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Re: Kill Team 2018 in July

Posted: Mon Aug 20, 2018 6:40 am
by The Other Dave
Thanks for giving it a shot, anyway. :) Again, I think that's all pretty valid - although I hope you didn't feel rushed when we were playing!

I think the intent is that a lot of the depth in the game comes from your army's and specialists' particular tactics (and remembering to use them :lol:), but yeah, it'll never be as deep as something like Malifaux.

Re: Kill Team 2018 in July

Posted: Mon Aug 20, 2018 8:34 am
by Primarch
The Other Dave wrote:... although I hope you didn't feel rushed when we were playing!
Not at all. No complaints on that front.

As an intro to skirmish gaming in general, KT has a lot going for it. It's quick, easy and small. A game like Malifaux or Infinity is far more complex and likely to turn people off gaming if they come into it without some experience of other games.
As for myself, I've been gaming long enough to know what I like and I don't currently have the gaming opportunities to play something that doesn't check enough of my boxes.
Obviously, if it's a choice between KT and sitting by myself in the corner, I would play it again. At the end of the day it's not really my thing, but I can see some people loving it, and that's fine too. The world would be a pretty dull place if everyone liked the same things.

Re: Kill Team 2018 in July

Posted: Sun Oct 07, 2018 1:53 pm
by The Other Dave
The errata and FAQ have been out for a bit, with some useful rules clarifications, in particular:
designer commentary wrote: Q: If a model Falls Back from one of my models, can my model declare a charge against them when it is my turn to act in that phase?
A: No. Your model was within 1" of an enemy model at the beginning of the phase, so it can only remain stationary or Fall Back (but this move doesn’t have to be ‘backwards’).
...which seems in one fell swoop to do a lot for a big issue we were seeing WRT the supreme importance of initiative, and sort of brings things in line with 40K and giving up a single model's activation to fall back and let your friends shoot the gribbly that's up in your face - while still letting the gribbly have the option of falling back into cover if they're moving second.

Also:
designer commentary wrote: Q: When a model fails its charge, do I have to move it in a straight line? And do I have to move it the full distance rolled?
A: You have a choice: the model can stay where it is, or it must move as close as possible, within the distance rolled, to at least one target of its charge - which in most cases will mean using the full distance rolled and moving in a straight line.
...which gives chargers a lot less freedom than we'd been, which is again a good thing.

Pretty much everything else, fortunately, we seemed to be doing right.

Re: Kill Team 2018 in July

Posted: Mon Oct 08, 2018 1:36 am
by The Other Dave
Also! The first substantive information about the forthcoming Commanders expansion is up on the community site:

https://www.warhammer-community.com/201 ... ge-post-2/

Looks interesting - expensive, very customizable leaders that don't gain XP (sooort of like special characters for Necromunda or Blood Bowl). The release will be supported by single-character sets with named characters that are less customizable but have unique abilities available to them. In general, it sounds like they'll be an "agree with your opponent to use it" type of expansion, not least because you'll need higher-points games to field them.

Re: Kill Team 2018 in July

Posted: Fri Jan 04, 2019 1:43 am
by The Other Dave
Has anybody else picked up the Commanders supplement? I managed to find where they were hiding the ebook version on the webstore, and dropped the 15 pounds on it the other day - and it looks solid. Characters have always been sort of the center of 40K, and being able to include a Lieutenant or an Enginseer seems a cool way to expand the game into fun new directions. (Or, you could field just a single 200-point Dominus or Broodlord I guess? Although for most scenarios you'll still technically have to include your Leader specialist.)

That together with the rules they released to field the Blackstone models in kill team makes for some interesting possibilities, like a cheap psyker (the navigator) for a Guard force, or a suspiciously-polite robot (with some much-needed heavy weaponry) for AdMech. Or a complete unique Chaos sub-faction with exploding rogue psykers and human meat-shield traitor guardsmen for chaos marines to hide behind.

Looking forward to getting some more games in in the new year!

Re: Kill Team 2018 in July

Posted: Tue May 07, 2019 1:10 am
by The Other Dave
We've got a table of contents for the Elites supplement:

Image

And the preview releases include an all-Death-Guard-Terminator kill team (!), so it looks like it's a more straightforward expansion than Commanders was - just adding (a lot of) new unit types to the game. I'm a bit sad there's no Aggressors for Marines, but eh. It'll at least be an excuse to pick up a box of electropriests (I'd need like 4 boxes and lots of money to get a useful unit in 40K).

Re: Kill Team 2018 in July

Posted: Tue May 07, 2019 11:20 am
by me_in_japan
and hooray for the fluffy entries. Scorpions for Eldar, Mandrakes for Dark Eldar, and Snikrot for the orks. I'll confess to being a happy camper, for once :) I'm keen to make use of this lot at some point.

also, Deathshroud for nurglies? :shock: Those guys are, like, Mortarion's bodyguard. They'd best be double, double 'ard, and then some. I'm talking Wonder-Woman-storming-the-trenches level of firepower-soak*. But, assuming that's the case, they should make for an interesting mini in game. :)


*albeit a tad slower. And stinkier.

Re: Kill Team 2018 in July

Posted: Tue May 07, 2019 11:36 am
by The Other Dave
I mean, if they're including Custodes - and Custodes terminators, no less - you may as well include Mortarion's personal guard too. Hard to imagine you'd get more than, like, two of them, though.

Re: Kill Team 2018 in July

Posted: Tue May 07, 2019 11:59 am
by Miguelsan
Where are the Vindicare? :lol:

M.