With the addition of commanders, Kill Team is creeping up in scale. How far do you think it can go? If you wanted to play a 400 point combat patrol game, do you think a scaled down 40k, or a scaled up KT would be a better fit? What are the intrinsic caps of the mechanics?
Command Points and Stratagems:
In 40k these are pretty fixed. At low points, you are probably only going to have one detachment, and probably not one of the bigger ones. So this side of the game is not going to get a lot of play.
KT has a few of the specialilsts that generate CPs. Particularly at higher levels. So they will have enough to cover their own tricks, but all the extra guys are going to be on their own.
Units:
Specialists. You get 3 and your leader, not sure how commanders fit in. Any extra points is just going to be faceless mooks. While they might not be as effective as the specialists, they are going to add more firepower to the table, so I suspect the fancy guys might eat a lot of shots early.
In 40k you have deeper pools of units to choose from. The more points you add, the more combos you can work into your list. You might also be able to cram in units that are very hard for a TAC to deal with at low points, making a lot of rock/paper/scissor matchups.
Bookkeeping:
Do you think keeping track of fleshwounds/staggered, move/fall back/charged/etc would be too much to keep tack of when the table gets more crowded? There is something to be said for just tracking things by squad in larger games.
Just some morning musings over coffee. Any thoughts or ideas?
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