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I got my half of the models today and am just skimming through the new book.
Close Confine rules seem quite cool at first glance. We will definitely be adding these tactics to our close confines games
Some tidbits in case you're wondering: Close confines remove the -1 penalty for shooting at long range, removes scouting phase and reinfocements, adds three (!) new overwatching methods via new tactics, includes a tactic for "squeezing" through models in the movement phase.. this is not all of it but it all makes the new missions play a lot differently no doubt!
Looking forward to our next games with some Zone Mortalis terrain!
I'm not so sure about that. In our games of KillTeam, hit modifiers of -2 seem to be prevalent (shooting at an obscured target at more than half range). This makes even 3+ unreliable at best, so many firefights boil down to having enough dice or catching a model at an exposed position by flanking etc
Not to dismiss what you are saying( its your experience of the game after all ) but once again, every model on the board is subject to hit modifiers. Even if attacking units do enjoy a longer range then they too have to pay the piper, which keeps things balanced. The only exception would be tactics and unit rules that ignore such modifiers.
Personally I find Kill Team to favour short range and melee due to smaller table sizes and reduced effectiveness to hit. For example, Banshees are a bit naff in 40K due to the distance they have to cover( especially without a transport ) but in KT they get down to business much sooner. If taking an all-firepower team it would have to be Tau, but otherwise I'd have to go for Tyranids as they are fast, numerous and lethal once they close in. Sometimes we've had no choice but to go for a larger board for Tyranids to keep things fair.
This is also not mentioning confined games such as Arena, Rogue Trader, BSF+WD and Pariah Nexus itself. Range definitely goes out of the window for those kind of games...especially if Tyranids are involved...
We always play on a 4x4.. I dont fancy the recommended Kill Team table size. Movement and rnges become much more meaningful/interesting at 4x4 IMHO. You just need loads of terrain to prevent snipers from dominating things.
This message was edited 8 times. Last update was at 2021/03/13 14:15:55
"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems"
We always play on a 4x4.. I dont fancy the recommended Kill Team table size. Movement and rnges become much more meaningful/interesting at 4x4 IMHO. You just need loads of terrain to prevent snipers from dominating things.
Thats quite a big board for Kill Team. Only 2 players?
We always play on a 4x4.. I dont fancy the recommended Kill Team table size. Movement and rnges become much more meaningful/interesting at 4x4 IMHO. You just need loads of terrain to prevent snipers from dominating things.
Thats quite a big board for Kill Team. Only 2 players?
Yes. Now 4x4 has always been for "normal" games, I'm thinking we are going to scale it down to at least 3x3' for Close Confines games, possibly more. Otherwise the game will just devolve to performing advance rolls in order to get into engagement positions in time, with all the corridors and whatnot.
I know its not common for people to play Kill Team on bigger boards but IMHO it works well. The Teams usually take one or two turns to get to engagement positions, but that leaves enough time for the game to play out IME. And long range shooters really cone to their own on the first turn with a 4x4, as they are usually the only models aside from infiltrators who will have eligble targets.
I strongly recommend people at least give it a try sometime
This message was edited 3 times. Last update was at 2021/03/14 08:35:25
"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems"
No longer available online, stuff has had that before and come back though right?
That, and possibly just because of coved issues. They are possible reasons.
A positive reason, maybe a new starter coming?
A negative option - maybe they’ll just do the rulebook separately and that’s it..
Couldn’t sit through the whole advertisement to see if anything regarding the changes to the rule set, which is the most significant aspect of this release. Models look great as usual but by far the most relevant aspect is how the core rules have changed.
Gregor Samsa wrote: Couldn’t sit through the whole advertisement to see if anything regarding the changes to the rule set, which is the most significant aspect of this release. Models look great as usual but by far the most relevant aspect is how the core rules have changed.
Rules were not discussed but will be articles on WarCom this week. They did show a close up of the Krieg stats and they have a wound value of 7 so wounds have moved more towards the Warcry model. Also, they are using a ruler with different ranges on it rather than take measure, again closer to Warcry.
This message was edited 1 time. Last update was at 2021/07/10 18:32:43
Perhaps this will be the start of a Death Korps revamp to the Imperial Guard line now that Cadia has fallen. Or at least an alternate choice for IG players. GW did add new heads and weapons for the Cadians earlier this year, which suggests they plan to continue making them. Molds for injection plastic are very expensive, but once they are made they last nearly forever, and the raw material and energy usage is relatively inexpensive. So there is no logical economic reason to abandon new molds which likely have not made back their tooling cost yet.
As for the new Starter. My Deathwatch alter ego likes it. At last a starter where the Imperium takes the battle to the foul xenos on their home turf, instead of fighting defensively on Imperial planets! The hobbyist part has mixed feelings; want the new DKoK plastics, but absolutely hate the ork aesthetic since Rogue Trader days, and that has not changed. So most of the box I hate the look of and do not want. Well, I suppose the DKoK plastics and the Core book will be sold separately a month or so after the starter release. Same way the Indomitus plastics were exclusive to that box for a while. The final part of me is the part that controls the wallet, and who is not happy with GW's prices since the Warcry: Catacombs starter sold for $210 US and had about half the terrain of the previous starter which sold for $160. Depending on the prices, I may very well be done with Kill Team and any other GW product, regardless of how cool they look.
No, but supposedly they're starting preview articles on Warhammer Community come Monday.
The Beast Snagga box will go on pre-order next Saturday.
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
lord_blackfang wrote: I have no doubt the DKOK will be getting a full plastic 40k range in short order.
By full range, I could see a 3 pack of death riders and maybe a artillery piece. Possibly a rereleased of the wall of martyrs stuff.
Full range in this case obviously means "as much as Cadians have" so basically two more sprues besides this one, Command and Weapons Team. Anything beyond that is a bonus.
The old meta is dead and the new meta struggles to be born. Now is the time of munchkins.
lord_blackfang wrote: I have no doubt the DKOK will be getting a full plastic 40k range in short order.
By full range, I could see a 3 pack of death riders and maybe a artillery piece. Possibly a rereleased of the wall of martyrs stuff.
Full range in this case obviously means "as much as Cadians have" so basically two more sprues besides this one, Command and Weapons Team. Anything beyond that is a bonus.
The small sprue might be the equivalent of a command sprue?
The Cadians got an extra sprue to boost diversity, DKOK don't really need that, so the extra sprue they got could just be the equivalent of the command one.
A nice range of heavy weapon options and some riders would be great, but honestly if the price isn't insane I'll probably just get 50 of the base dudes to build an army around.
If the factions page on the website is any indication, no rules for covens/wracks. GW takes one step forward and simultaneously another step back. So dark eldar only get two types once again, warriors and wyches....just wonderful. Just you wait though, there'll be another book right around the corner with rules for incubi and mandrakes.