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Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Sup

So, dipping my toe back into 40k through the glory that is Kill Team.

I haven't played any games in years, as I've been entirely distracted by D&D. So I may as well be a complete noob to the whole thing now.

I've got my preorder in for the new rule book and have gone with a SM Scout team (always loved the models, they were the first 40k purchase I ever made nearly 30 years ago and were the foundation of my then Black Templars force).

Fully appreciate it may be too early to say pending the full rules release, but I'm curious what a half way decent list would look like.

I've got the app and started looking through. Currently thoughts are along the lines of...

Sergeant with boltgun
Heavy with missile launcher
Sniper
Tracker
Hunter
2 shotgun warriors
2 pistol / knife warriors
1 boltgun warrior

... The sergeant would sit central taking pot shots with his bolter and dishing out additional APL to whoever is in range and needs it. Missile launcher has flexibility in ammo type for a range of enemies. Trackers there to make those heavy / sniper shots count. Hunter for surprise shenanigans. The rest are just an even split of weapon types to try and balance the list out.

Does this seem a reasonable base to work from? Are there any rules I've overlooked?

   
Made in pl
Longtime Dakkanaut




Hey, you don't need a list in KT you may choose operatives freely before each game based on the terrain, scenario and the opposing team. It's one of the set up steps.

To avoid painting surplus operatives, magnetise!


   
Made in fi
Posts with Authority






Indeed. Team rosters are gone in KT2024, now you select your operatives before each game.

Here's some tips from a regular tourney player



"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" 
   
Made in pl
Longtime Dakkanaut




 tauist wrote:

Here's some tips from a regular tourney player


I am not sure making such guides makes sense right now

There's a crapton of changes introduced at once with this edition and any semblance of balance is in tatters. The game's landscape will be very different after the first wave of erratas and patches and such guides will be quite outdated in 3 months (hopefully, really!).

From my point of view, those are guides for a test beta version with a very short life expectancy in my opinion.

Opinions after a small tournament here in Poland (18 players) :

First and foremost - we highly recommend such clown fiesta to everyone. Not only the game is not even close to be balanced, but learning on the job is like testing things in production: anything can happen.
We had 18 players and been playing with open terrains, Volkus and Into the Dark.
- Nemesis Claw x4
- Legionaires x3
- Inquisitorial Agents x2
- Hierotek Circle x2
- Warpcoven x2
- Farstalker Kinband
- Heartkyn Yaegirs
- Elucidian Starstriders
- Scout Squad
- Angels of Death
Top 8 consisted of:
1. Inquisitorial Agents
2. Nemesis Claw
3. Hierotek Circle
4. Warpcoven
5. Inquisitorial Agents
6. Legionaires
7. Farstalker Kinband
8. Elucidian Starstriders
Except for the Kroot, other teams are hardly a surprise, with Inquisition being totally busted due to their flexibility and prison type of gameplay, Legionary with bonkers strong ploys and absurd amount of CP to use every single one of them all the time, Nemesis Claw being an elite slaying team, Hierotek Circle with their amplified alpha strike and reanimation potential, Warpcoven having super resilient Rubrics and Starstriders with very powerful shooting.
New Into the Dark layouts are also a bit questionable as they are super open and have a weird feel to them. However, this would require more hands on experience to see whether this is a challenge or an advantage.
Putting the lack of balance aside, the gameplay, once you get used to new rules, is much more "user friendly". Simplified and more intuitive rules are a noticeable improvement compared to previous edition.
We just really hope GW will tone down the most broken teams, so the metagame would be more diverse.


https://www.facebook.com/100075585177993/posts/pfbid02vjkKQSZoxsnQtGVC13E5Px8BAb4Pv1ZRMP1xPuFYA8v8tV42LdedmTTJguuzRJhRl/?app=fbl



Summing up, I repeat my advice about magnets. They will make your models immune to any incoming rules changes (and they are incoming hard, I'm sure of it!)
   
Made in fi
Posts with Authority






Magnetizing is undoubtedly a great idea in any case, as you will be able to get by with less models (which are becoming quite expensive these days).

As for CYRAC's video above, I think the Scouts team is not one of those "outlier" teams you mention as being busted, so I doubt it will change all that much. The team might get one more operative, but other than that, I doubt things will be changing all that much. Ergo, there is still plenty to take heed in the above video IMHO

"The larger point though, is that as players, we have more control over what the game looks and feels like than most of us are willing to use in order to solve our own problems" 
   
 
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