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![[Post New]](/s/i/i.gif) 2018/11/12 21:37:40
Subject: Kill Team reviews
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Longtime Dakkanaut
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So with all the Kill Team threads going on here it seems to be a popular game. I’ve had too many things on my plate to try and make room for it, but I was wonder how good it was for those who have played it several times. Can anyone give some pros and cons?
I was thinking about just getting the core set, but I have to be honest the play area seems rather small. Does this mean weapon ranges are short too? How does anyone get a chance to move without getting shot?
I did notice that the squad leader supplement has been released and I was wondering what impact that makes as opposed to just what comes in the core set.
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![[Post New]](/s/i/i.gif) 2018/11/13 20:36:25
Subject: Re:Kill Team reviews
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Regular Dakkanaut
Savannah
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We've been having lots of fun with it. For a GW game, it's fairly well balanced and gives you more than one way of tackling things, so if you're into the setting or are trying to get people hooked, it's great. It's a pretty small investment to get a team up and running, plays quickly, is easy to transport, and can be played on a coffee table.
Not that there aren't issues, of course, but I'd recommend giving it a go if you're interested.
As for your questions, you do tend to be within range of the bigger guns all game, but those long range shots will generally be at -2 to hit (-1 for the cover that you almost universally have and -1 for being over half of a weapon's range) or not have line of sight, since a good KT board has lots of terrain.
The Commanders expansion isn't required at all, it just lets you bring in some of the HQ/Elite sorts of characters to mix things up. The game works great without them, and it works just as well with them (though some people have an aversion to such important figures showing up in their skirmishes).
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![[Post New]](/s/i/i.gif) 2018/11/13 20:58:33
Subject: Kill Team reviews
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Longtime Dakkanaut
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Do I need the expansions I see to play marines or orks? I really hate to buy these sets because I am sure much of the cost is due to the terrain, which I don't need.
As I already have Space Marine, Dark Eldar, and Orks, I would prefer to use those guys versus buying new figures.
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![[Post New]](/s/i/i.gif) 2018/11/13 21:01:36
Subject: Kill Team reviews
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Leader of the Sept
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If you already have the models and terrain then all you would get out of the faction boxes is the cardstock. I'm sure you could just find the relevant tactics online and print your own cards.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2018/11/13 21:08:01
Subject: Kill Team reviews
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Longtime Dakkanaut
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What are the tactic cards for?
I guess I need help understanding how to play. What does a game involve as far as just having the models? Do you buy equipment for each model?
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![[Post New]](/s/i/i.gif) 2018/11/13 21:21:37
Subject: Kill Team reviews
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Lead-Footed Trukkboy Driver
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If you already have models and terrain, then you can have a great game of kill team with just the core rules book. You don't need the cards, the book contains all the army lists and stats and most of the faction specific stratagems. Little tokens can be helpful though, to track models that are shaken, flesh wounds etc.
The tactic cards are just cards with the stratagems (called tactics in kill team) that you spend command points on.
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This message was edited 2 times. Last update was at 2018/11/13 21:24:30
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![[Post New]](/s/i/i.gif) 2018/11/13 21:28:12
Subject: Kill Team reviews
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Legendary Master of the Chapter
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Flinty wrote:If you already have the models and terrain then all you would get out of the faction boxes is the cardstock. I'm sure you could just find the relevant tactics online and print your own cards.
The tactics cards are mostly for reference though
if he has everything already all he actually needs is the book.
iirc the book has all the stratagems minus the special ones from the individual faction starter sets which while good isnt necessary to play. at most grab some junk magic cards or card stock and write down the strats for ease of reference.
That and commander which would depend on what his local plays.
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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!
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![[Post New]](/s/i/i.gif) 2018/11/13 22:17:06
Subject: Kill Team reviews
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Liche Priest Hierophant
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You can also read the stratagems on the wiki.
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![[Post New]](/s/i/i.gif) 2018/11/14 00:05:20
Subject: Kill Team reviews
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Satyxis Raider
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KTG17 wrote:I was thinking about just getting the core set, but I have to be honest the play area seems rather small. Does this mean weapon ranges are short too? How does anyone get a chance to move without getting shot?
You get shot. A lot. Short range firefights are the norm. But the flesh wounds mechanic helps keep your guys around longer than they would in normal 40K. And with limited number of guys there are limited number of shots coming at you. But with objectives and the fast and furious nature of the game this isn't bad.
If 40K is the long action movie, Kill Team is the final scene in the movie where all the best action goes down, but is also shorter.
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![[Post New]](/s/i/i.gif) 2018/11/14 00:17:24
Subject: Kill Team reviews
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Liche Priest Hierophant
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Mordekiem wrote: KTG17 wrote:I was thinking about just getting the core set, but I have to be honest the play area seems rather small. Does this mean weapon ranges are short too? How does anyone get a chance to move without getting shot?
You get shot. A lot. Short range firefights are the norm. But the flesh wounds mechanic helps keep your guys around longer than they would in normal 40K. And with limited number of guys there are limited number of shots coming at you. But with objectives and the fast and furious nature of the game this isn't bad.
If 40K is the long action movie, Kill Team is the final scene in the movie where all the best action goes down, but is also shorter.
The flesh wound favours small units. I ran 12 hormogaunts. Could not kill anything. But lock the shooters in CC and play the objective. Even the flamer did not help that much that game, although it busted me earlier when I did not play the objective.
Shooting is king but you can midigate it.
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![[Post New]](/s/i/i.gif) 2018/11/14 12:21:21
Subject: Kill Team reviews
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Flashy Flashgitz
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The 80 or so tactics available each turn to a Kill Team of 10 figs are a substitute for in game "tactics," like fire and maneuver, and stuff.
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![[Post New]](/s/i/i.gif) 2018/11/14 21:56:22
Subject: Kill Team reviews
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Regular Dakkanaut
Savannah
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KTG17 wrote:What are the tactic cards for?
I guess I need help understanding how to play. What does a game involve as far as just having the models? Do you buy equipment for each model?
Tactics are the KT version of Stratagems from 40k: spend command points (of which you generate 1-2 a turn instead of getting them all at the start of the game like in 40k) to reroll an attack, interrupt the shooting phase to go first with one model, fight twice with someone, etc.. Most of them are in the main rulebook. The stragglers you can look up online or just play without them, you won't be missing much. The cards are just for reference, just like the decks you can get for 40k armies. You never draw from them or anything.
Models can only have the gear they get in 40k, so all your models should be good to go. An ork boy, for example, can have a slugga+choppa or a shoota, with a couple of them being able to take a big shoota or rokkit launcha, just like in 40k. A rokkit launcha costs more points, as you might expect, but the system will all be immediately familiar to anyone who has played 40k before. It's very close to assembling a 100 point 40k army, just with a few tweaks and a more granular turn order.
The one thing to mention is that not every model can be taken in KT (mostly just basic infantry and sneaky stuff), so you won't be able to use your terminators, dark reapers, vehicles, etc., but all that's covered in the main rulebook.
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![[Post New]](/s/i/i.gif) 2018/11/16 18:43:48
Subject: Re:Kill Team reviews
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Fixture of Dakka
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As one getting back into 40K after many a years abscence, Kill Team has provided an excellent entry point. Basically you just buy the core rule book and use the garden-variety infantry units you already have and away you go.
Some nitpicks would be the premature addition of Commanders. Not all factions have been catered for regarding the starter sets( Eldar, Thousand Sons etc ) and the lack of a separate counters sheet for those who only required the core manual and not the starter sets come to mind.
That said, I love the idea of a Broodlord stalking an entire Kill Team! Reminds me of that Ghost and The Darkness game they had in Wargames Illustrated, earlier in the year. GW could do a special set with a Tau warrior with some Kroots hunting a tyranid Lictor...
But yes, Kill Team is good as a skirmish-level version of 40K.
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Casual gaming, mostly solo-coop these days.
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![[Post New]](/s/i/i.gif) 2018/11/16 19:08:30
Subject: Kill Team reviews
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Legendary Master of the Chapter
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Well definitely hoping for Krootmerc.KT at some point. the new guy from bsf is super baller
id agree commander may have come too soon but i dont think they could of done much without pissing some one off on the internet. a kt book 2 compendium to add some of the stuff missing like sisters and kroot would of pissed a lot of people off.
we probably will need to wait till next year for kt 2.0 considering sisters may come so its an opportunity for them to add them in and fix stuff if broken.
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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!
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![[Post New]](/s/i/i.gif) 2018/11/17 07:54:50
Subject: Re:Kill Team reviews
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Douglas Bader
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Pros: easy to get into because of small model count, has (imperfect) alternating activation instead of IGOUGO masochism.
Cons: very RNG-heavy. Even high-quality shots have a high chance of failing, and anything but heavy weapons is pretty much fishing for consecutive 6s to do anything. You will win games because you lucked into 6s at the right time, and you will lose games because you out-played your opponent completely but failed the 25% chance to do anything. Also prone to slap fights where both sides sit there exchanging poor-quality attacks and nothing happens.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2018/11/18 00:20:41
Subject: Re:Kill Team reviews
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Regular Dakkanaut
Savannah
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Peregrine wrote:Pros: easy to get into because of small model count, has (imperfect) alternating activation instead of IGOUGO masochism.
Cons: very RNG-heavy. Even high-quality shots have a high chance of failing, and anything but heavy weapons is pretty much fishing for consecutive 6s to do anything. You will win games because you lucked into 6s at the right time, and you will lose games because you out-played your opponent completely but failed the 25% chance to do anything. Also prone to slap fights where both sides sit there exchanging poor-quality attacks and nothing happens.
What are you doing that requires consecutive 6s? A guardsman should be hitting on 5s most of the time, wounding on 4/5, and taking the target out on a 5+ (assuming cover and a failed armor save) that gets better if the target takes flesh wounds.
Not great odds of one lasgun shot doing it, granted, but unless you're fighting 1k Sons or Deathguard, it's not that unlikely. It can get a bit frustrating to have all your generic dudes bounce off a cult marine (1k Sons are popular here, so I feel your pain), but you generally outnumber them several times over. And I do appreciate that it makes them feel like unstoppable, eldritch horrors for a change.
Honestly, my main complaints are the swingy nature of the movement phase (which is not alternating, unlike everything else) and the campaign/experience system (why it's not handled like all their other skirmish games I'll never know).
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![[Post New]](/s/i/i.gif) 2018/11/18 21:01:22
Subject: Re:Kill Team reviews
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Committed Chaos Cult Marine
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I got the core set from an early Black Friday deal and have played a couple of demo style games to get the gist of it. Overall, I have to say I like it probably more than 40K itself. However, I don't yet know if I prefer it over Heralds of Ruin 7th ed Kill Team. Although, it is much easier to teach than HoR Kill Team.
My initial impression of the move all models at the same time but alternate attacks (mostly) is positive. I have mostly played alternating activation miniatures war games and didn't like some of the common tricks used to manipulate it which this seems to get rid of. You don't have the wait for a unit to activate to move into attack and the trading blows effect that comes form alt-activation not the end of turn horde swarm nearly as much. However, I haven't play nearly enough games to discover any new shenanigans Kill Team's activation order causes.
I am a little disappointed in the lack of unit choices. Most of my collection is Chaos (both CSM and daemon troops) and I have a lot of terminators so I can't really use most of it without house rules (which I am totally not against). While I didn't expect it, I was hoping that pretty much all non-character infantry models would be field-able. I think the way wounds are done in kill team would easily allow up to Dreadnaughts without too much disruption provided anti-armor infantry weapons were choices. It was explained to me Kill Team units were only going to be plastic kit ones, so I can see why this wasn't a thing as just with the CSM alone Havocs can't be included. But like I said, house rules are a thing and the point costs seem to be really close to what the single model of a squad would be making it easy enough for a group that don't mind such a thing.
As for the area that Kill Team games take place, I think it is just about right given its scope. It is big enough for maneuver to matter, but small enough you can't avoid CQC forever. Which means I don't think it is a good idea for a player to not balance ranged and melee fighting to some extent. Although, I think you could lean pretty heavily on melee and still do alright. The area the game takes up also means it much easier for me to get in a game since I don't want to setup a full table in the garage as it gets colder.
I like the changes made from normal 40K that yield little more in way of tactical options and resiliency. Things like readying a weapon giving up movement to act faster seems like a much tougher choice than if it just gave a bonus to shoot like most other games I have played do. I also like the flesh wound mechanic for keeping models of the table and reducing luck from allowing steam rolling. It is also the rule that makes me think larger multi-wound models could be easily added as Kill Team doesn't seem to do overkill very well with high damage weapons on 1 wound models that would really knock a multi-wound one around.
Normally, I am not a fan of templates. However, I kinda want to break out the flame template for flamers to put the fear in Kill Team mobs (even if I am the guy with the 12+ cultists coming at you with pistols and pipes. I like the small size of the game and the fact their isn't unit cohesion makes template weapons work better on both sides. Mobs don't want (or have) to group up to avoid multiple hits and units with template weapons are more for keeping it that way rather than getting a lot of hits in. Speaking of mobs, I would have kinda liked something like the HoR rule with created micro squads of troops. I commonly grouped my cultists in fire teams of 3 only to have them spread out quite a bit after a couple of Advance moves. I think it would have been better to have them as fire teams that acted together and requiring unit cohesion (and being subject to shaken/breaking together) within the game.
Talking about Morale, I suppose the rules are pretty good. However, I breaking a force can be a little too easy sometimes if you opponent gets lucky. However, I am not firm in that opinion as I have been playing pretty recklessly and these rules have made me suffer for it. So it could be a good chance I need to be more careful instead. Still, I keep thinking that these kill teams shouldn't give up nearly as quickly as they seem to want to given fluff mission objectives they often have.
I haven't built the GSC yet, but I am under the impression they don't have enough points to get 100 very easily. Which is fine, I plan on using my Space Hulk genestealers to get there. As for the Skitarii, It was basically a Ranger/Vangaurd box where I made half ranger and half vanguard. It does make me want to pick up another as the 10 models was just enough to make a full kill team with not much room for options (like 1 model couldn't be added). I was really impressed by the terrain and have spent a better part of the weekend painting it up well enough to look okay on the board. It is much thicker than I was expecting and that probably kept it from warping so everything fit together wonderfully.
Kill Team is a probably the version of 40K I am going to play the most since it is much easier to setup, easier to teach new players and allows me to have more choices in factions to play. I don't think I will bother with Commanders (too expensive and not how I think more elite HQ units should have been added), but I will probably house rule the game to allow all the kinds of units I got in Dark Vengence (read: bikers and Dreadnuaghts) since my model collection outside the starter box is slim pickings for unit choices.
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![[Post New]](/s/i/i.gif) 2018/11/21 14:56:47
Subject: Kill Team reviews
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Longtime Dakkanaut
London
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Got to say I am not enjoying it as much as Shadow War. Don't know why. Really got into shadow war, drawing up extra teams and the like. Maybe it is the fact if the enemy moves second all my guys in CC will be standing around doing nowt…
Kill Team when playing an elite army like deathwatch is a little dull (no I am not using 4 fragcannons) and when playing a horde like genestealer cult it can a bit frustrating (most shots require 6's to hit).
Dunno really, I think I will need to try and convince people to depart from the rulebook a bit to make it more fun (luckily people have agreed to my deathwatch models being WYSIWYG so I can use the chainswords two of them have modelled on...).
I was going to get into commanders but have pulled back as the base game is not yet setting me alight.
A basic thing I am surprised they didn't do was the strategy rating system from Epic. Each side gets a strategy rating from 1-6. This determines who sets up the first model, puts down the first objective etc. It is also used for rolling initiative. System is d6+strat, re-roll first draw after that the side that lost last turn goes first this turn. You build it into the sides cost as you have more certainty about who will be winning – also the winner for init can choose to move second… In Epic Space Marines were 5, Eldar 4, Orks 3, Guard 2, Tyranids and PDF 1.
Oh and if someone falls back in their movement turn the enemy should get a free attack round…
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![[Post New]](/s/i/i.gif) 2018/11/25 01:31:18
Subject: Kill Team reviews
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Veteran Knight Baron in a Crusader
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I'm in week 9 of a 12 week campaign, so I've played about 30 games so far. It's a well-designed ruleset, especially for GW. Tactics usually seem to make much more difference than army list. I play Star Striders which are a fairly weak faction, and have beat and forced draws with top tier Death Guard lists in multiple different missions. I also like the leveling up and gaining access to new powers. You have a lot of flexibility as to how you build your team and what their focus is by which specialists you choose and which skills you choose for them as they level up. However, I think the game really shines in campaigns. If you're just setting up 1 off, 100 point games it's not nearly as engaging. I really started enjoying the games and getting into the tactics once my whole team was level 2-3.
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![[Post New]](/s/i/i.gif) 2018/12/07 10:24:50
Subject: Kill Team reviews
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Regular Dakkanaut
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I've been overall dissappointed with Kill Team. I like the small scale, short range combat and alternating actions. The things I dislike: The book keeping and modifiers for flesh wounds. I think flesh wounds are an alright idea to make sure people stay in the fight, but having to figure out what they effect, especially as the different rules are in different places in the rule book. A quick/easy access sheet would be great. The games with objectives I've played have basically taught me that it's better to run and swamp the objectives, rather than try and kill your enemies. I echo Peregrine's statement that you can end up with models that are are uselessly flailing their arms in close combat. (I had a revier sergeant close combat specialist with a combat knife - 5 attacks - do a total of 1 wound on a cultist (which ended up being a flesh wound) in two rounds of close combat against a CSM and cultist) - Frustrating!!! For reference, I usually play against a CSM person (who has a mix of marines and cultists). I've played as Astra Militarum (mix of scions and guardsmen) and Primaris Space Marines (who appear to be useless). More models seem to do better in objective based games as concentrating fire seems quite valuable. The biggest issue I have is that the rules are very badly laid out which makes referring back to them (for a new person) is lengthy.
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This message was edited 1 time. Last update was at 2018/12/07 10:29:00
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![[Post New]](/s/i/i.gif) 2018/12/07 14:41:43
Subject: Kill Team reviews
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Regular Dakkanaut
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All IMHO, no claim to universal correctness.
I've played 40+ games now and I'm still playing.
The only GW games that managed that before are Epic and Warhammer Fantasy (before AOS).
So KT must have something that appeals to me.
I haven't played 40k in ages, so some rules seemed new to me, which you will have seen before in 40k.
The first thing to realise is the smallness of the table. Used to tables of 6x4 the kitchen table friendly KT-board came as a surprise.
But it is that smallness that is at the root of the games dynamic.
The KT rules are rather typical GW rules.
Some things could be explained more clearly like options when within 1" of an enemy.
The designers started using special terms for certain options, models etc., which is used quite consequently in the army lists, but not so much in the rest of the rules.
Using "Normal Move" as a term describing a single way to move needs a lot of discipline to not create confusion.
The usual models too cheap, others too expensive, rules not thought to the end, apply as always.
That sounds very negative. but is really more nitpicking than serious complain.
KT uses the - for some - antiquated hit-wound-save D6 system and adds an injury roll on top of that.
It might be old-fashioned, but it has a cinematic quality that IMHO slick DXX systems lack.
If you do wound on a 15+ it doesn't reflect any uniqueness of the troops. The 15+ might be good shot, but low strength or the opposite, or something in between with the target in cover.
With the 3 tier system, the probability of a wound might in the end still be the same for different models, but one model is more likely to hit, one more likely to wound, one more likely to penetrate armour.
You can have a model that when playing always hits, but nearly never wounds etc.. This adds character and colour to the game.
The bad side is when the models have 6+D6 attacks, hit on a 3+, re-roll 1s and wound on 2+ and effectively ignore armour - then it gets ridiculous. Still the principle is great.
The Flesh Wound is a simple extension of the old system, which give the models some more staying power and reflect the effect of wounds to fighting power in a simple way.
The concept of the last wound lost will trigger one injury roll of D dices leads to a lot of confusion though. I'm not sure whether it is the concept or the explanation, but I see seasoned players struggle with it.
As an old Epic player I like the activation system. The "move all" makes having initiative or often not having initiative very important. Sometimes it might feel a bit too important, but I can see that moving models alternatively would give a decisive advantage to high model count armies and would lessen the effect of having the initiative.
On the other hand, if initiative had no impact, why have it.
Another great rule is Falling Back. CC oriented players may groan, but I find it great, because it avoids that big pile in the middle, which reduces the game to dice rolling. It also reduces the sting of super duper models, it also prevents the super duper model to be locked down for ages etc. And if you really want to pin somebody, you can keep him charged, initiative and models providing.
The bonus for Readying and Charging being attacking before others instead of a hit bonus is also good choice.
Psy-Power seems to be unbalanced, because most armies do not have the ability to ban and the Psy-Power gets active on real low values. If your opponent has only one Psyker it's manageable, but against GK you need some cannon fodder or find a way the loss ist worth it.
Tactics are a great extension, and it separates the sheep from the goats. Many a game has been lost by ignoring Tactics and Missions and playing by profile values only.
The morale system favours elite KTs, which is ok. It lessens the effectivity of model with high body count, except if they have some special rule, like Synapse. But for the others there is always the possibility to play the cheap models in a mob, because they will boost each others morale. A very good rule as it benefits "cinematic" behaviour.
The Factions are quite diverse and play and feel differently. The model choice and options are clearly driven by what's available in the GW store.
I have a deep dislike for models with 2+ in their profiles - a personal quirk. I find they have no place in a D6 oriented game. I'm fine with getting a 2+ by other means, like a Specialism, a Tactic etc.. And I'm glad there seems only the Lictor to be of that variety.
Some Factions seem better than others, and some will do better against certain opponents, but overall I'd say you can win with every Faction against every other Faction.
The great thing is that you choose your Faction (in reality you usually already know what Factions you and your opponent will play) and composition after you decided on the mission and the role you play. So you can make sure that your composition is not totally unsuited for the task at hand.
Specialists are a good option to customise your team and add variety. I laud the decision allow each specialism only once and to limit their total number.
Campaign and Levels. I only played one campaign as per rule book and found it didn't add anything to the game.
Increasing levels will increase abilities and/or reduce deficiencies. So the game changes and poses a different challenge more for your opponent than for you. A good thing that the levels don't come free, which made for a premature end for many a Mordheim and Necromunda (old) campaign.
The points cost for the levels is flat, which makes them relatively cheap for expensive models which, to add insult to injury, usually profit more from it anyway. On the other hand is the granularity of an Elite KT coarser, so the increased point cost will influence the KTs composition more.
But regardless of all that, what sets KT apart and why I enjoy playing it so much are it's cinematic qualities.
It starts with being part of the 40K universe. This gives you lots and lots of background to relate your team and actions to.
The rules do their part with using the 3 tier-wound system by splitting the process in to hit to wound and save and giving you the options to prioritise shooting, movement, retreat or getting close to your opponent, just the actions you see the protagonists in a movie or story to perform.
You see warriors gritting their teeth, still holding on, shooting, a bit more uncontrolled probably, but still fighting, because it's just a flesh wound.
The Gretchin charging a Lictor to pin him down, doing so openly no Merry-like sneaking up to the monster.
But the strongest factor are the missions.
They are well thought out, all representing well known situations seen a thousand times in movies or read about in books.
The battle-field is small and time is short to fulfil the objective. Usually there is no stand-off both sides deciding to shoot it out. Usually one has to move to win. And if one moves the other often has to move to react to the changing situation.
Just as a shoot-out is usually not the way to win, a big pile of brawling warriors isn't. Somebody will try to sneak away to grab that out of the way objective.
And with a cinematic situation the cinematic events happen. You have the T'au trying to escape and the Tyranids running in parallel out of LOS, shadowing them, waiting for their turn to pounce on the hapless T'au. The Gretchin charging two GK to prevent them shooting and/or psyking all of the models controlling an objective. The GK trying to psyk the Gretchin and going up in a plume taking his comrade and the Gretchin with him.
I had some one sided games, usually by dice rolling, or one player playing by profile only. But most games were close to the end.
KT doesn't shine as a Tournament game, it has not the depth to replace Epic or Warhammer Fantasy, but it's a nice board-game-likish game, which is fast to play, but still has depth and offers a lot of fun mainly because of its cinematic quality.
I do not know whether I still will play it in a years time, but as long as I do I will have fun.
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![[Post New]](/s/i/i.gif) 2018/12/07 17:17:31
Subject: Re:Kill Team reviews
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Executing Exarch
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Having been out of 40K for years, I got back in when my friend group picked up KT and I have absolutely no regrets. I have played about 30 games and
Pros:
Time. It only takes ~1hr to play a game of KT, from setup to cleanup.
Cost: You can get an army for less than $50, some even less.
Size: Armies are small, as is the board. You could almost play KT on an airplane if you and your friend combine your tray tables.
Sideboard: You have a roster you pick your army for each battle, allowing you to customize for the mission and matchup.
Fun: More of my subjective view, but the individual model focus and I go you go tactics adds a lot that 40K/Fantasy lack.
Cons:
Rock Paper Scissors: Some armies hard counter others outright. Mitigated by the sideboard to some extent, but even with this certain matchups and missions can be difficult.
Small dice: As others have said, a few bad rolls can utterly screw you. Smaller model count hurts, particularly for elite armies.
Lack of models: Some armies have few options, and a lot of the cooler models you have from your other 40K armies don't get invited to the party.
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The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2018/12/07 17:58:08
Subject: Kill Team reviews
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Flashy Flashgitz
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Me, too. But, I do know why. And, this is NOT knocking Kill Team, or those who prefer it to Shadow War, or even 40K.
Shadow War (for those who played it) uses (OK, used) the long defunct 40Kv.2/Original Necromunda system. That had...um, what's the modern term... oh, right, lot's of crunch. It used a plethora of rules to simulate the actions of individual skirmishing fighters (running, jumping, Overwatch, etc.). 40K v.3 and beyond streamlines that to make the game easier to play, with twice as many models. Necro N17 uses newer the 40K mechanics, but keeps the crunch. Kill Team leans much more towards 40K's ease of play, but on the smaller skirmish scale. And, pulls it off well, lot's prefer Kill team to 40K.
All that said (and, that is NOT passing judgement), notice the theme here. Most Kill Team positive examples here applaud quick and easy game play, easy to learn, and small play area with limited terrain and model count (so, not a lot of buying, building, and painting). I think that's where miniature gaming is at. Or, where it has trended (insert obligatory curmudgeon complaint about Millennial's smart phone/video game diminished attention spans). To its credit, Kill team is not exactly 40K-lite. In fact, I think 40K could benefit from some of Kill Team's virtues.
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This message was edited 1 time. Last update was at 2018/12/07 17:58:40
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![[Post New]](/s/i/i.gif) 2018/12/13 06:00:06
Subject: Kill Team reviews
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Dakka Veteran
Central WI
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Lol millenials and the digital age. I doubt that's the issue here. Most of those distracted by the digital age aren't playing mini games, they are laying video games. From my experience, most gaming groups that got into 40k in the 90s or early 2000s now are married, we have kids, careers, etc (in our 30s/40s). There are some in their 20s and a few teens, but the majority of the 40k community around here is the mid 30s demographic. Lengthy 40k games are hard to schedule due to time constraints (work, family, kids, time to paint, etc).
Less models, less cost, quicker play, etc makes someone with family or career life still have the ability to get games in. It's also nest to see your young kids get interested in gaming and catch on to quick "easier" games.
That's why I've seen many friends move from full scale war games to skirmish games or even coop miniature based board games. That and nostalgia from the 90s is why the demand for the specialist range is doing so well (in my opinion for whatever that's worth lol).
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IN ALAE MORTIS... On the wings of Death!! |
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![[Post New]](/s/i/i.gif) 2018/12/13 18:43:06
Subject: Kill Team reviews
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Dakka Veteran
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We’ve been having far more fun with Kill Team at my house. The board is smaller, we play 3 games on game night instead of one. It gives me a reason to use models that aren’t great in 40k but look cool, like melta fun Tac marines, or a power fist Tac sergeant. Death Guard vs Astartes feels more balanced in the games we’ve played than 40k has for the past few months. I need to get a tyranid buddy over to see how they fare. It’s incentivizing me to potentially get another army since kill team has such a low cost of entry comparatively.
I was saddened to see commanders added so quickly rather than some elite or fast attack options, and 1 damage weapons are extremely underwhelming. My missile launcher tac gunner is a superstar.
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![[Post New]](/s/i/i.gif) 2018/12/13 19:00:38
Subject: Kill Team reviews
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Legendary Master of the Chapter
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Bremon wrote:
I was saddened to see commanders added so quickly rather than some elite or fast attack options, and 1 damage weapons are extremely underwhelming. My missile launcher tac gunner is a superstar.
Yeah seemed a little quick but honestly its not that bad.
I really would of loved to see more units though i can see some of them might be a little strong in this format like fast movers like assault marines, wraiths raptors and the like but man id love to run all these old metal banshees. im considering just running them as harlequins but it seems REALLY boring and one dimensional.
also really would love to see various walkers come in eventually like the classic sentinels and killacans. those meltas need something to do am i right?
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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!
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![[Post New]](/s/i/i.gif) 2018/12/13 22:48:14
Subject: Kill Team reviews
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Dakka Veteran
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Lol, true, but I find even against scrubs like poxwalkers multi damage is the key to efficiently eliminating things. Bolters, power swords, etc. are a fast track to flesh wounds. Melta, missiles, plasma, fists etc. do most of the heavy lifting for me.
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