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Made in gb
Hardened Veteran Guardsman




Hello,

A friend has recently suggested I started playing Kill Team as part of getting in to the hobby. As I am already building a Astra Militarum army for 40K I was looking at using the same models for Kill Team. I'm somewhat confused about the way the AM work in Kill Team with regards to Guardsmen vs Scions. Looking at the rules I can easily include both in the same roster but I'm not quite sure how it works out when it comes to building an individual team for a game, particularly if I want it to be battle forged (and all the missions say they must be). If I include a squad of guardsmen then I need a sergeant, and can include one gunner, one vox and the rest standard guardsmen. If I include a Scion squad I need one Tempestor, and can include one vox, up to four gunners, the rest standard. Now looking at the specialists the sergeant and Tempestor are leaders, the vox are comms and the gunners are heavy or demolitions with the standard troops able to take a variety of others.

So far so good but then reading on constructing a team it says no more then one model can be a leader so if I take a Tempestor I can't include a guardsman squad as I would require a sergeant which is a leader and thus ruled out. Same issue vice versa. I could include a Special Weapons Squad (which for some reason don't require sergeant) but loose out on the vox for that squad (though the data sheet does say someone can still be comms which is a tad confusing). Is this because being special forces in a mixed team the Tempestor would be in de facto control so the guardsmen coming along would default to him, hence why the Special Weapons Squad has no sergeant? Or is it simply that they shouldn't be mixed in the same team, just in the same roster? If so why not have them as separate factions like other factions have been split out?

I feel like I'm missing something but I'm not sure what. Are the AM simply a more advanced faction within the game should I be starting with someone simpler?

Many thanks for any help.
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

Tallonian4th wrote:
Hello,

A friend has recently suggested I started playing Kill Team as part of getting in to the hobby. As I am already building a Astra Militarum army for 40K I was looking at using the same models for Kill Team. I'm somewhat confused about the way the AM work in Kill Team with regards to Guardsmen vs Scions. Looking at the rules I can easily include both in the same roster but I'm not quite sure how it works out when it comes to building an individual team for a game, particularly if I want it to be battle forged (and all the missions say they must be). If I include a squad of guardsmen then I need a sergeant, and can include one gunner, one vox and the rest standard guardsmen. If I include a Scion squad I need one Tempestor, and can include one vox, up to four gunners, the rest standard. Now looking at the specialists the sergeant and Tempestor are leaders, the vox are comms and the gunners are heavy or demolitions with the standard troops able to take a variety of others.


Ok, you're mixing up your "Leader" specialist, with your Sergeant. There's a few more units which can choose that specialty, such as Imperial Guard Special Weapon Squad, and Ogryns. You need a Leader, you don't need a sergeant.


So far so good but then reading on constructing a team it says no more then one model can be a leader so if I take a Tempestor I can't include a guardsman squad as I would require a sergeant which is a leader and thus ruled out. Same issue vice versa. I could include a Special Weapons Squad (which for some reason don't require sergeant) but loose out on the vox for that squad (though the data sheet does say someone can still be comms which is a tad confusing). Is this because being special forces in a mixed team the Tempestor would be in de facto control so the guardsmen coming along would default to him, hence why the Special Weapons Squad has no sergeant? Or is it simply that they shouldn't be mixed in the same team, just in the same roster? If so why not have them as separate factions like other factions have been split out?

I feel like I'm missing something but I'm not sure what. Are the AM simply a more advanced faction within the game should I be starting with someone simpler?

Many thanks for any help.


Just because you take a sergeant, he doesn't HAVE to be a leader. In Kill Team you build a roster of models, and you can pick and choose from all those available data sheets. Then you make a team of the apropriate point level for your mission.

A very common guard team maxes out on Plasma by bringing One IG Squad Gunner (with plasma), 3 IG Special Weapon Gunners with Plasma, and Four Scion Gunners with Plasma. Then you put in one more dude as your leader for orders.

The only real exception to mixing data sheets, is that if you include guardsmen AND scions, the scions won't get their regiment bonus from the Kill Team Elites book. To get that you have to only run Scions and Auxilia. But hey, even then you don't HAVE to use the sarge as your leader, because you can bring an Ogryn! Hah hah.
   
Made in gb
Hardened Veteran Guardsman




Thank you very much for the reply that clears it up. I think I was so focused on the 40K squad system I didn't realise how much looser it was in KT. I also didn't realise where the specialism had a unit type in brackets it didn't have to take it it just could take it.

I don't have Elites so I don't have to worry about regimental bonuses.
   
Made in gb
Lord of the Fleet






You should note that specialisms are fixed on your roster, you don't decide on specialisms on a game by game basis.

So if you have a tempestor on your roster you can't just decide to make him a leader in some games and not others. You can, however, have multiple tempestors on your roster (even though you're only allowed one in a team) with different weapons/specialisms.
   
 
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