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Made in gb
Longtime Dakkanaut




Hi all,

I'm looking for perspective on a potential house rule for kill team we'd like to do.

While I am more or less satisfied with the cor experience components of kill team, one thing that frustrates me, like with 'regular' 40k is how basic guys with basic guns still struggle and how often times, it falls to the guy with the power fist or plasma gun to make the kill, and everyone else to be a wound counter.

In kill team with to hit mods (which I like), and the 3-roll resolution (hit, wound, save) that is typical of gw, even hyper elite space marines struggle to gun things down a lot of the time.

My thinking to change this is to consider bringing in necromunda rapid fire dice to kill team. Obviously, It would require further changes and considerations which I am happy to do, but I was wondering if the core concept has merit. Also I like the idea of folks having to worry about the ammo count, so 'reloading' would have to be a rule, especially for 'killer' weapons like meltaguns and plasma guns.

Thoughts?

Cheers!

This message was edited 1 time. Last update was at 2019/05/06 11:35:39


greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in fr
Longtime Dakkanaut




I think the main issue is how powerful multi-damage weapons are, as a core mechanics. And with specialisms and strats, you can usually have a guy with a S8 multi-damage weapon hit on 2s rerolling 1s, which is usually a killshot.
That's why standard dudes feel lackluster.
But not killing models every time you shoot is actually refreshing. I think it would be best if everyone struggled all the time, especially since positioning matters a lot more for standard dudes (who suffer from cover and long range). So I would prefer if strong combos/special weapons were nerfed, instead of standard dudes buffed.
   
Made in hu
Regular Dakkanaut




Hungary

The easiest is to play without specialism and CP.
Also removes the total non-w40k hide the leader attitude.
   
Made in us
Committed Chaos Cult Marine





I think one of the big issue with Kill Team is just how cheap special/heavy weapons are. And like fresus said, this is further complicated with how multi-damage weapons work in Kill Team. I would also add how freely some factions can more or less take these weapons can further add to the issue.

I don't think there are any easy answers in fixing these issues in Kill Team without creating more.

I could agree to many, if not nearly all, special/heavy weapons being a little more expensive in points. At least make it close to judgement call to take a special weapon or not instead of pretty much auto-take as many as you can fit in most cases. This may or may not call for less universal weapon point costs as well. I just don't want it swing the other way where almost no special/heavy weapons are fielded and potentially making games feel a little dull.

A much tougher issue is considering limiting the number of special weapons a team can field. It may not be needed if the points balance makes it a harder call for Admech or Imperial Guard to just decide to spam plasma as much as possible.

On the other hand, I don't even know if I like those change suggestions. In principle, special/heavy weapons should add a little extra dimension to the game especially if each group of weapons fulfill a necessarily role the other just can't as easily. I like the idea of a Space Marine scout team armed with a: sniper rifle, heavy bolter, missile launcher, couple boltguns, a shotgun and a couple of chainswords with each one filling a combat role needed to best succeed. But Kill Team, like full 40k, really isn't that kind of game. For the most part, there is a best weapon to use (usually plasma or frag/krak shooters).

This message was edited 1 time. Last update was at 2019/05/11 21:57:06


 
   
 
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