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Made in us
Yellin' Yoof




I'm working on a Kill Team event for a tournament using the new rule set put out last month. This is a casual environment, non tournament, so I want ti to be fun for everyone...especially people getting into the game. So I tried out some kill team the other day and enjoyed it, but I see one thing that I will adjust...

Pink Horrors - In the new rules each horror gets 2d6 shots as they are their own psychic unit. One alteration I plan on doing is having the Unit do a collective test and then just assign the shots to the whole group...my only issue with this is the demon player is screwed if they only rule a 2 or something, so I'm considering making it a 2d6+4 or something so it can be a little better, but not totally broken.

Tyranids - I'm considering dumping instinctive behavior all together, but might just have it occur when the army becomes broken (less than half)

Any other rules I should consider adjusting...remember I'm not working to break the game, just making sure it works.

I love me a good Kan Kan Dance 
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

How about allowing the Pink Horrors to roll 3D6 and pick 2. That way they will generally get a slightly above average roll, and are far less likely to end up with just 2 or 3 shots, but can't get more shots than they should.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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Genestealer Cult Project Log 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






You could try and keep it in theme with the way horrors work now, ie: the more horrors you have, the more shots you get.

Make it so the horrors get to fire "number of horror models" + d6 shots per turn, and these shots may be divided amongst the army as you see fit.

This would on average give them more firepower than a regular squad of horrors (11 horrors normally generates 10 shots a turn, this method would cause them to get 14-15), though they would be much more managable than 2 d6 shots each.

With bs 3 and no prescience, as well as the lack of other daemon choices for kill teams, I say give them all the help they can get.

Also what will you do with failed psychic tests? Having the whole army unable to shoot for a turn is almost a guaranteed loss. Possibly allow the daemons to lose 1 or D3 models instead of failing the test?
   
Made in us
Yellin' Yoof




Yourright on failed psychic tests, I think horrors are rolling on Leadership ten, but they are screwed if they fail. May have to playtest this a bit.

I'll wait on the Nids lurking/synapse adjustments until the new codex is out.


I love me a good Kan Kan Dance 
   
 
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