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Kill teams this Wed

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Kyle
jerryb
chef xenos
bromah
Leviticus
Garm
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Post by chef xenos Tue Feb 23, 2010 11:24 pm

damn
chef xenos
chef xenos
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Post by Vycem Tue Mar 09, 2010 1:24 am

Got Battle Missions, Kill Team actually looks pretty good. Deployment is table quarters, at 9" from the center in a 3 or 4 foot square. You're supposed to use as much terrain as possible. Roll off to see who deploys, then roll again, on 2+ person who deploys gets first turn.

Game goes on until one side has been reduced to half number of models or less, at which point player's army must take a leadership test at the start of each turn. Failing the leadership means the player runs off and the other player wins. This is good good for balancing that lone vehicle - kill the other unit and you win. Also good in that you may be losing, but turn the tide because you luckily held in.

Oh, that leadership test if at highest of any surviving models, -1 for the second test they take, -2 for the 3rd, etc.

Special rules:

Every man for himself: all models operate as individual units for the mission, even if they were chosen as part of a squad or squadron. In addition, when a model shoots or fights in an assault it may split its attacks amongst any eligible targets if desired.

Optional rules:
Specialist troopers: each player is allowed to pick up to 3 different models in the army as being "specialists" and assign to each one universal special rule. You have to declare it out lout, no "surprise! He was fearless". Each specialist must have a different special rule and you must write it down.

Overall, it's not really that much of a dumbed down - streamlined, yes, and I'll miss the patrol system, but not bad and I'm actually excited to try this.

I wonder what happens if you play guard or tyranids - you could flood the board with individually acting units, though then again, they would go down.

I wish I could swing by Sunday to try it out, heh. But hey, if people are late to the tournament, I'm game for trying it out before it begins. Shouldn't take more than an hour tops.

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Post by Kyle Tue Mar 09, 2010 9:32 am

Well it seems like it's very different, though if you got the 4th ed rules for kill teams or the old pdf's you could easily just play by combining the two to give you more scenario options too. The battle missions book also encourages people to make their own scenarios as well.
Kyle
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Post by scurrdi Tue Mar 09, 2010 1:16 pm

The old Kill Team rules were awesome!

New ones just seem like really... really quick games.

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Post by DarkAngel_Cesar Tue Mar 09, 2010 6:37 pm

ya this new kill team is like really dumbed down like 200 points game see what you can bring and that's about it. It's nothing like it could be. If you ever played Mordehim then you'd know what the majority of us are talking about.

I'd run a kill team 4th edition game one day so you all can see how it used to be. This version is like speed 200pt warhammer 40k.

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Post by Kyle Tue Mar 09, 2010 6:49 pm

I doubt they would produce anything on the level or Mordheim as part of a supplement other than a complete ruleset dedicated to just that. Killteam has always just been a little extra play mode that was good for tacking onto campaigns.

As for Mordheim like, well that's what Necromunda is.
Kyle
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Post by Vycem Tue Mar 09, 2010 7:06 pm

I agree with Kyle. I've played the old kill team, it sure wasn't a full skirmish game either.

I'm just giving it a shot rather than just poo-pooing it because it streamlined a lot of things. Then again, when 3rd ed hit I was one of those people who welcomed it rather than mourn the death of throwing grenades, heh.

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Post by DarkAngel_Cesar Tue Mar 09, 2010 8:06 pm

right but the old kill team had certain aspects that they just torched from this current one. Like if your attempting to take over a reactor and your making your way from the out skirts and you fire a bolter you had to make a noise level check because depending on how loud that shot was it was possible to activate other guards in the area to your current position which could just bog you down and make it almost impossible.

Now it's just 200 points of meh.

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Post by Kyle Tue Mar 09, 2010 8:28 pm

DarkAngel_Cesar wrote:right but the old kill team had certain aspects that they just torched from this current one. Like if your attempting to take over a reactor and your making your way from the out skirts and you fire a bolter you had to make a noise level check because depending on how loud that shot was it was possible to activate other guards in the area to your current position which could just bog you down and make it almost impossible.

Now it's just 200 points of meh.

As I said before, a person can easily integrate those same 4th ed rules for kill team and play them with the new ones. Use the new rules and add the rules/scenario set up from 4e, bam you got an awesome little game.
Kyle
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Post by Kyle Wed Mar 10, 2010 2:23 pm

GW posted up a new battle mission on their site that actually wouldn't be too bad to mix with kill teams: http://www.games-workshop.com/gws/content/article.jsp?aId=6900023a

The defensive fire can create some interesting gameplay at smaller games.
Kyle
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