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Made in nl
Blood-Drenched Death Company Marine





The Netherlands

That's how I read it, yes. It's also used for matched play outside of campaigns. So you have a command roster of 20 models of which you select your 100pt battle-forged kill team after you select the mission.

Minor fix: apparently it's called command roster, not combat roster.

   
Made in us
Parachuting Bashi Bazouk




Bowie, MD

 Crimson wrote:
 Redemption wrote:

Note that for a campaign you create a combat roster of up to 20 models.

Do I understand correctly that there are no limits, restrictions or points for this combat roster (unlike for the actual team for each battle)? It is just any 20 models available to your faction?


This is my understanding: Your roster can be whatever for your faction, but you can only take 100pts and must abide by the limits for actual games. You pick your team at the start of the game from the units in your roster so you can tailor your list to the mission.
   
Made in ca
Preacher of the Emperor






I got to (briefly) skim through the book, rolled on the guard background tables for fun. My kill team is a crack team of tank hunters with a solid Rep. You don't wanna mess with these guys. They've gone AWOL in search of treasure in no-man's land.



So if losing your last wound to a high-damage attack incurs a penalty on the flesh wound check, are we certain that taking multiple potentially fatal wounds from a low damage attack incur similar penalties? Do they still take one check whether they're hit by one bullet or four?

   
Made in us
Shadowy Grot Kommittee Memba






 Captain Joystick wrote:
I got to (briefly) skim through the book, rolled on the guard background tables for fun. My kill team is a crack team of tank hunters with a solid Rep. You don't wanna mess with these guys. They've gone AWOL in search of treasure in no-man's land.



So if losing your last wound to a high-damage attack incurs a penalty on the flesh wound check, are we certain that taking multiple potentially fatal wounds from a low damage attack incur similar penalties? Do they still take one check whether they're hit by one bullet or four?


They only take one check regardless of number of hits.

"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!"  
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control




Bristol, UK

No, that's not quite right...

You choose your starting roster using the normal rules for Matched Play, except you are limited to a maximum of 12 modes.

At the end of a mission, each of your Fire Teams may recruit a new member. This member must take part in following battle.

There is no maximum to number of models that can be on your roster.

If you can keep your head, while all about you are losing their's, then you have probably completely misunderstood the situation!

6,000pts
5,500pts
3,500pts
2,500pts 
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

Ah right, I missed that page. It is a bit spread out over the book. So, the summarize:

For matched play, players create a command roster of up to 20 models from a single faction. After you choose the mission, the players then select their kill team with the battleforged rules:
- Minimum of models, maximum of 20.
- Exactly one Leader
- Up to 3 specialists, and can't have two of the same specialty
- If any datasheet has a maximum number specified (e.g. can't have more than one Tactical Sergeant), can't have more than that maximum of that data sheet in your kill team
- Can't be more than a 100 points.

Then for campaign, each player creates a command roster of up to 12 (not 20) models from a single faction. After selecting your mission, all players generate a kill team from their roster following the battle forge rules noted above.
After a mission is finished, you can recruit new models, with no limit to your command roster size. However, any new models have to play the next mission. The exception are non-specialists. Those get organized into fire teams of the same datasheet, which can get their own abilities as a group they level up. They can recruit new members into their fire team up to double the current fire team's size (so one veteran for each rookie), but the new recruits have to finish at least one mission before they can get any benefit from the fire team's level. Alternatively, you can disband a fire team and get a fresh batch of non-specialists of that data sheet and start over.

   
Made in us
Shadowy Grot Kommittee Memba






Okay, I think...I think I get it?

So you don't have to include any replacement specialists or leaders in your initial roster, and losing one essentially just means they bump back to level 1 (if you wanted to just pop the same model back in, that is).

And you CAN include new fire team members, including new full fire teams, its just when you want them to join an existing fire team that they need to survive a game as a newbie?

"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!"  
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

ritualnet wrote:

Is the faction keyword things like Orks / Necrons / eldar / Dark Eldar?

I'd have loved to have some scions working with a space marine, or a plague marine with cultist followers.


Yes, they're faction keywords but you only get one per unit entry. There are still just plain "keywords" like Chaos and Imperium but they distinctly separate from the "faction keywords" and therefore not eligible for battleforged kill teams according to that image.
   
Made in us
Fixture of Dakka





Are you sure Genestalers don't have two (one for GSC and one for Nids)?

I thought there were one or two units that could be used by 2 KillTeams.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Nope, Stealers are Nids only IIRC.


Automatically Appended Next Post:
Ho-hum, speak of the daemons: https://www.warhammer-community.com/2018/07/25/25th-july-preview-the-writhing-shadowgw-homepage-post-1/

This message was edited 1 time. Last update was at 2018/07/25 17:54:58




Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Fixture of Dakka





Can you source Stealers being Nids only? They were in the GSC preview:
https://www.warhammer-community.com/2018/07/07/7th-july-kill-team-focus-the-genestealer-cultsgw-homepage-post-1/
   
Made in us
Cultist of Nurgle with Open Sores




Birmingham, UK



There's a bit of text in the GSC rules about taking Stealers for GSC - you just have to replace the relevant keywords and you're good to go.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

Okay, my bad.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in us
Longtime Dakkanaut





Connecticut

Gods, Brook. You got me all excited that they had announced actual Daemons.

Oh well, I should have known it wouldnt come so soon.

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
Dakka Veteran




 Cephalobeard wrote:
Gods, Brook. You got me all excited that they had announced actual Daemons.

Oh well, I should have known it wouldnt come so soon.


Did they offer any logic around why Daemons aren't a valid faction?
   
Made in us
Battle Tested Karist Trooper





Central Coast, California

Yeah, I'd love to get a little Kill Team of Horrors and Flamers, maybe a Herald for good measure.

   
Made in us
Shadowy Grot Kommittee Memba






skarsol wrote:
 Cephalobeard wrote:
Gods, Brook. You got me all excited that they had announced actual Daemons.

Oh well, I should have known it wouldnt come so soon.


Did they offer any logic around why Daemons aren't a valid faction?


probably just a lot of effort for a fairly low return. Everything has exactly one weapon option, no special weapons guys, sergeant with pretty much identical equipment, just a banner and an instrument for every unit.

The response then is usually, like with Necrons, Nids etc, but then you've got relatively few units for daemons beyond the Lessers which fit the KT bill. Flamers might edge 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!"  
   
Made in us
Longtime Dakkanaut





Connecticut

skarsol wrote:
 Cephalobeard wrote:
Gods, Brook. You got me all excited that they had announced actual Daemons.

Oh well, I should have known it wouldnt come so soon.


Did they offer any logic around why Daemons aren't a valid faction?


I believe they hamfisted something along the lines of small groups of daemons not working together, despite Daemonic Hosts literally starting as small groups of Daemons showing up together.

Whatever it was, it's dumb.

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
Stoic Grail Knight






Yendor

 Captain Joystick wrote:
I got to (briefly) skim through the book, rolled on the guard background tables for fun. My kill team is a crack team of tank hunters with a solid Rep. You don't wanna mess with these guys. They've gone AWOL in search of treasure in no-man's land.



Congratulations, you are now playing Kelly's Heroes in 40K!

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in fi
Courageous Space Marine Captain






I wish they had given the CSM factions an ability to include demons, perhaps even some rules for summoning them.

   
Made in gb
Mighty Vampire Count






UK

 Crimson wrote:
I wish they had given the CSM factions an ability to include demons, perhaps even some rules for summoning them.

Ssshhh no criticism allowed...........Be glad they allowed you to play their game.

It does seem odd, especially since they do have plastic models for many daemons

Maybe Rogue Trader will get rid at least some of this stupditiy..

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

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in de
Regular Dakkanaut





If I had to make a bet, it would be on Daemons showing up in WD sooner or later. Either as a full KT list, or in some sort of scenario.
   
Made in ca
Experienced Saurus Scar-Veteran





California the Southern

Can a kind soul remind me if any of the admech units can take close combat specializations?

It would seem obvious that Sicarians could, but seeing as how what's obvious to some of us ended up not getting included in the game....

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!
https://www.youtube.com/channel/UCmCB2mWIxhYF8Q36d2Am_2A 
   
Made in gb
Andy Hoare




Norwich,England

the_scotsman wrote:
One thing to bear in mind with all this talk of blobbing is that multi-shot weapons become much, MUCH more powerful in this game system when models are bunched together. a multi-shot weapon (say, a frag cannon) can only get a single flesh wound on a guardsman - the only way to get multiple wound rolls is by using a multi damage weapon - but against four guardsmen grouped up, you can roll the 2d6 and say "ok, every guardsman eats two hits of this roll of 8.

Same deal with say, a storm bolter. "I'm going to make one shot against each guardsmen" is going to be much more effective than 4 shots on one guardsman.

I'm not quite following what you are trying to say here. If a single guardsman gets shot by a frag cannon he's getting hit 2d6 times, which will be 2d6 wound rolls followed by the resultant save & injury rolls. The combat sequence rules in the book describe making the attacks one at a time with a side bar for fast dice rolling which allows you to roll all the attacks for the same weapon at once. I'm completely lost on where the idea of Frag Cannon will only result in single flesh wound comes from(other than my usual piss poor dice rolling!)?
   
Made in vn
Longtime Dakkanaut




 highlord tamburlaine wrote:
Can a kind soul remind me if any of the admech units can take close combat specializations?

It would seem obvious that Sicarians could, but seeing as how what's obvious to some of us ended up not getting included in the game....


Sicarian can take Combat and Zealot, which is the CC specialism in this game

Ranger/Vanguard can take Zealot..
   
Made in gb
Lord of the Fleet






 David Clarke wrote:
the_scotsman wrote:
One thing to bear in mind with all this talk of blobbing is that multi-shot weapons become much, MUCH more powerful in this game system when models are bunched together. a multi-shot weapon (say, a frag cannon) can only get a single flesh wound on a guardsman - the only way to get multiple wound rolls is by using a multi damage weapon - but against four guardsmen grouped up, you can roll the 2d6 and say "ok, every guardsman eats two hits of this roll of 8.

Same deal with say, a storm bolter. "I'm going to make one shot against each guardsmen" is going to be much more effective than 4 shots on one guardsman.

I'm not quite following what you are trying to say here. If a single guardsman gets shot by a frag cannon he's getting hit 2d6 times, which will be 2d6 wound rolls followed by the resultant save & injury rolls. The combat sequence rules in the book describe making the attacks one at a time with a side bar for fast dice rolling which allows you to roll all the attacks for the same weapon at once. I'm completely lost on where the idea of Frag Cannon will only result in single flesh wound comes from(other than my usual piss poor dice rolling!)?

"If a model's wounds are reduced to 0 any further attacks directed against this model by the attacking weapon are not resolved and then the player controlling the the attacking model makes an injury roll for the target model"

So you get 12 hits on a guardsmen, wound and failed save on the first one - the rest are discarded and you make one injury roll.

Weapons with high damage (higher than 1) get to make multiple rolls on the injury table so that isn't wasted but excess shots/hits on a model get you nothing.

This message was edited 1 time. Last update was at 2018/07/25 20:32:57


 
   
Made in us
Longtime Dakkanaut





Connecticut

That makes flamers much less attractive than I had originally thought.

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 gb
Calculating Commissar





England

 Cephalobeard wrote:
That makes flamers much less attractive than I had originally thought.

Except you can spread the shots to models within 2" of the target. There are also typically 2-3" bubbles for aura effects, so units want to bunch up to get aura effects, but then they are vulnerable to multi-shot weapons...

I like it.

 ChargerIIC wrote:
If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
 
   
Made in gb
Stitch Counter





The North

I'm probably late to the party here as I've only looked properly at what GW is selling for Killteam

£37.50 for five Burna Boyz (Usually £15.50) a terrain piece and some cardboard? Really?

If I conveniently ignore the ridiculous price... special cards for the Orks with rules that are only available in the box, and not in the main card pack or BRB? Isn't that like a pay-to-win/get perks kinda collectable game sorta thing? "Only I can use these special abilities because I bought the expensive box rather than a normal box of Burna Boyz"

But let's move past that... 5 Burna Boyz kill Team. .. is it somehow comparable to the 5 Primaris Reavers Space Puppy Furryteam?

Am I missing something here? I feel like I am missing something that makes this all perfectly acceptable and somehow logical

This message was edited 1 time. Last update was at 2018/07/25 20:50:30


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in us
Fresh-Faced New User




 Scott-S6 wrote:
 David Clarke wrote:
the_scotsman wrote:
One thing to bear in mind with all this talk of blobbing is that multi-shot weapons become much, MUCH more powerful in this game system when models are bunched together. a multi-shot weapon (say, a frag cannon) can only get a single flesh wound on a guardsman - the only way to get multiple wound rolls is by using a multi damage weapon - but against four guardsmen grouped up, you can roll the 2d6 and say "ok, every guardsman eats two hits of this roll of 8.

Same deal with say, a storm bolter. "I'm going to make one shot against each guardsmen" is going to be much more effective than 4 shots on one guardsman.

I'm not quite following what you are trying to say here. If a single guardsman gets shot by a frag cannon he's getting hit 2d6 times, which will be 2d6 wound rolls followed by the resultant save & injury rolls. The combat sequence rules in the book describe making the attacks one at a time with a side bar for fast dice rolling which allows you to roll all the attacks for the same weapon at once. I'm completely lost on where the idea of Frag Cannon will only result in single flesh wound comes from(other than my usual piss poor dice rolling!)?

"If a model's wounds are reduced to 0 any further attacks directed against this model by the attacking weapon are not resolved and then the player controlling the the attacking model makes an injury roll for the target model"

So you get 12 hits on a guardsmen, wound and failed save on the first one - the rest are discarded and you make one injury roll.

Weapons with high damage (higher than 1) get to make multiple rolls on the injury table so that isn't wasted but excess shots/hits on a model get you nothing.


That makes no sense. Since you're never forced to fast roll your attacks, why would you ever fast roll for a multishot weapon instead of just doing them one at a time to mitigate wasting shots? Or in the case of a sniper rifle where you roll a 6 and inflict a mortal wound in addition to the weapon's regular damage, you'd do the injury roll for the mortal wound and the normal damage is lost... so you could only ever get your mortal wound and normal damage onto a model is if it has 2+ Wounds.

I agree, the rule does seem to read that way from the book, but in the demo of the game on WHTV last Friday, they had multishot weapons incurring an injury roll for each point of unsaved damage.

Blah, blah, blah, Mister Freeman. 
   
 
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