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2018/07/19 23:07:02
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Cephalobeard wrote: Arachno, if you don't mind, do you know what the guard strats are? Or orders?
Orders are:
1) Re-roll hits rolls of 1
2) Re-roll wound rolls of 1
3) May shoot even if the ordered model advanced
4) May shoot even if the ordered model fell back
5) May advance instead of shooting
6) May fight as if it was the fight phase
I believe these are the same as in the Guard codex? As for the tactics:
1) 2 CP, may make overwatch on a 5+
2) 2 CP, your Leader may issue a second order
3) 1 CP, select an obscured friendly model when an enemy model shoots at it, all shots that target that model take an additional -1 to hit
4) 1 CP, selected model takes their Nerve test on a d3 instead of a d6
2018/07/19 23:42:03
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
For gaks and giggles I'm gonna go through each kill team list and pick out which armies have at least one datasheet that can be either a combat or zealot specialist, the two CC-oriented specializations. Essentially, the following armies are capable of being dangerous in the fight phase:
I converted and combined those ODB files to one PDF
Automatically Appended Next Post: Looking at the 4 Matched Play missions, they look really fun but it's clear that you'll need a very balanced kill team to win a competitive event. For example, you only score points in the Take Prisoners mission for killing models within 1", which an all-shooting army has no chance at.
I think Tyranids are gonna be good, they've got a big toolbox.
RULEBOOK REMOVED
This message was edited 2 times. Last update was at 2018/07/20 06:08:03
Looking at the 4 Matched Play missions, they look really fun but it's clear that you'll need a very balanced kill team to win a competitive event. For example, you only score points in the Take Prisoners mission for killing models within 1", which an all-shooting army has no chance at.
Good luck doing that with Guardsmen, I suppose.
The supply does not get to make the demands.
2018/07/20 07:11:23
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Looking at the 4 Matched Play missions, they look really fun but it's clear that you'll need a very balanced kill team to win a competitive event. For example, you only score points in the Take Prisoners mission for killing models within 1", which an all-shooting army has no chance at.
Good luck doing that with Guardsmen, I suppose.
Nonsense. Every IG commander knows that sheer weight of numbers can solve any problem. Need to punch something in melee? Good thing you can bring 10 guardsmen for only 30 points and throw several of them at each prisoner.
And thank dog I got that rulebook before it was taken down, this helps a lot with planning my next purchase.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2018/07/20 07:11:50
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
So I think I have my personal solution for how I'll run kill team campaigns (after reading the rulebook). Im just not very satisfied with certain aspects of the skill tree and leveling up so Im going to use all of the basic rules laid out with one exception. Ill use the mordheim roster sheets to track experience, and replace any instance of them gaining skills with the new skill trees (effectively allowing more than 4). If anyone wants to help with this project I think ill be looking to figure out the stat maximums for each current unit, anyone think this is a good/bad/excellent/awful idea?
2018/07/20 08:03:18
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Looking at the 4 Matched Play missions, they look really fun but it's clear that you'll need a very balanced kill team to win a competitive event. For example, you only score points in the Take Prisoners mission for killing models within 1", which an all-shooting army has no chance at.
Good luck doing that with Guardsmen, I suppose.
It gets better: 2 of the other missions you auto-lose if your squad is broken. So essentially, a kill team with no melee components and a low leadership characteristic are particularly bad at winning the Matched Play missions.
There's a non-zero chance that Guard is going to suck in Kill Team.
2018/07/20 08:16:48
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Looking at the 4 Matched Play missions, they look really fun but it's clear that you'll need a very balanced kill team to win a competitive event. For example, you only score points in the Take Prisoners mission for killing models within 1", which an all-shooting army has no chance at.
Good luck doing that with Guardsmen, I suppose.
It gets better: 2 of the other missions you auto-lose if your squad is broken. So essentially, a kill team with no melee components and a low leadership characteristic are particularly bad at winning the Matched Play missions.
There's a non-zero chance that Guard is going to suck in Kill Team.
Perhaps we'll see things like Commissars, Ogryns and Kroot added in one of the KT expansions. That should help Guard and Tau with victory conditions such as these.
In any case it won't stop me from taking Guard.
"Fix bayonets - CHARRRGE!"
2018/07/20 08:43:37
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
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.
Nothing necessary about it. They chose to chop it up as DLC and this is no different. Nucromunda is a different game, yes, but don’t go claiming the rules are complete or coherent, the release schedule is anything but gougey and that taking a year to get all the base gangs out would satisfy long-time fans...
This game seems to be another scenery-shifter, and also Troops box shifter. If the campaign rules are only four pages and the resolution to a campaign is “lol FREE FOR ALL BATTLE!” then yeah. Reviewers’ comments about Day One DLC regarding cards in expansions but not in the base game do grind my gears. I get that GW want to sell everyone more than a rulebook, but ouch.
Ironically, if done right they could make this their Call Of Duty, with an annual facelift and expansions for months to come.
Stormonu wrote: For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
2018/07/20 09:51:04
Subject: [40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
The resolution is not "lol FREE FOR ALL BATTLE!". If a tie-breaker is needed, then there's a final battle to determine the winner. If only one player is not reduced to 0 in any resource, then they win.
In my experience, campaign rules are only necessary to link games together. The more rules you add to that, the more things bog down and the more likely people are to drop out.
"DLC" is only a problem if you need it. Nothing I've seen suggests there's anything in the additional sets I need, other than the models.
2018/07/20 09:54:28
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Arachnofiend wrote: It gets better: 2 of the other missions you auto-lose if your squad is broken. So essentially, a kill team with no melee components and a low leadership characteristic are particularly bad at winning the Matched Play missions.
There's a non-zero chance that Guard is going to suck in Kill Team.
It's not too bad. Remember, LD only matters if half your models are killed/wounded. IG are more likely to fail a test if they have to take one, but they're much less likely to have to take that test when they can put 10 models (more than many entire kill teams!) on the table for a mere 30 points.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2018/07/20 10:35:17
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
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.
Nothing necessary about it. They chose to chop it up as DLC and this is no different. Nucromunda is a different game, yes, but don’t go claiming the rules are complete or coherent, the release schedule is anything but gougey and that taking a year to get all the base gangs out would satisfy long-time fans...
This game seems to be another scenery-shifter, and also Troops box shifter. If the campaign rules are only four pages and the resolution to a campaign is “lol FREE FOR ALL BATTLE!” then yeah. Reviewers’ comments about Day One DLC regarding cards in expansions but not in the base game do grind my gears. I get that GW want to sell everyone more than a rulebook, but ouch.
Ironically, if done right they could make this their Call Of Duty, with an annual facelift and expansions for months to come.
Necromunda was a bit of shambles with the Equipment and Weapons rules and this looks about the same but also adding in a complete feth up with the available units.
I and others have added lots of stuff to the bare bones of the Necromunda rules - especially missing units/gangs./Equipment - this looks like it will require much more work (and has much less work done by GW)
I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
That's true for testing if a squad is broken, sure, but a guardsmen horde can end up with a domino effect of cowering infantry very quickly with a couple bad rolls since every killed and shaken model stacks up to make the next nerve test more difficult.
2018/07/20 10:50:06
Subject: Re:[40K] Kill Team News & Rumours (pre-orders up 21st of July -- Rogue Trader coming later this year)
Not ideal but it does contain one of every special weapon to get a player started. You just need another Guardsman.
I think he meant that that box contains all you need to make a Guardsman medic model, but Guardsmen do not have the Medic specialist option for Kill Team. Which is a bit odd, but it appears to me the reasoning is that the Medic is only available to Command Squads normally, and those are not an option for Kill Team. Though then again, can regular scion squads normally take Medics, or are they also restricted to command squads?
I'm wondering, do Guard get access to Sniper rifles and Heavy Flamers in Kill Team? Those are Special Weapons Squad options, not Regular Guard squad options in regular 40k, aren't they? (I do not have the 8th edition codex.) Someone said that the Scions don't get Grenade Launchers, even though there's definitely one in the Scions box.