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Thinking of attempting a Kill Teams campaign at my local club, a few questions on accepted custom  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Shadowy Grot Kommittee Memba






Hey Dakka! I don't see much discussion on here on Kill Teams, so I figured I'd pop on with a few questions I'm having with the campaign rules.

1) Force. I'm confused on how this works. In concept I get that it's meant to represent the readily available reinforcements who chill at base waiting to fill casualties, but how many points do you generally want in it? I was considering 500 points, with teams ranging from 200 points in the initial week ramping up higher in later weeks.

2) In combat injury rules. These are pretty heavily qualified in the rule book and I'm a little wary. It seems like these rules would make it near impossible to kill people in game , particularly models like Space Marines in Terminator armor. The game still only lasts a maximum of 5-6 turns it seems like it would be crazy hard to take anyone out. Anyone got any experience using these rules?

3) it seems like some races, the ones with access to decent single model special weapons and possessing of individual character, are better for kill teams than others. In particular Necrons seemed like a rather bland copy/paste of the dex, while Guard seemed rather cool and flavorful. Do you think I should recommend certain armies over others or not ?

That's all, the readily available rules and campaign structure are making me quite happy already. Cheers, Dakka.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Guardsman with Flashlight





Hampshire

Not sure about the other two questions, but in terms of points 500 is a very large amount for kill teams. 200 is a good starting number; Kill Team seems to balance out between races better at lower points levels and can get too complicated after 350-400 or so, especially if you don't use a model limit. (And if you do, armies like tyranids and imperial guard can really suffer.)


"We do no demographic research, we have no focus groups, we do not ask the market what it wants." - Tom Kirby, 2014 
   
Made in us
Nervous Hellblaster Crewman






IMO, Kill Teams are to be kept small (nothing over 200 points) and it should not include HQ, elites, heavy.

The way I play Kill Team is a prequel to a big battle game. There is an objective that must be completed by the opposing force.

For example, I have Orcs and Tau playing a Kill Team. The Orcs have a Big Bad Battle Wagon and it is the Tau's objective to destroy this wagon. If the Tau succeeds in the destruction of the Wagon, then the next big game we play the Orcs are not allowed to use the wagon.

   
Made in gb
Hallowed Canoness





Between

the_scotsman wrote:
Hey Dakka! I don't see much discussion on here on Kill Teams, so I figured I'd pop on with a few questions I'm having with the campaign rules.

1) Force. I'm confused on how this works. In concept I get that it's meant to represent the readily available reinforcements who chill at base waiting to fill casualties, but how many points do you generally want in it? I was considering 500 points, with teams ranging from 200 points in the initial week ramping up higher in later weeks.


Stick with the original 200 points, in my opinion.

2) In combat injury rules. These are pretty heavily qualified in the rule book and I'm a little wary. It seems like these rules would make it near impossible to kill people in game , particularly models like Space Marines in Terminator armor. The game still only lasts a maximum of 5-6 turns it seems like it would be crazy hard to take anyone out. Anyone got any experience using these rules?


Perhaps replace them with something like the Injuries rules from Necromunda or Mordheim? They take care of wounds in the post-game downtime, rather than trying to track stuff mid-battle, and affect characters who are 'downed' during combat. For example, your Terminator Sergeant is killed in the game. Afterwards, you roll on a table to find out just what kind of injury put him out of action. Small chance of actual death, higher chance of losing a limb or gaining PTSD or whatever.

3) it seems like some races, the ones with access to decent single model special weapons and possessing of individual character, are better for kill teams than others. In particular Necrons seemed like a rather bland copy/paste of the dex, while Guard seemed rather cool and flavorful. Do you think I should recommend certain armies over others or not ?

That's all, the readily available rules and campaign structure are making me quite happy already. Cheers, Dakka.


Definitely - or consider allowing the rules to be bent a little for certain armies, for example allowing a Court Lord or Cryptek to be taken for each squad for Necrons (not including canoptek units, obviously).



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
1st Lieutenant





Klamath Falls, OR

Seems more like the rules for the original kill team from the old rulebook covers some of these issues well. But in addition to this I realize that kill team was also redesigned to fit a Kelly's Heroes type game. Thus allowing slightly larger forces or even light vehicles. I'd look at the rules for combat patrol & apply those caveats to help limit & balance things out (because GW does such a great job of that on their own :-P ).

   
Made in us
Krazy Grot Kutta Driva





UC Irvine

Have you seen the Heralds of Ruin, community kill teams rules?
http://heralds-of-ruin.blogspot.com/2014/06/hor-kill-team-for-7th-edition-update.html?m=1
If not, defiantly check it out. My friends and I use this when playing kill teams and its alot of fun.
   
Made in gb
Fresh-Faced New User




Check out recon squad too
http://rocketshipgames.com/40k/recon-squad/

its got some nice tweaks like better thought out rules
   
Made in us
Dakka Veteran





the_scotsman wrote:
Hey Dakka! I don't see much discussion on here on Kill Teams, so I figured I'd pop on with a few questions I'm having with the campaign rules.

1) Force. I'm confused on how this works. In concept I get that it's meant to represent the readily available reinforcements who chill at base waiting to fill casualties, but how many points do you generally want in it? I was considering 500 points, with teams ranging from 200 points in the initial week ramping up higher in later weeks.

2) In combat injury rules. These are pretty heavily qualified in the rule book and I'm a little wary. It seems like these rules would make it near impossible to kill people in game , particularly models like Space Marines in Terminator armor. The game still only lasts a maximum of 5-6 turns it seems like it would be crazy hard to take anyone out. Anyone got any experience using these rules?

3) it seems like some races, the ones with access to decent single model special weapons and possessing of individual character, are better for kill teams than others. In particular Necrons seemed like a rather bland copy/paste of the dex, while Guard seemed rather cool and flavorful. Do you think I should recommend certain armies over others or not ?

That's all, the readily available rules and campaign structure are making me quite happy already. Cheers, Dakka.


I am currently finishing up a Kill Teams Campaign (the first one we've tried) and a few things I've noticed that I'd House Rule for next time:

The Injury table (knocked down, stunned, Kill) is fine for small size games. You honestly don't want your team dieing to the man after every mission so this safe guards your team a bit. The problem is when you start getting larger games. Because your not taking as many models off, the games drag on longer.

Psychic Phase has some spells that are pretty bad at this format. Specifically psychic scream comes to mind. That is almost instant death for your Lord if the guy gets it off. I would come to some agreeable decision about it (get armor saves or cover saves...something) before campaign starts.

Overwatch is brutal for close combat armies. I played so many games that my nids were gunned down in overwatch. I'd rather make charges more like 40k, where you don't have to announce all your chargers for a specific model but can sacrifice crappy ones so your good ones get in.

I would say the Injury chart applies to woulds from shooting or close combat only. Wounds received from things like perils, or plasma blowing up are treated regular like 40k. When the guy with the psycher gets tp roll on the injury chart for perils...he's gonna toss his whole fist full of dice every time.

When someone stands up from knocked down, they fire snap shops. House Rule we use.

Flamers rule in Kill Teams. Always take them.

Terminators and Bikes should be discouraged. Like you observed, theyre really hard to take down. 2+ save then you need a 5+ to kill. and some guys get Feel No Pain from apothecary or a chapter trait. bleh I was running the campaign and saw that potential probelm so played a Tyranid list with lots of Genestealers (rending) heh You just have to warn players to have a counter for 2+ armor.





 
   
 
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