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Made in gb
Fresh-Faced New User




Hi

I realise this is an old thread, but I found it because I googled 'vehicles in Kill team'.

I have a very simple solution.

Before that though, my son (11) and I prefer kill team. it plays quicker overall and also there is much less time waiting for the other guys to do stuff. So it suits an 11 year old well and suits me because we can play shorter games.

However ......... we do miss our favourite models and they were mostly vehicles.

Anyway perhaps GW have provided the solution to this in the form of the 'Commanders' rules.

Substitute a Kill team commander with a light vehicle, walker etc.

My all scout Kill team could have a Sentinel walker commander. (open cockpit with him waving a plasma pistol and a combi weapon on the side and or chainsaw underneath)
I thought I could make my iron hands Kill team a Kit bashed Contemptor dreadnought Commander - maybe kitbash the armour a bit to make it look 'less tough'. (S4 and 5W worth of rough)
and my sons Space marines army now has a 'Command ship' as apposed to a Commander in the form of a Landspeeder.

All these come on 60mm bases and are very easy to set up with various weapons options compatible with the commander rules.

I found a datasheet online that had been made up by someone using the space marine commander Kill team stats. Ill attach it. 5 wounds and 4 attack seems fine for a sentinel walker or landspeeder in terms of 'narative' or fluff.
You'll have to use the other stats for the other factions.

And Lo ..... now you have your favourite light vehicle on the table and a set of approved rules.

I haven't tried this so i would be interested to hear your thoughts or comments.


[Thumb - space marine commander dataset.jpg]
space marine datasheet

   
Made in gb
Longtime Dakkanaut



London

If you are designing and running scenarios for kill team plenty of opportunity to get vehicles in.
   
Made in gb
Nasty Nob





Dorset, England

Like you say it is a personal preference thing. Personally I love troops and think the heavier vehicles are a blight on 40k, so I would be wary of introducing vehicles to kill team.

The base killteam game based around troops is perfect for me!
   
Made in cz
Mysterious Techpriest






Fortress world of Ostrakan

Considering the fact that even the UR-025 is pretty tough (T5 W4 3+Sv) and soaks up a round or two of concentrated fire, imagine fighting against, let's say, Chimera. (T6 W11 3+ IIRC) Literally unkillable, unless you give every faction a dedicated anti-tank weapon. It would lead to further unbalance and people would spam meltas, in case some fuccwit brings a vehicle.

So, no.


Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand
My fan-lore: Europan Planetary federation. Hot topic: Help with Minotaurs chapter Killteam






 
   
Made in gb
Fresh-Faced New User




 Hawky wrote:
Considering the fact that even the UR-025 is pretty tough (T5 W4 3+Sv) and soaks up a round or two of concentrated fire, imagine fighting against, let's say, Chimera. (T6 W11 3+ IIRC) Literally unkillable, unless you give every faction a dedicated anti-tank weapon. It would lead to further unbalance and people would spam meltas, in case some fuccwit brings a vehicle.

So, no.



I wasn't thinking large vehicles would be viable ....... and I wasn't thinking of modifying the existing rules or indeed game play. ( I agree with Kroem the base game mechanics seem fine ..... and actually I haven't played with the commanders rules so maybe the whole idea is moot.)

But my point was that If the vehicle adopts the characteristics of the Command character ....... the vehicle is just as kill-able as he would have been..... it just has to be light vehicles for the narrative logic to still make sense.
With a scout sentinel or a land speeder the pilots are visible and shoot-able and once in combat the hydraulics or underside is vulnerable.
For example, dropping the Sentinels S T and W by 1 isn't a huge leap.

Its obviously only worth bothering if you like light vehicles on the table top ........ which I do ..... and I know my son will enjoy the fact that he can use his landspeeder again as he was rather proud of the paint job he did.




[Thumb - IMG_0162.JPG]

   
Made in au
Longtime Dakkanaut





There is plenty of space within the rules for custom missions involving vehicles. More work you put in the better it will be.
Also, When introducing tanks(rather than APCs) I find A full city board helps a lot. Enabling foot units to move around more, and giving movement restrictions to a tank adds a lot tot he game.

Narrative for vehicles i think is the best way to go.

Creating missions with no go zones, But with risk.

Last stand, with a unknown convoy moving though a city to pick up important Intel or stolen goods.

Drop mission into hot zone, with anti air weapons. Forcing a player to make a choice on position to drop.
Then complete a mission and then get out on the Drop vehicle they come in on.
Can be fun for a player to have to decide how long they can have a drop ship or APC sitting there under fire. To complete the mission. And the chance it all goes pear shape. Turning it into a last stand battle

Really there is no limit. One of the first ones we did, was a bunch of IG having to repair a broken chimera why small group of Tyranids try and eat them.
With choice of what they repair first, Weapon, engine, or tracks.
   
 
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