, but you want to take more than one objective right?
So two big groups or else its not a big group at all.
Say 8 guys in each group maybe. Then you may get -5 or so on nerve tests.
This is allright until you have +7 on nerve tests and leadership 5 or so since its trash like cultists im talking about.
This ends in 4 of your 8 guys in the group dead and two guys shaken so now there is two guys with s3 a2 ap0 to attack.
Are you guys experiencing similar results?
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This message was edited 2 times. Last update was at 2018/08/11 20:43:40
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![[Post New]](/s/i/i.gif) 2018/08/12 00:26:48
Subject: So are hordes just bad in the new Kill Team?
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Been Around the Block
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Hawehu@hotmail.com wrote:If you have lets say 3 guardsmen taken out of the game and then morale phase starts, so you start rolling.
Rule says +1 for every shaken or removed model.
This means anything more than rolling a 3 will take you above the ld 6.
Lets say you roll a 4 so now you have 3 removed and one shaken model.
Now you need to roll 2 or lower.
Lets say you fail.
Next model must roll a 1 or be shaken.
It doesnt take too much to get stunlocked with all the models that have fleshwounds really.
You are only rolling for models with flesh wounds, so you know to put friends next to them.
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