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2018/07/19 18:26:21
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Davor wrote: Need some help here. My depression is kicking in and I am having trouble focusing a bit. I painted up 4 Genestealer Cult minis I have. I am working on number 5. Is that enough for Kill Teams, or do Genestealers play with more minis?
I know the game is not out yet but trying to fight my depression by doing something I like that I have been neglecting. This Kill Teams has me excited which I haven't been in a while. So I want to jump on my excitement before my depression kills it.
I just want to know how many more mins do you think I will need. I have 4 Neophytes painted. Do I need more? Should I do up some Abberants? I haven't painted any yet.
What other units do we have for Genestealer Cults? I am trying to read through, but as I said depression is kicking in not making me focus on what I am reading. So I am hoping what someone says here, will help me out so I can plan my army faster and be done, and then work on the other army when the game comes out for my wife and kids.
Hang in there! We don't have a ton of information yet, but this site will show you what models you can choose from https://warhammer40000.com/kill-team/
There was also a faction focus on the Warhammer Community site which may lend more ideas on what you need. What we do know is that the 10 neophytes that come with the starter box is roughly 75 points, so 25 points short for a full 100 pt kill team. So, you could go with 10 neophytes + some abberants? As preorder is this Sat, we should also see more reviews come up which may help you plan better. But for keeping busy, a full 10 neophytes will likely be useful overall.
2018/07/19 18:36:02
Subject: Warhammer 40K - The Return of Killteam : July 2018
Davor wrote: Need some help here. My depression is kicking in and I am having trouble focusing a bit. I painted up 4 Genestealer Cult minis I have. I am working on number 5. Is that enough for Kill Teams, or do Genestealers play with more minis?
I know the game is not out yet but trying to fight my depression by doing something I like that I have been neglecting. This Kill Teams has me excited which I haven't been in a while. So I want to jump on my excitement before my depression kills it.
I just want to know how many more mins do you think I will need. I have 4 Neophytes painted. Do I need more? Should I do up some Abberants? I haven't painted any yet.
What other units do we have for Genestealer Cults? I am trying to read through, but as I said depression is kicking in not making me focus on what I am reading. So I am hoping what someone says here, will help me out so I can plan my army faster and be done, and then work on the other army when the game comes out for my wife and kids.
I
Every Genestealer Cult infantry unit is in the game. Genestealers, neophytes, acolytes, aberrants, metamorphs. You will definitely need more than 4 neophytes - I'm being told that the full neophyte box they include in the starter kit can only make 75pts max, with everyone fully geared up.
Pointswise it seems that the models are about the same price, but wargear is way cheaper. They seem to want to encourage a "toyz over boyz" approach to kill team - it's also worth noting with tons of to-hit roll negatives, ranged weapons in general will be significantly weaker in KT than normal 40k.
The units and stats are identical to 40k. I would expect to see something like this:
Neophyte: basic dude 5 points, special weapon dude/heavy weapon dude/sarge average 8 points. Acolyte: basic dude 11 points, special weapon/sarge average 16 points. Metamorph: Basic dude 12 points, special weapon/sarge average 14 points (their upgrades are worse than the regular aco upgrades) Aberrants: Basic dude 25-30 points Genestealer: basic dude 16 points
with two boxes of anything (one of neos and one of acos is what I'd get) you can pretty much have whatever you want.
Bear in mind that weapon restrictions in the squad are the same as 40k BUT they are restricted by your whole team. So your whole team can have just one Acolyte Sergeant, but you can take JUST the acolyte sarge if you want to. So your team could be like
-Neophyte heavy -Neophyte special -Neophyte sarge -3 neophytes -Acolyte special weapon -Metamorph sergeant -Aberrant
You wouldn't need to have basic acolytes/metas to get the special weapons if you didn't want them.
jearrington wrote:
Davor wrote: Need some help here. My depression is kicking in and I am having trouble focusing a bit. I painted up 4 Genestealer Cult minis I have. I am working on number 5. Is that enough for Kill Teams, or do Genestealers play with more minis?
I know the game is not out yet but trying to fight my depression by doing something I like that I have been neglecting. This Kill Teams has me excited which I haven't been in a while. So I want to jump on my excitement before my depression kills it.
I just want to know how many more mins do you think I will need. I have 4 Neophytes painted. Do I need more? Should I do up some Abberants? I haven't painted any yet.
What other units do we have for Genestealer Cults? I am trying to read through, but as I said depression is kicking in not making me focus on what I am reading. So I am hoping what someone says here, will help me out so I can plan my army faster and be done, and then work on the other army when the game comes out for my wife and kids.
Hang in there! We don't have a ton of information yet, but this site will show you what models you can choose from https://warhammer40000.com/kill-team/
There was also a faction focus on the Warhammer Community site which may lend more ideas on what you need. What we do know is that the 10 neophytes that come with the starter box is roughly 75 points, so 25 points short for a full 100 pt kill team. So, you could go with 10 neophytes + some abberants? As preorder is this Sat, we should also see more reviews come up which may help you plan better. But for keeping busy, a full 10 neophytes will likely be useful overall.
Thank you much. I really appreciate it. So I have lot more painting I need to do. I have 4 guys painted in Boba Fett colours. Now to have a squad of 10 of them? Hope it looks good.
I didn't know the GSC is only 75 points in the box. Thank you both for letting me know that. So I will start the abberants as well since they are nice minis and finish of 6 more neophytes. Too bad we don't have any psykers in the game. Would be nice to use the Manus or Primas but maybe they will be added in later expansions.
Now to find a colour scheme for my terrian that will go nice with my Kill Team now.
*edit*
Spelling and adding in spoiler tags.
This message was edited 3 times. Last update was at 2018/07/19 18:38:05
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".
2018/07/19 18:36:11
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
In case others missed it, the "How To Play" video on GW's official Kill Team site does note that there is a psychic phase. The vid brings up the unit table for Rubric Marines, noting that there can be an aspiring sorcerer with access to psychic powers.
Henry R.
2018/07/19 18:38:57
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
callidusx3 wrote: In case others missed it, the "How To Play" video on GW's official Kill Team site does note that there is a psychic phase. The vid brings up the unit table for Rubric Marines, noting that there can be an aspiring sorcerer with access to psychic powers.
I really like that video. This is what I wanted 40K to be for the last 20 years. Can't wait to try it out and see if it really meets my expectations.
Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".
2018/07/19 18:58:30
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Davor wrote: Need some help here. My depression is kicking in and I am having trouble focusing a bit. I painted up 4 Genestealer Cult minis I have. I am working on number 5. Is that enough for Kill Teams, or do Genestealers play with more minis?
I know the game is not out yet but trying to fight my depression by doing something I like that I have been neglecting. This Kill Teams has me excited which I haven't been in a while. So I want to jump on my excitement before my depression kills it.
I just want to know how many more mins do you think I will need. I have 4 Neophytes painted. Do I need more? Should I do up some Abberants? I haven't painted any yet.
What other units do we have for Genestealer Cults? I am trying to read through, but as I said depression is kicking in not making me focus on what I am reading. So I am hoping what someone says here, will help me out so I can plan my army faster and be done, and then work on the other army when the game comes out for my wife and kids.
I
Every Genestealer Cult infantry unit is in the game. Genestealers, neophytes, acolytes, aberrants, metamorphs. You will definitely need more than 4 neophytes - I'm being told that the full neophyte box they include in the starter kit can only make 75pts max, with everyone fully geared up.
Pointswise it seems that the models are about the same price, but wargear is way cheaper. They seem to want to encourage a "toyz over boyz" approach to kill team - it's also worth noting with tons of to-hit roll negatives, ranged weapons in general will be significantly weaker in KT than normal 40k.
The units and stats are identical to 40k. I would expect to see something like this:
Neophyte: basic dude 5 points, special weapon dude/heavy weapon dude/sarge average 8 points.
Acolyte: basic dude 11 points, special weapon/sarge average 16 points.
Metamorph: Basic dude 12 points, special weapon/sarge average 14 points (their upgrades are worse than the regular aco upgrades)
Aberrants: Basic dude 25-30 points
Genestealer: basic dude 16 points
with two boxes of anything (one of neos and one of acos is what I'd get) you can pretty much have whatever you want.
Bear in mind that weapon restrictions in the squad are the same as 40k BUT they are restricted by your whole team. So your whole team can have just one Acolyte Sergeant, but you can take JUST the acolyte sarge if you want to. So your team could be like
-Neophyte heavy
-Neophyte special
-Neophyte sarge
-3 neophytes
-Acolyte special weapon
-Metamorph sergeant
-Aberrant
You wouldn't need to have basic acolytes/metas to get the special weapons if you didn't want them.
jearrington wrote:
Davor wrote: Need some help here. My depression is kicking in and I am having trouble focusing a bit. I painted up 4 Genestealer Cult minis I have. I am working on number 5. Is that enough for Kill Teams, or do Genestealers play with more minis?
I know the game is not out yet but trying to fight my depression by doing something I like that I have been neglecting. This Kill Teams has me excited which I haven't been in a while. So I want to jump on my excitement before my depression kills it.
I just want to know how many more mins do you think I will need. I have 4 Neophytes painted. Do I need more? Should I do up some Abberants? I haven't painted any yet.
What other units do we have for Genestealer Cults? I am trying to read through, but as I said depression is kicking in not making me focus on what I am reading. So I am hoping what someone says here, will help me out so I can plan my army faster and be done, and then work on the other army when the game comes out for my wife and kids.
Hang in there! We don't have a ton of information yet, but this site will show you what models you can choose from https://warhammer40000.com/kill-team/
There was also a faction focus on the Warhammer Community site which may lend more ideas on what you need. What we do know is that the 10 neophytes that come with the starter box is roughly 75 points, so 25 points short for a full 100 pt kill team. So, you could go with 10 neophytes + some abberants? As preorder is this Sat, we should also see more reviews come up which may help you plan better. But for keeping busy, a full 10 neophytes will likely be useful overall.
Thank you much. I really appreciate it. So I have lot more painting I need to do. I have 4 guys painted in Boba Fett colours. Now to have a squad of 10 of them? Hope it looks good.
I didn't know the GSC is only 75 points in the box. Thank you both for letting me know that. So I will start the abberants as well since they are nice minis and finish of 6 more neophytes. Too bad we don't have any psykers in the game. Would be nice to use the Manus or Primas but maybe they will be added in later expansions.
Now to find a colour scheme for my terrian that will go nice with my Kill Team now.
*edit*
Spelling and adding in spoiler tags.
If you want to get done quick make a pair of aberrants with picks (hammers are most likely overkill). The pick guys will likely be about 40-45 points all told, and Cult Ambush appears to give you the ability to move before the battle starts, as well as that being a standard abilty you can choose in the Recon phase (move 20% of your team before the battle starts)
So if you stretch your team to 10 guys including the aberrants (not too hard given that 8 regular joe neophytes is 40 points and upgrades are super cheap) you can open a battle by choosing to recon your 2 aberrants, then use cult ambush to pre-move them again before the game starts. The rest of your team follows up behind taking potshots at the opposing team who is attempting to deal with two slabs of angry lumps trying to beat them to death with cartoon mining picks. The board is only 30" long, deployments are usually 9", 2 standard moves would put them at 19", start of turn 1.
Automatically Appended Next Post:
AskuNotMe wrote: Discord user posted a bunch of screenshots from a review.
Unfortunately, I don't have openoffice to get into that file. Do you have the ability to save it into a more universal filetype, like a jpg or pdf?
This message was edited 1 time. Last update was at 2018/07/19 19:05:23
"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!"
2018/07/19 19:11:48
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Well, It seems the guard cannot have shotguns (even though they showed models armed with such) nor can the sergeant have a bolter, though in codex they can... Disappointing.
Someone wrote down their idea in a book, sent that book to china, had a guy print him thousands of the same book, distributed that book to another guy, that other guy shot a video of himself looking through the book, someone captured still images from that video, posted them in an online chat forum, the person on the online chat forum took that file and posted it to another forum, I downloaded it, took it to another website, converted it, downloaded it again, and now the first guy's idea is in my brain.
What a world we live in.
"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!"
2018/07/19 19:21:53
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Oooooooof. And that person's idea just told my brain that nearly every single one of the deathwatch models I own is illegal, because deathwatch are totally limited to the weapons that are in the Deathwatch Veterans Games Workshop Plastic Kit As Built In The Standard Configurations TM Patent Pending Copyright Games Workshop 2018.
only 14 points for a vet with a bolter though. That's some money.
This message was edited 1 time. Last update was at 2018/07/19 19:26:58
"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!"
2018/07/19 19:38:05
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Rising crescendo is an 18" max 3D6 charge instead of advance and charge. Hot.
Neuro Disruptor pistol is actually nerfed back down to index (S3 AP-3 Dd3) and costs 2 points to the fusion pistol's 3 points (S8 AP-4 Dd6 and the melta rule). Hilarious. #shadespireteambalance.
Pretty much no change to the weapon balance (embrace still obvious best, fusion still best pistol if you're going to bother upgrading) but the naked player will probably be pretty solid for KT. With 4 attacks and the ability to attack again, you'll rarely need an upgraded weapon IMO.
Automatically Appended Next Post: Elites seem across the board price reduced, gear across the board price reduced, and cheap troops across the board price increased with the exception of the grots and poxwalkers who are both still at three. Fire warriors, guardsmen, ork boyz, kabalites, little nids all seem to be up a point or two. GWs trying to avoid the inevitable "Boyz>Toyz" of skirmish games, which is admirable. We will see if it works.
This message was edited 1 time. Last update was at 2018/07/19 20:00:28
"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!"
2018/07/19 20:35:08
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
You get Genestealer in the GSC Genestealers cannot use Cult Ambush, there are no Purestrains per se, you use the regular Tyranid Genestealer datasheet and change the faction keyword
Taken from The The Tyranid Hive forum from acehilator
Nids bullet points:
- all unit statlines are unchanged
- all weapons stats and special effects are unchanged
- Instinctive Behaviour and Synapse are unchanged
- Wargear options and default loadout are unchanged (one GS with Acid Maw per killteam, one Warrior with Cannon if he is a Gunner specialist)
- Warriors have Shadow in the Warp
- because of the changed cover mechanic Lictors get an additional -1 to hit if they are in cover (note that cover is called concealment in KT), instead of their bonus to saving throws
Tactics (aka stratagems):
Caustic Blood - 1 CP - as codex version
Feeding Tendrils - 1 CP - as codex version
Scorch Bugs - 1 CP - as codex version
Metabolic Overdrive - 2 CP - essentially as codex version
Lurk - 1 CP - pick model that has not moved in the movement phase, for the rest of the battle round gain additional -1 to hit if you are concealed
Hunting Roar - 2 CP - use after Warrior finishes charge move within 1" of an any model, reroll failed hit rolls in the fight phase for all models within 6"
GSC bullet points:
- profiles/weapons etc. unchanged
- special weapon selection depending on specialisations etc. regarding Neophytes/Acolytes, see 1:30:30
- Cult Ambush: roll for each individual model, move 6" on a 5+ after deployment, but before the first battle round
- looks like Genestealers cannot use Cult Ambush, there are no Purestrains per se, you use the regular Tyranid Genestealer datasheet and change the faction keyword
ranged weapons:
geez - almost impossible to read - 1:30:33
lots of stuff 0 obviously
Demolition charge - 3
Grenade Launcher - 2
Hand Flamer - 2
Mining Laser - 3
some more options that actually cost points are missing from this list, cannot figure them out
melee weapons:
Bonesword - 1
Chainsword - 0
Cultist Knife - 0
Heavy Rock Cutter - 4
Heavy Rock Saw - 3
Heavy Rock Drill - 4
Lash Whip & Bonesword - 2
Metamorph Claw - 1
Metamorph Talon - 0
Metamorph Whip - 1
Power Hammer - 4
Power Maul - 1
Power Pick - 3
Rending Claws - 0
other wargear:
Cult Icon - 3
Tactics (aka stratagems)
Industrial Brutality - 1 CP - use in fight phase, on a 4+ a model with a heavy rock drill, heavy rock saw or heavy rock cutter which just attacked can fight again
Unnatural Senses - 1 CP - use when charged, can fire Overwatch even when attacker is not visible
Inhuman Reflexes - 1 CP - use when failing a Falling test, you don't suffer falling damage or fall on another model, instead place close to where you would have fallen, can be within 1" of an enemy model
Frenzied Hammering - 2 CP - use when an Aberrant armed with a Power Hammer fights, add d3 attacks, -1 to hit
Strenght of Faith - 1 CP - use when suffering MW in the psychic phase, ignore that MW and all following MWs in that phase on a 5+
Density Analysis Lenses - 2 CP - use in shooting phase, models gains +1 to hit rolls against targets in concealment
Crimson wrote: Also, normal guardsmen gunners can take special weapons, so I really do not understand why special weapon guardsmen are a separate entry...
I don't know the rules for both, but I notice the entries specify which specialization field your model can get rank in. Maybe the “normal” guardmens gunner can't take the “destruction” skills but the “special weapon” guardmen can? Just a quick idea to check.
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2018/07/19 21:07:15
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
The more I hear about Kill Team the more worried I get... I loved SWA when it came out and from what I understand it sold very well but GW never supported it after the update of the lists with the reprint of the book.
Now the new changes for KT seem questionable and now I am at the wait and see point of buying.. GW has a long history of taking steps backwards when releasing a new version of a game..
GW acted like if you bought into SWA that all you will need to buy is the new rule book, but it seems like the rules for the terrain that came in the box set has additional rules in the $80 you need to buy to get them.
Plus all the special operatives that you used in your faction are now no where to be found.
Plus what seems to be micro transaction or day one DLC with the expansions having additional rules and cards that you need to buy to get it; Locally there was a number of us that was very excited about new version of necromunda
but after a base game and three expansion books, We are still waiting on rules that had gotten in the original box set of the previous edition.
I hope GW will prove me wrong this is not another Epic 40k or AOS.. but I never got into 8th edition and not looking for a remedial version of it. Once the release is out, I can see if its worth picking up and what I really
need to buy to play... Not how I felt when SWA was released
2018/07/19 21:09:45
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
I wonder if there's going to be a limit on the amount of specialists you can take. Four, including a leader? As is, my previous Scions KT weighs in at 64 points right now, so plenty of room to buy some levels for some specialists.
Fatum Iustum Stultorum
Fiat justitia ruat caelum
2018/07/19 21:11:57
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Crimson wrote: Also, normal guardsmen gunners can take special weapons, so I really do not understand why special weapon guardsmen are a separate entry...
I don't know the rules for both, but I notice the entries specify which specialization field your model can get rank in. Maybe the “normal” guardmens gunner can't take the “destruction” skills but the “special weapon” guardmen can? Just a quick idea to check.
Guardsmen and SWT have the same specialist choices: Leader, Heavy, Comms, Demolitions, Scout, Sniper, and Veteran. It seems the only difference between the datasheets is that SWT can take three gunners while Guardsmen can only take one. Very odd.
2018/07/19 21:28:32
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Crimson wrote: Also, normal guardsmen gunners can take special weapons, so I really do not understand why special weapon guardsmen are a separate entry...
I don't know the rules for both, but I notice the entries specify which specialization field your model can get rank in. Maybe the “normal” guardmens gunner can't take the “destruction” skills but the “special weapon” guardmen can? Just a quick idea to check.
Guardsmen and SWT have the same specialist choices: Leader, Heavy, Comms, Demolitions, Scout, Sniper, and Veteran. It seems the only difference between the datasheets is that SWT can take three gunners while Guardsmen can only take one. Very odd.
I'm reading off of a leak that was posted here a page or two ago, though it seems to have been deleted now?
@Ceph: None of the Guard units can take the Combat specialization. The sergeant starts with a chainsword which can be swapped with a power sword so maybe the Leader specialization has some options that will make your dude good in melee?
The most exciting thing for me personally is that Reanimation Protocols activates on a 6. That means Necrons only die from their first injury on a 4 or 5, a 33% lower chance than any other army. That's a damn good rule.
2018/07/19 22:27:25
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Plasma spam shouldn't be as much of a problem here as it is in 40k because you can give reroll 1's to at most 2 models (1 by default and 1 by spending CP).
2018/07/19 22:39:37
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Genoside07 wrote: GW acted like if you bought into SWA that all you will need to buy is the new rule book, but it seems like the rules for the terrain that came in the box set has additional rules in the $80 you need to buy to get them.
The Killzones are a specific type of themed terrain. The basic game has generic terrain rules that you can use with any terrain, but if you want to play in a Sector Mechanicus themed Killzone, there are a few extra SM-specific tactics cards and a few narrative missions. Nothing that is required for play. The value in the $80 boxes is the double sided board and a lot of terrain for a massive discount, not the tactics cards.
Plus what seems to be micro transaction or day one DLC with the expansions having additional rules and cards that you need to buy to get it;
Those extra cards are like a spice. It isn't required for a meal to be tasty, and a lot of meals won't use it at all, but in the right circumstances, it can add some flavor to your experience. This isn't Pokemon. You don't have to catch 'em all. I would wait and see what those tactics cards actually are before you pout.
Locally there was a number of us that was very excited about new version of necromunda but after a base game and three expansion books, We are still waiting on rules that had gotten in the original box set of the previous edition.
Yeah, but the Gang War books also had a lot of rules that weren't in the original box set. Necromunda is a (necessarily) slow growing game, but there's a lot of cool and experimental content for it. It is simply the case that you have a very specific vision of the game in your head which is preventing you from seeing the it for what it is and what it is becoming. I hope you'll give it another chance once it has gotten around to checking off those imaginary checkboxes in your head.
2018/07/19 22:46:07
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Arachnofiend wrote: Plasma spam shouldn't be as much of a problem here as it is in 40k because you can give reroll 1's to at most 2 models (1 by default and 1 by spending CP).
Still, even safe mode still has it's -3 AP and with S7 power armor things wounded at +3 and rest on +2 is a blast.
On the other hand, take 8 flamers and don't care about enemy cover
This message was edited 2 times. Last update was at 2018/07/19 22:47:16
2018/07/19 22:57:57
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
I'm reading off of a leak that was posted here a page or two ago, though it seems to have been deleted now?
@Ceph: None of the Guard units can take the Combat specialization. The sergeant starts with a chainsword which can be swapped with a power sword so maybe the Leader specialization has some options that will make your dude good in melee?
The most exciting thing for me personally is that Reanimation Protocols activates on a 6. That means Necrons only die from their first injury on a 4 or 5, a 33% lower chance than any other army. That's a damn good rule.
Bah. That's really unfortunate. I wanted my squad to have one. Oh well. Guess it's something other than Guard, then.
Amusingly, Rubric Marines can take Combat specialization. Presumably it's for the Aspiring Sorcerer to whack people with his whackin' stick but there's no restriction on it so you can in fact build a Rubric Marine to bludgeon people with his boltgun.