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Made in us
Defending Guardian Defender





Long Beach

 Duskweaver wrote:
 Sgt_Smudge wrote:
General question about Peach's Kill Team - where does that horn bit come from?

It's in the Empire Pistoliers kit, same as the heads.

And I can't be the only one to think Peachy must be a fan of Bernard Cornwell, right?


Or he's a fan of Sean Bean, that sword wielding officer looks awfully similar to Sean Bean as Sharpe.

Put the pick in there Pete; and turn it round, real neat. 
   
Made in us
Longtime Dakkanaut





Connecticut

 Not-not-kenny wrote:
 Cephalobeard wrote:
Really hoping I can equip some melee Guardsmen and not just ranged options. Wanted to represent my Knightly House, but it'll be weird without some okay melee members.


The leader of Peachy's team is wielding two swords so...


Respectfully, GW builds really awful combos all the time, lol

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Loyal Necron Lychguard





One of the upgrade paths you can take a model down is a CQC specialist, so I imagine it's possible to have a melee guardsman but you just have to build for it.
   
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Sword-Bearing Inquisitorial Crusader




 Kennizard wrote:
 Duskweaver wrote:
 Sgt_Smudge wrote:
General question about Peach's Kill Team - where does that horn bit come from?

It's in the Empire Pistoliers kit, same as the heads.

And I can't be the only one to think Peachy must be a fan of Bernard Cornwell, right?


Or he's a fan of Sean Bean, that sword wielding officer looks awfully similar to Sean Bean as Sharpe.

They actually mentioned that in today's stream, it's supposed to be a Sean Bean look alike I guess
   
Made in us
Savage Khorne Berserker Biker





I read somewhere that "Heretic Astartes" only get Cultists and CSM, as per this stream. Is that true?
   
Made in us
Longtime Dakkanaut





Central Valley, California

 Cephalobeard wrote:
Really hoping I can equip some melee Guardsmen and not just ranged options. Wanted to represent my Knightly House, but it'll be weird without some okay melee members.


Yes I hope so as well.
Although I lost interest in Guard for Kill Team when I noticed Ogryns and Bullgryns are not allowed.


Automatically Appended Next Post:
 Nightlord1987 wrote:
I think an aspiring Sorcerer, a single Rubric, and Tzzangors will make a fun team.


I've always liked the Tzangor 40K models. I am considering running this as well.

This message was edited 1 time. Last update was at 2018/07/14 02:35:52


~ Shrap

Rolling 1's for five and a half decades.
AoS * Konflikt '47 * Conquest Last Argument of Kings * Trench Crusade * Horus Heresy * The Old World * Armoured Clash 
   
Made in ca
Experienced Saurus Scar-Veteran





California the Southern

Barzam brought up an interesting point to me today- what if jump packs are something you can pick up as an upgrade down the line?

I really wanted to do some Sanguinary Guard and Blood Company jumpers but they don't seem like a viable option for now.

However a CQC Guard specialist sounds like a fun project in and of itself...

Poorly lit photos of my ever- growing collection of completely unrelated models!

http://www.dakkadakka.com/dakkaforum/posts/list/0/627383.page#7436324.html
Watch and listen to me ramble about these minis before ruining them with paint!
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Loyal Necron Lychguard





Jump packs as a campaign upgrade wouldn't work because it would only really apply to marines. You can't just upgrade a lychguard to have a jump pack, for example, that's an entirely different unit called a praetorian with different wargear and everything.
   
Made in gb
Lord of the Fleet






 lolman1c wrote:
Are people supporting that Less options = better balance?

Less options makes balance easier to achieve.


Automatically Appended Next Post:
jearrington wrote:
 conker249 wrote:
I am a little confused. Will they have each faction in the books? Example being if I could build different killteams for different armies, but not need to buy each codex for a killteam.


The core rulebook will have factions and stratagem cards for all 16 factions. The Kill Zone boxes are a way to bundle a kill team faction with terrain and get some additional stratagem cards for that faction not found in the core book. That is what I currently know/understand, though I hope someone would chime in if I am wrong..

Kill Zones are not a faction, they are a board and terrain.

This message was edited 1 time. Last update was at 2018/07/14 07:20:28


 
   
Made in gb
Veteran Inquisitorial Tyranid Xenokiller





Watch Fortress Excalibris

 Kennizard wrote:
Or he's a fan of Sean Bean, that sword wielding officer looks awfully similar to Sean Bean as Sharpe.

It was the green uniforms and the number 95 on the banner that gave it away, rather than the Sean Bean lookalike. I do note that his 'Sharpe' is fair-haired rather than black-haired, so definitely a reference to the Sean Bean TV version, not the books.

He needs a big guy with a hotshot volley-gun to be Harper.

A little bit of righteous anger now and then is good, actually. Don't trust a person who never gets angry. 
   
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Longtime Dakkanaut




https://www.warhammer-community.com/2018/07/14/kill-team-focus-harlequins/

Harlequin preview up

Hopefully the Neuro Disruptor is still a brutal weapon like in SW:A.

This message was edited 1 time. Last update was at 2018/07/14 14:44:10


 
   
Made in vn
Battlefortress Driver with Krusha Wheel






Okay... Harles get 1 unit... now... if they don't get the balance right on this then they'll never get it right. XD
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 lolman1c wrote:
Okay... Harles get 1 unit... now... if they don't get the balance right on this then they'll never get it right. XD

Harlequins get one unit because everything else is either vehicles(the jetbikes) or characters(Death Jester, Solitaire, and Shadowseer).

If they follow this on from SWA, you'll likely see the Death Jester and Solitaire as an "elite" choice though.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

That's why this game should have light vehicles (jetbikes, bikes and light walkers). Give a little variety to some of the forces that might otherwise have none.

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Longtime Dakkanaut




https://www.warhammer-community.com/2018/07/14/kill-team-rules-101/

8th-style datasheet. Need to re-check to see if they match 100%.

Look like wargear like scope, medicare kit etc...like in SWA do not exist.

This message was edited 3 times. Last update was at 2018/07/14 15:42:28


 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Chopstick wrote:
https://www.warhammer-community.com/2018/07/14/kill-team-rules-101/

8th-style datasheet. Need to re-check to see if they match 100%.

Look like wargear like scope, medicare kit etc...like in SWA do not exist.
So just take Specialists instead if you want medics and snipers?


They/them

 
   
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Regular Dakkanaut




So after all the complaints about how few options each team would have, it turns out that each unit they previewed is actually several different specialisations with unique options and skill trees!
   
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[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Aye, I think that's where the flavour is, specialists with their myriad skills and abilities.



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Fiat justitia ruat caelum

 
   
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Longtime Dakkanaut




 Sgt_Smudge wrote:
So just take Specialists instead if you want medics and snipers?


I thought skill and wargear (which is unique to the faction/unit) are 2 different things, crazy right? Guess they're one now, if you happen to choose the same Specialisms as someone else you got to choose the same starting skills.

This message was edited 3 times. Last update was at 2018/07/14 16:34:23


 
   
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Needs to be a rule in mainstreem 40k!

after all the complaints about how few options each team would have, it turns out that each unit they previewed is actually several different specialisations with unique options and skill trees!


In the same way as after all the hope that it would be its own game like Shadespire its a mix of Necromunda and 8th ed.

Stats seem to be basically 40k stats - must be why all the massive need to exclude some factions due to the "need for conversions" - or not.

This message was edited 1 time. Last update was at 2018/07/14 17:02:13


I AM A MARINE PLAYER

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Fixture of Dakka






 Wolf_in_Human_Shape wrote:
I read somewhere that "Heretic Astartes" only get Cultists and CSM, as per this stream. Is that true?


That’s some top-quality Chinese whispers there. Duncan was discussing an idea for a Kill Team he had, not reviewing the list.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Chopstick wrote:
 Sgt_Smudge wrote:
So just take Specialists instead if you want medics and snipers?


I thought skill and wargear (which is unique to the faction/unit) are 2 different things, crazy right? Guess they're one now, if you happen to choose the same Specialisms as someone else you got to choose the same starting skills.
Units do that have special wargear. Only Intercessors can have bolt rifles, for example.
If you want to specialise your guys further, then you make them a Specialist.
Do you NEED your medic to be a medic by the virtue of some equipment? Surely their skills would enough to show that in game.


They/them

 
   
Made in de
Rampaging Carnifex






Franconia

I think another big factor is that GW is lazy when it comes to mission design. On such a small scale specific units (especially jump troops) can become gamebraking very fast.

The possibility to build your badass squad of badassness fluffwise will end in a lot of hilarious first round kills of Chad the powerfantastic Edgelord which I am quite looking forward too. Come to think of it, he should be in my killteam.

This message was edited 1 time. Last update was at 2018/07/14 16:38:51


I know when it is closing time. - Rascal Mod

"Some people measure common sense with a ruler others with a potato."- Making Money Terry Pratchett
"what's with all the hate go paint something you lazy bastards" - NAVARRO
"You don't need pants for the victory dance." -BAWTRM
 
   
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We at Games Workshop realize that what players are looking for most in Kill Team is the satisfaction of putting their miniatures back into their case after a quick game. To that end, we have kept the amount of wounds the same as in Warhammer 40,000 and developed new devastating morale effects to help you finish off the remnants and get that pesky game over with!

   
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Ultramarine Librarian with Freaky Familiar





Blastaar wrote:
We at Games Workshop realize that what players are looking for most in Kill Team is the satisfaction of putting their miniatures back into their case after a quick game. To that end, we have kept the amount of wounds the same as in Warhammer 40,000 and developed new devastating morale effects to help you finish off the remnants and get that pesky game over with!

Did you miss all the sections about to-Hit modifiers, of the encouragement of plenty of terrain, and the flesh wound system? Single wound models are 50+% MORE durable.


They/them

 
   
Made in us
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I glossed over the article as I'm at work, but I didn't notice anything on psykers. Was it mentioned? I'm just curious for Grey Knights

There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty. - Lord Inquisitor Fyodor Karamazov

In an Imperium of a million worlds, what is the death of one world in the cause of purity?~Inquisition credo

He who allows the alien to live, shares its crime of existence. ~Inquisitor Apollyon
 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 Zarroc1733 wrote:
I glossed over the article as I'm at work, but I didn't notice anything on psykers. Was it mentioned? I'm just curious for Grey Knights
Nothing mentioned. Then again, we've not seen any psychic units yet. I can realistically see psykers getting to pick from a small pool of powers - three at most, I reckon. Smite, a protective power, and maybe a negative effect on the enemy being able to move or shoot.


They/them

 
   
Made in us
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 Sgt_Smudge wrote:
Blastaar wrote:
We at Games Workshop realize that what players are looking for most in Kill Team is the satisfaction of putting their miniatures back into their case after a quick game. To that end, we have kept the amount of wounds the same as in Warhammer 40,000 and developed new devastating morale effects to help you finish off the remnants and get that pesky game over with!

Did you miss all the sections about to-Hit modifiers, of the encouragement of plenty of terrain, and the flesh wound system? Single wound models are 50+% MORE durable.


50% more durable, considering how quickly that single-wound model dies right now, in a game with an expected average model count per Kill Team of about 10, is not that impressive. It may still help (though the to-hit modifiers work both ways) but if the expected game length is 30-40 minutes, not nearly enough for my tastes. The article emphasizes the speed of play so much that it is reasonable to conclude that game length was a primary factor for the design team, above the quality of the experience.

This message was edited 1 time. Last update was at 2018/07/14 17:00:09


 
   
Made in vn
Longtime Dakkanaut




 Sgt_Smudge wrote:

Units do that have special wargear. Only Intercessors can have bolt rifles, for example.
If you want to specialise your guys further, then you make them a Specialist.
Do you NEED your medic to be a medic by the virtue of some equipment? Surely their skills would enough to show that in game.

I'm not talking about weapons, i'm talking about the wargear option that isn't a weapons. The main different between an equipement and a skill in the specialist tree is that you start with the same skill, you only get to choose when you level up. Wargear you pay a price to get it right away.
I'm not insisting that intercessor should get medicare kit, I was expecting GW being a little more creative with the options, not constrained by the 8th ed datasheet.
In case you still wondering how the Specialists skill tree look like
Spoiler:



Also before there was a guy that want his dude be able to dual wield pistols, nope look like he can't

This message was edited 1 time. Last update was at 2018/07/14 17:03:31


 
   
Made in ca
Fixture of Dakka





TN/AL/MS state line.

Blastaar wrote:
 Sgt_Smudge wrote:
Blastaar wrote:
We at Games Workshop realize that what players are looking for most in Kill Team is the satisfaction of putting their miniatures back into their case after a quick game. To that end, we have kept the amount of wounds the same as in Warhammer 40,000 and developed new devastating morale effects to help you finish off the remnants and get that pesky game over with!

Did you miss all the sections about to-Hit modifiers, of the encouragement of plenty of terrain, and the flesh wound system? Single wound models are 50+% MORE durable.


50% more durable, considering how quickly that single-wound model dies right now, in a game with an expected average model count per Kill Team of about 10, is not that impressive. It may still help (though the to-hit modifiers work both ways) but if the expected game length is 30-40 minutes, not nearly enough for my tastes. The article emphasizes the speed of play so much that it is reasonable to conclude that game length was a primary factor for the design team, above the quality of the experience.

Exactly how long did you want a game to take? I’m not sure what you’re complaining about here- that because a game doesn’t take several hours that it will be boring? Too simple?

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