Hi guys, long time no write. I've been lurking a long time because we sort of took a break around Christmas, with the last update being the collected notes I got from everyone before they ran off. Since then, we've been busy. By that, we mean busy with Kill Team, too! Look at all the things that came out. Whole new codices, like the
IG are now Astra Militarum. New online codices, like the Inquisition. New supplements. Even a new edition, 7th.
And those changes have been good. They've been great. I got pantsed by
IG, which hasn't happened since I started the article way back. The Inquisition is really exciting. And we're really trying new things again. With the changes in 7th settling, it's time we update this with the things we wanted to do, but with 7th in mind. We know now the changes are incremental, BUT we are using this ability to review everything before. It's the right time.
liquidjoshi wrote:As a side note, I take it the KT rules are different enough to be worth buying then?
Yes,
IMHO. In comparison to other ibooks, this is better than the the
SM codices. I thought the Soritas was okay, I'm intrigued by the Inquisition, but I think the new Kill Team book is better than all of those. The reason and the test is this. Those other books appeal to people who already want those armies anyway; they weren't changing minds (Exception - the Inquisition kinda changed people's thinking from
GK). Now, when we show people the new Kill Team book, even those that before said "no, no, this is noob stuff, no interest," they're changing their minds. They see the rules are mature now, and have project ideas.
Let's be fair and be critical of the new rules, though:
The Bad - the new rules governing the Specialists are written in a confusing way, due to all the exceptions to how the
USRs are applied. Result - it's much less user-friendly to new players, and sometimes veterans.
The Good - but the exceptions do make sense and get rid of exploits even I mentioned. And the new rules and the Mission conditions make the fluff come alive, like you feel it's a covert, behind-enemy-lines Kill Team!
I was kinda miffed with the new rules because they negated some of the tricks I used to use. That was a kneejerk reaction. However, the more we played, the more we realised those new rules, those new missions, those new exceptions, all added up to more fun. Final point here, there's a relation to 7th edition, with unbound armies. People are going to try new units out they previously wouldn't use. Kill Team is going to be a nice driving range for that.
SRSFACE wrote:Kommissar Waaaghrick, I can't help but notice you didn't talk about vehicles outside of the Chimera in the Dakka Article.
edit again: Oh man I didn't realize how old this was as a thread necro. We really should go update the Kill Team Tactica thing to include as many armies as possible.
I in particular used to talk about Vehicles in Kill Team. In fact, in the opening I mentioned 3 things that catch 1st-time Kill Team players unexpected was hordes, marksmen, then Vehicular Manslaughter. So I don't disagree with you, but I still feel that most Vehicles work only if your opponent doesn't expect it. It's a trick that works once (per opponent or people watching), because once they seen it, they know to prepare for it. Anti-vehicle weapons are plentiful now. Ultimately, I cut it out due to page constraints.
On that note, I previously wanted to keep the article to one page if possible. But I may change that now, with this article focusing on the Kill Team book, general considerations, and the missions. Then we have a 2nd article just focusing on Imperium units (which with new things like Soritas and Inquisition, deserves it), then perhaps a 3rd one on Xenos and Chaos if it comes to that.
Speaking of Vehicles, we're falling in love with the new Armoured Sentinel. It's one of those things we won't take to a large-scale battle, but in Kill Team conditions, it's quite ideal and I really like the fact that, yes, it makes sense it does great there. It's a reminder of how Kill Team isn't simply a lower point, scaled down
40k game, it's its own beast. It's guerrilla warfare and units that you "feel" excel there DO excel.
ALEXisAWESOME wrote:You should try do some work with Dark Eldar, they work exceptionally well in kill team.
Yeah, they do. I'm not the Dark Eldar expert, but part of this crew are, and we're discovering how they're very anti-infantry, very strike-hard-strike-fast, ideal for the Kill Team environment. And to my understanding, they have a gap in their capabilities...they don't deal well against Vehicles without Heavy Support. So yeah, Vehicles! One of the many points to revisit.
So going forward, we are doing the following:
1. Re-org the article. Make sure everything is up to date with the new codices and 7th. Make it more reader-friendly
2. Add new content. There's insights beyond just unit testing we found. Not rules lawyering, just new insights
3. And new units. There's so many, so we'll focus on all the codices released since 6th, and the most Kill Team-adapted units. On this, we found there's very really no wrong answers, every unit allowed in Kill Team offers something, as long as you have a solid Core (usually composed of regular troops, and obviously there are exceptions). That Core is key, and we all know that, but I feel more emphasis should be placed on it.