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Made in us
Skink Armed with a Blowpipe




NH

Saw it mentioned several times on here and on the 40k FB group and it looks extremely fun, with far fewer models needed. Do you think it's a good way to get back into the hobby? If so, what would everyone recommend for a fun kill team setup to field? It may be a cool way for me to sample the few armies that interest me such as Orks, Chaos and Necron...

Micro castle skeleton festival 
   
Made in gb
Jealous that Horus is Warmaster




Behind you

If your getting into it and don't have armies to pick models from id just buy one unit and use that, you might want to use ork commandoes for example or death marks.
   
Made in gb
Been Around the Block




Kill Team is an excellent way to 40k full stop not just get back into it.

Low model count. Narrative driven action. Becoming a bit to attached to that one guy who always do awesome stuff.
   
Made in pl
Longtime Dakkanaut




And then you get to play against 10 scatter bikes run as separate models each or demons summoning stuff and making you play 750+ vs 500 pts games.
   
Made in dk
Infiltrating Prowler






Makumba wrote:
And then you get to play against 10 scatter bikes run as separate models each or demons summoning stuff and making you play 750+ vs 500 pts games.


Yes, yes, 40k is terrible and you lose all the time, we got it already! Geez!

To the OP. If you enjoy Kill Team, then I'd recommend using the rules for Heralds Of Ruin. It's like a better and "major patched" Kill Team game, with extra rules.
   
Made in us
Stoic Grail Knight





Raleigh, NC

 Zewrath wrote:
Makumba wrote:
And then you get to play against 10 scatter bikes run as separate models each or demons summoning stuff and making you play 750+ vs 500 pts games.


Yes, yes, 40k is terrible and you lose all the time, we got it already! Geez!

To the OP. If you enjoy Kill Team, then I'd recommend using the rules for Heralds Of Ruin. It's like a better and "major patched" Kill Team game, with extra rules.


I second Zewrath's recommendation of Heralds of Ruin, it's the one non-official kill team game that seems to have legs, probably due to the fact that a lot of work went into it.
   
Made in us
Regular Dakkanaut





Kill Teams using the rules mentioned above is how my friend taught me how to play. For whatever reason I'm really bad at learning how to play any of the miniatures games out there (can't figure out what number goes up or down because of what dice rolls). We used kill teams so each of us only had one troops type so as soon as I figured it out for one I knew it for the rest. He used Eldar Guardians and I used Imperial Guard Vostroyans but that might not be the best. I had to take a lot of special rules to get to the same points level and it was hard to remember them (for the same weird reason).

As mentioned by someone else, buy a box of troops and use them. It could be a great a way to learn about all the different troops of an army. Even better, after you've done a few games of Kill Teams with new units then you'll have enough for a 500 or 750pt game. That would make for a very interesting escalation now that I think about it...
   
Made in us
Skink Armed with a Blowpipe




NH

I appreciate the responses, all! Many thanks!.....Now to choose the two teams to be represented and force my girlfriend to learn with me...

Micro castle skeleton festival 
   
Made in us
Devestating Grey Knight Dreadknight




Makumba wrote:
And then you get to play against 10 scatter bikes run as separate models each or demons summoning stuff and making you play 750+ vs 500 pts games.

You can't cast psychic powers in Kill Team, as far as I know.

Hope is the first step on the road to disappointment. 
   
Made in ca
Fixture of Dakka






Kill team is a wonderful game It's much more skirmishy, and as someone mentioned, you get a lot more attached to each of your models. The games are also very short (5 minute turns; less than 1h game).

Makumba wrote:
And then you get to play against 10 scatter bikes run as separate models each or demons summoning stuff and making you play 750+ vs 500 pts games.


Huh? Kill team is limited to 200 points, man. And since you are not permitted HQ units, summoning demons might be challenging. Also, Brotherhood of Psykers is a wasted SR in KT (no effect). There are also a number of other nerfs, such as RP being severely nerfed and no Warp Storm.


Automatically Appended Next Post:
 greyknight12 wrote:
Makumba wrote:
And then you get to play against 10 scatter bikes run as separate models each or demons summoning stuff and making you play 750+ vs 500 pts games.

You can't cast psychic powers in Kill Team, as far as I know.


I don't think it's explicitly removed, but I'm not sure it's possible to get an effective psyker in there, given the removal of Brotherhood, the low points ceiling, restrictions against HQ, etc. I never see psykers, nor have I ever considered taking one. I think you could take Windriders, and then upgrade to a Warlock, though, for example.

Maybe I'm wrong -- I don't play very much KT (my thing is big epic battles, and most of the tables in my basement are have big terrain setups semi-ready-to-go), and since it's a time filler for us, we'll often take basic units like a tactical squad, a razorback, and bike squad, or something. We don't go totally crazy.

This message was edited 3 times. Last update was at 2015/06/22 00:53:52


 
   
Made in us
Sneaky Sniper Drone





I really like Kill Team. It was my introduction to 40k.

The problem in my area, though, is that everyone brings stuff for 1500-2000 point games. Or even 2v2 with 4000 points. No one's played Kill Team since we did an escalation league, that I've seen. And when I ask to play low point value games, the ones who are up for it suddenly have to listbuild on the fly.

I wouldn't mind doing another Kill Team day where I could get in like two games in an evening ...
   
Made in gb
Hallowed Canoness





Between

 Talys wrote:


I don't think it's explicitly removed, but I'm not sure it's possible to get an effective psyker in there, given the removal of Brotherhood, the low points ceiling, restrictions against HQ, etc. I never see psykers, nor have I ever considered taking one. I think you could take Windriders, and then upgrade to a Warlock, though, for example.


I use two Thousand Sons squads in my Kill Team, so I have two psykers. They're not brokenly powerful though since they only get two powers, one of which is a weak blast power only good against squads, the other of which is either useless (only works on other friendly characters and has a chance to kill them) or... well, no Doombolt is pretty nasty in kill team, but only as much as a Tau fusion blaster.



"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 ca
Longtime Dakkanaut





Some important points:

#1 - Putting new models on the table is disallowed in Kill Team, regardless of how they're generated (just in case you happen to sneak something in!). So no daemon-summoning, no Ghost Ark replacing fallen warriors, and no Tervigon generating new models.
#2 - Psykers are totally allowed, but since most psykers are HQs, it's harder (though not at all impossible) to get them in Kill Team.
#3 - Brotherhood of Psykers is not allowed though... so your Grey Knights have part of their brains turned off. Personally, we rule this as "they're still psykers, but generate as if they were a squad that doesn't need to maintain squad co-herency" since this rule is just ridiculously ham-stringing Grey Knights, Pink Horrors, and Zoanthropes.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in au
Jinking Ravenwing Land Speeder Pilot





the down underworld

I've been running 4 ravenwing black knights.

Against other low model count (fething 30 ork boys should not be allowed lol) it's pretty effective


"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes... "
 
   
Made in gb
Hallowed Canoness





Between

I'd like to see the 4 Black Knights go up against my Thousand Sons.

I said earlier two squads, its not two squads, its one large squad. Forgot, momentarily, that you can't take TS squads as troops in kill team.



"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 au
Jinking Ravenwing Land Speeder Pilot





the down underworld

 Furyou Miko wrote:
I'd like to see the 4 Black Knights go up against my Thousand Sons.

I said earlier two squads, its not two squads, its one large squad. Forgot, momentarily, that you can't take TS squads as troops in kill team.


Me too. i might be forced to just jink and punch, jink and punch

"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes... "
 
   
Made in gb
Hallowed Canoness





Between

You'd probably still be better off using the plasma talons, but only marginally. At Black Knights still T5/Sv3+?



"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 ca
Fixture of Dakka






 Yarium wrote:
Some important points:

#1 - Putting new models on the table is disallowed in Kill Team, regardless of how they're generated (just in case you happen to sneak something in!). So no daemon-summoning, no Ghost Ark replacing fallen warriors, and no Tervigon generating new models.
#2 - Psykers are totally allowed, but since most psykers are HQs, it's harder (though not at all impossible) to get them in Kill Team.
#3 - Brotherhood of Psykers is not allowed though... so your Grey Knights have part of their brains turned off. Personally, we rule this as "they're still psykers, but generate as if they were a squad that doesn't need to maintain squad co-herency" since this rule is just ridiculously ham-stringing Grey Knights, Pink Horrors, and Zoanthropes.


Oh yes, I totally forgot about #1, thank you
   
Made in au
Jinking Ravenwing Land Speeder Pilot





the down underworld

 Furyou Miko wrote:
You'd probably still be better off using the plasma talons, but only marginally. At Black Knights still T5/Sv3+?


Oh I'd still try, but ap3 boltguns will be making me jink. twin linked rapid fire still has a fair chance of wounding but 5++ means i may still have to charge

"If you wait a few months, they'll pick one of the worst codexes and they'll nerf almost everything, its an abstract sort of balance, but it's the sort of balance gw likes... "
 
   
Made in us
Legendary Master of the Chapter






 NecroPunk wrote:
Saw it mentioned several times on here and on the 40k FB group and it looks extremely fun, with far fewer models needed. Do you think it's a good way to get back into the hobby? If so, what would everyone recommend for a fun kill team setup to field? It may be a cool way for me to sample the few armies that interest me such as Orks, Chaos and Necron...


With a ton of terrain yes

(AKA not very good unless you have a lot of terrain or can make a lot of terrain quickly)

This message was edited 1 time. Last update was at 2015/06/23 21:40:04


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Skink Armed with a Blowpipe




NH

Planning on picking up a squad of Chaos Cultists and probably some Tyranid 'Gaunts to use for a beginner game in KT. Thoughts?

Micro castle skeleton festival 
   
Made in us
Legendary Master of the Chapter






 NecroPunk wrote:
Planning on picking up a squad of Chaos Cultists and probably some Tyranid 'Gaunts to use for a beginner game in KT. Thoughts?


You will needa house rule stuff for the gaunts because of instinctive behavior which would be funny.

Or i think its all fixed with that one free fan KT game.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Hallowed Canoness





Between

jokerkd wrote:
 Furyou Miko wrote:
You'd probably still be better off using the plasma talons, but only marginally. At Black Knights still T5/Sv3+?


Oh I'd still try, but ap3 boltguns will be making me jink. twin linked rapid fire still has a fair chance of wounding but 5++ means i may still have to charge


4++ on Thousand Sons They have Aura of Dark Glory and the Mark of Tzeentch.



"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. 
   
 
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