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Made in gb
Longtime Dakkanaut





Reading about the changes to kill team, there will be totally different stat range and rules for minis in the new kill team.

So ideas this mean that in order to play kill team you will need to buy specific boxes of minis to create your kill team rather than using you 40K models, which I believe is currently allowed.
   
Made in us
Longtime Dakkanaut




40k and kill team already had stat discrepancies between individual models in the two system. This is no different.

This message was edited 1 time. Last update was at 2021/07/14 13:00:36


 
   
Made in gb
Stone Bonkers Fabricator General




United Kingdom

mrFickle wrote:
So ideas this mean that in order to play kill team you will need to buy specific boxes of minis to create your kill team rather than using you 40K models, which I believe is currently allowed.
I doubt it - all the new kits are doing is making it more obvious who the Specialists (Medic, Sniper, etc.) are. You can either convert them or just make a note on your roster.
   
Made in gb
Morbid Black Knight





Bristol (UK)

It'll be exactly like Warcry.

They'll release book(s) with stats for 40k models in them, so you can use normal 40k models.

They'll also release dedicated Killteam boxes which will come with rules for Killteam, these may or may not have rules for 40k.
This upcoming boxset will have two such dedicated killteams (Veteran Guardsmen and Kommandos are separate factions to Imperial Guard and Orks)
   
Made in us
Mekboy on Kustom Deth Kopta






past editions did not have a lot of crossover, i think they use kill teams to try a few rules they are debating for the next edition. hoping forcing wingding measurements on us is not in the plans. having to bring the dodecahedrane measuring stick for long range weapons would be a pain

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Made in ca
Longtime Dakkanaut





Somewhere in Canada

 G00fySmiley wrote:
past editions did not have a lot of crossover, i think they use kill teams to try a few rules they are debating for the next edition. hoping forcing wingding measurements on us is not in the plans. having to bring the dodecahedrane measuring stick for long range weapons would be a pain


Naw, there was HUGE crossover from Kill Team 1 and 40K- that's why there are 40k codexes complete with strats for the Euclidian Starstriders and the Gellerpox infected, complete with bespoke strats. It's also why the Technoarcheologist made it into the 9th ED Admech dex, and why the Missionary/Preacher profiles in the Sororitas dex were updated to accommodate Daedalosus, Taddeus the Purifier and Pious Vorne, though of course, those were BSF.

I don't think you have to worry about rules from the KT 2.0 game finding their way into 40k- unless the KT progression system crosses over to Crusade play. That is unless AoS rules for the new edition have been modified for compatibility with Warcry/ Underworlds.

But I do think it is safe to assume that any models that come out for KT 2.0 will also have 40k rules- historically, that's how GW handles crossover.

This message was edited 1 time. Last update was at 2021/07/14 16:07:04


 
   
Made in us
General





Florence, KY

 G00fySmiley wrote:
past editions did not have a lot of crossover, i think they use kill teams to try a few rules they are debating for the next edition. hoping forcing wingding measurements on us is not in the plans. having to bring the dodecahedrane measuring stick for long range weapons would be a pain

You did notice that each shape has a specific distance on it?...

Spoiler:

You'll still be able to play the game using an old fashioned tape measure.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Mekboy on Kustom Deth Kopta






model wise yea, i meant rules wise the rules making it over to 40k, also had to joke abotu the shape based measuring system somehow

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Made in us
Shadowy Grot Kommittee Memba






mrFickle wrote:
Reading about the changes to kill team, there will be totally different stat range and rules for minis in the new kill team.

So ideas this mean that in order to play kill team you will need to buy specific boxes of minis to create your kill team rather than using you 40K models, which I believe is currently allowed.


No, we know the units that are availalbe for each faction for Kill Team, and most of them are standard 40k kits.


Automatically Appended Next Post:
PenitentJake wrote:
 G00fySmiley wrote:
past editions did not have a lot of crossover, i think they use kill teams to try a few rules they are debating for the next edition. hoping forcing wingding measurements on us is not in the plans. having to bring the dodecahedrane measuring stick for long range weapons would be a pain


Naw, there was HUGE crossover from Kill Team 1 and 40K- that's why there are 40k codexes complete with strats for the Euclidian Starstriders and the Gellerpox infected, complete with bespoke strats. It's also why the Technoarcheologist made it into the 9th ED Admech dex, and why the Missionary/Preacher profiles in the Sororitas dex were updated to accommodate Daedalosus, Taddeus the Purifier and Pious Vorne, though of course, those were BSF.

I don't think you have to worry about rules from the KT 2.0 game finding their way into 40k- unless the KT progression system crosses over to Crusade play. That is unless AoS rules for the new edition have been modified for compatibility with Warcry/ Underworlds.

But I do think it is safe to assume that any models that come out for KT 2.0 will also have 40k rules- historically, that's how GW handles crossover.


Yeah, and GW instantly ran into issues where they updated statlines for 40k and didnt constantly want to be tweaking around with the KT statlines to match.

This message was edited 1 time. Last update was at 2021/07/14 16:15:49


"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 us
Gore-Soaked Lunatic Witchhunter







I've spent a lot of time over the years playing around with the Mordheim/Necromunda rules, and I'm very happy GW's decided to go to a different stat structure for this system rather than trying to copy-paste the 40k stats. Particularly in Mordheim there are a bunch of balance problems that exist because they copy-pasted WHFB stats and resolution mechanics, but lower-stat armies often don't have the tools they'd use to overcome their stat disadvantages in WHFB (artillery, flanking, heavy cavalry with good stats). In my own 40k skirmish homebrew project I've stuck to the core rules of Necromunda but rescaled a lot of S/T/AP/D numbers to try and address the issue.

This message was edited 1 time. Last update was at 2021/07/14 16:44:45


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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