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![[Post New]](/s/i/i.gif) 2018/08/22 13:29:42
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Shas'ui with Bonding Knife
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While I'm honestly not sure, I have a feeling that since Kill Team came out, some people have been investing in new models to run in Kill Team. That said, I'm curious... of the Kill Teams you've tried, which armies are you enjoying the most? Also, which loadouts are you enjoying more than others? Are you having more fun with a gunline, full melee, or some mix of the two? And if you do mix the two, how much mixing are you doing? Is it 80% ranged and 20% melee or vice versa? Or is it closer to 50/50?
Just curious how everyone's experience has been
SG
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40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrekās Reavers
*** I only play for fun. I do not play competitively. *** |
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![[Post New]](/s/i/i.gif) 2018/08/22 15:01:12
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Yellin' Yoof
Hive Helsreach
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I was traveling when the game released so have only been able to play in the last week or so. It was rough, being away and reading about all the fun my friends were having and not being able to take part!
Anyways have now gotten in 4 games, all with my Tyranid Genestealer list. Been a Space Hulk fan since 1st edition, so any time I have an excuse to play Space Hulk "by other means," I take it.
I ran a 9 Genestealer list in my first three games and enjoyed it, though having nothing to do in the Shooting phase felt like I was possibly leaving a lot on the table. Genestealers can be good in melee, but they're as susceptible to whiffing as anything and the MEQ 3+ armor save can be tough to get through if you don't roll 6s for that sweet AP -4.
In my most recent game, having picked up the Tyranid Writhing Shadow starter and gotten access to all the tactics (and a strong enough command of the basic game mechanics to start remembering to *use* tactics, heh), I've had better luck. I also included a Tyranid Warrior with Deathspitter, Boneswords and Flesh Hooks loadout and made him a Veteran, to get him up in the opponent's grill first turn.
Overall, I think pure melee is viable but probably not as versatile. If your opponent rolls poorly for Overwatch and you're able to get in (or if you are able to setup charges from out of LOS) then melee can be very strong, but overall I think, like always, having stuff you can do in each phase of the game makes the most sense.
Also, IMHO a lot of people are still learning the rules, and more importantly, adjusting to the new mindset that Kill Team introduces. Some of the mechanics are significantly different than regular 40k and as such, there's a period of adjustment.
Overall, I really enjoy the Kill Team mechanics and rules and feel like it's what I've been looking for in the 40k setting ever since I started play close to 30 years ago. I strongly prefer it to games of regular 40k as I feel the current mix of units has much better internal balance and the mechanics are just plain more fun and tactically interesting to me.
I've also got a Space Marine Scout squad I want to try, an Ork squad, and have picked up some Plague Marines to finally see what heresy is about. It's rad that you can play so many different factions so easily and so inexpensively... most of the stuff I've already had lying about, collected over the years.
I'm really stoked on the game and look forward to playing lots more of it.
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![[Post New]](/s/i/i.gif) 2018/08/22 16:10:37
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Powerful Ushbati
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ServiceGames wrote:While I'm honestly not sure, I have a feeling that since Kill Team came out, some people have been investing in new models to run in Kill Team. That said, I'm curious... of the Kill Teams you've tried, which armies are you enjoying the most? Also, which loadouts are you enjoying more than others? Are you having more fun with a gunline, full melee, or some mix of the two? And if you do mix the two, how much mixing are you doing? Is it 80% ranged and 20% melee or vice versa? Or is it closer to 50/50?
Just curious how everyone's experience has been
SG
So far I've been playing games nearly non-stop since launch day.
My top three favorite lists I've run are:
My mixed Deathwatch (No primaris)
My Primaris Only
My Necron Sniper dudes
I'm having a BLAST with the game!
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![[Post New]](/s/i/i.gif) 2018/08/22 21:48:27
Subject: Re:[Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Mysterious Techpriest
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I've been playing a lot and started a campaign with a few friends. Been only playing AdMech and I'm still trying out different team compositions and how to play them with mac efficacity. I love them so far, and I've been successful as well. My teams are approximately 30% CC and 70% shooting, considering my CC has really good pistols. I played a full Infiltrators list the other day and won, it was really fun.
My next project is a team of Tempestus Scions, I have the models but need to paint them. They play a lot like Skitarii, except for the CC part, I expect it won't be better than Skitarii but not much worse, I'll have to see. I need to buy myself a box of Wyches to really start my Drukhari roster too but not really in my budget right now sadly.
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2018/08/22 21:57:57
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Liche Priest Hierophant
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I had a test game. I liked it a lot less then I would have thought.
Where would you say the apeal in the game lies? The battle was over rather quick with one side sweeping the other.
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![[Post New]](/s/i/i.gif) 2018/08/23 00:12:31
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Mysterious Techpriest
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Niiai wrote:I had a test game. I liked it a lot less then I would have thought.
Where would you say the apeal in the game lies? The battle was over rather quick with one side sweeping the other.
I don't believe a single game can really give you the feel of the game. There are many different missions and the fact that you can build your force depending on the mission and the faction you're facing helps to have a fun and balanced game.
Come to think of it I maybe had 3 games where I completely razed the opposing team, it shouldn't be that easy when both players are well-aware of the game's mechanics. It's different than regular 40K and I've been having way more fun in KT than in 40K where you can lose just because you play a sub-par army.
To me the appeal is in the pace of the game, it's really dynamic and reactive, you're not waiting for your opponent to move his 150 models for half an hour. The narrative of the game is neat, you can really give a personality to your models and it builds them a little story. Another thing I love so far is the internal balance. I faced quite a diverse choice of factions so far (AdMech, SM, DW, Drukhari, Orks, GSC, Chaos, Guard) and I believe all it takes to have a balanced game is knowing how to build a good KT and know your rules perfectly as to make use of your actions more efficiently. It's easy to lose when you didn't know you could charge this model etc.
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40K: Adeptus Mechanicus
AoS: Nighthaunts |
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![[Post New]](/s/i/i.gif) 2018/08/23 04:19:22
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Yellin' Yoof
Hive Helsreach
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Niiai wrote:I had a test game. I liked it a lot less then I would have thought.
Where would you say the apeal in the game lies? The battle was over rather quick with one side sweeping the other.
Since the game is new, I'm finding that there's a *lot* of misplay and misunderstanding of the rules. Partly I think this is because Kill Team is actually quite different than 40k, and sometimes in unexpected/surprising ways, and partly it's just a new ruleset and it just takes people a while to get the arms and heads around it.
So.. without knowing the details of your experience, I'd just say that it's probably worth giving it another shot and maybe reading up on some of the more unique interactions to make sure to play the game correctly.
Don't mean any disrespect in this statement, I just know my own local game group is still learning the game and that they had some pretty mixed reactions on first play, though those first plays turned out to have a lot of misplay and hence the negative reactions were reasonable but not based on the actual game rules.
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![[Post New]](/s/i/i.gif) 2018/08/23 05:19:40
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Longtime Dakkanaut
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The game is fantastic. It's a bite-sized piece of 40k that's much more narratively driven, allows people to really push their modeling and painting skills, and gives a much different kind of strategy than you normally see in 40k games. It's MUCH more balanced, more stratagems are useful rather than fewer, and the games go very quickly which allows for people to play lots of games in a day, whereas some 40k games can go for 2-4 hours.
I'm loving it. As for factions, I've found I'm not a huge fan of Tyranids. Games feel like uphill battles with my Tyranids and I've tried a little bit of everything across 10+ games. On the other hand, I played 4 games with Adeptus Astartes using only Primaris models and the games feel MUCH better. More balanced, more back and forth, more strategy with them. Even just having two reivers and 4 intercessors just feels a lot better for some reason.
Space Marines feel tough in this game. One Primaris Intercessor can weather some serious firepower before finally going down. Or, if he's really unlucky, be knocked out immediately by a single sniper rifle shot.
Two major factors have really influenced the fun that people have in the game:
A. Knowing the rules.
B. Properly building the terrain.
(A) is obvious. There's a LOT of rules that work differently than in 40k and the wording of them can seem vague at first. But, when you read the rulebook from the first page to the last, in order, everything makes a lot more sense. It's when people flip around, looking for only the rules that apply to them, that things get lost or confused. You really do need to read the rulebook properly, ESPECIALLY if you're coming over from 40k. You'll find a dozen things that you've been getting wrong. But, another thing that's important is knowing the tactics that are available to you. Many factions can feel very weak until you use some certain Tactics that allow you to make a better roll or do some shenanigans that you didn't know you could do. New players miss out on this and they think their army is weak, only to suddenly use a tactic that changes their entire strategy or allows them to survive or hit harder than they thought they could!
On top of that are all of the specialisms. The base abilities of the specialists as well as the tactics of the specialists are VERY important to making sure that shots count!!
Finally (B) is just as important. If you are putting high level terrain that models can perch on in the 4 corners of the board, you're going to have a bad time. Models will be able to rain fire down on you with no repercussions, and if you have to charge them to win... good luck. It's not going to happen. You'll spend 2 turns being their shooting gallery before you can do any damage back.
The best boards, I've found, have dense terrain in the very center, with smaller and sparser terrain towards the edges. Put the big LOS blocking thing that you have in the middle of the board, and then put all the little crates and barrels off in the corners. This makes it more difficult for shooting armies to castle up and dominate the field, and gives melee armies a chance to shine. If the enemy army is able to Ready all of their models, you've either built your terrain wrong, or you've moved/deployed in a really crappy way.
But yeah, having lots of fun, teaching lots of new players, still learning a few of the rules and memorizing stratagems, but eager to see what GW does next with it!
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![[Post New]](/s/i/i.gif) 2018/08/23 11:29:00
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Shadowy Grot Kommittee Memba
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Niiai wrote:I had a test game. I liked it a lot less then I would have thought.
Where would you say the apeal in the game lies? The battle was over rather quick with one side sweeping the other.
This is strange to hear, because every negative play experience I've seen so far has been people deciding "let's just see how the ruleset works and play to kill each other" which is a mistake because Kill Team is really not designed for "to the death" - the missions all tend to end the game before one player is actually tabled, and in a close game where both teams get down to their last couple men the many debuffs and morale checks make the game nigh-impossible to close out.
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"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!" |
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![[Post New]](/s/i/i.gif) 2018/08/24 02:39:47
Subject: [Kill Team] Since it's been out for a while now, what are your favorite armies and loadouts?
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Secretive Dark Angels Veteran
Canada
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ServiceGames wrote:While I'm honestly not sure, I have a feeling that since Kill Team came out, some people have been investing in new models to run in Kill Team. That said, I'm curious... of the Kill Teams you've tried, which armies are you enjoying the most? Also, which loadouts are you enjoying more than others? Are you having more fun with a gunline, full melee, or some mix of the two? And if you do mix the two, how much mixing are you doing? Is it 80% ranged and 20% melee or vice versa? Or is it closer to 50/50?
Just curious how everyone's experience has been
SG
We have a good Kill Team group going here. Some are running a KT version of their normal 40K army, while others are branching out. Its cool that way. For the first time in over 20 years of 40K I am looking at a Chaos Space Marines list!
Its early, but I think that a KT roster needs the ability to generate a mix of shooting and melee. Some of the missions force you to get in close, and a melee army can't always depend on tilting the table to its advantage during set-up.
I've run Marines and Drukhari so far. The Marines are fun because they do well in both shooting and melee. I've been running a melee-oriented Drukhari list but it always has a strong shooting element.
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All you have to do is fire three rounds a minute, and stand |
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