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40k: Kill Team

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08 Jul 2018 21:47 #277140 by Menat
40k: Kill Team was created by Menat
Here it is.

I'm pretty stoked about this. Was very disappointed when they didn't follow through with Shadow Wars, but the way they are framing this is that it IS their follow through.

If the Shadespire team was truly involved in the development of this that bodes well.
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08 Jul 2018 22:56 #277142 by hotseatgames
Replied by hotseatgames on topic 40k: Kill Team
I will almost certainly buy the book. I am not going in for the starter box because I already own a whole Skitarii team. I just bought Deathwatch Overkill, which looks awesome in its own right, and that should give me Deathwatch and Genestealer cult kill teams.

I also have necrons and the starter teams from Shadow War.

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09 Jul 2018 08:57 #277150 by the_jake_1973
Replied by the_jake_1973 on topic 40k: Kill Team
I'll be using my old Harlequins and Eldar for the game. I don't have the time or inclination to do a full army setup, so the squad based stuff is right up my alley.

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09 Jul 2018 20:08 #277214 by Sevej
Replied by Sevej on topic 40k: Kill Team
I really need to know more about this though. From what it sounds, it seems like the system is going to be quite different from 40k. We'll see. If it's good, it might be an excellent reason to collect mish mash of minis from all 40k's factions.

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12 Jul 2018 05:17 #277380 by Whoshim
Replied by Whoshim on topic 40k: Kill Team
I really, really hope this is good. I have Heroscape, Song of Blades and Heroes stuff, and Shadow War Armageddon, but for whatever reason I really want this. However, I will be holding out to see if what they do with it is worth getting in addition to SWA.

I have played a little Mordheim, but I am not too into the Necromunda setting (I prefer the various 'normal' factions), and I hope that Kill Team's rules are in the vein of those two games. I really like personalizing squads and having permanent wounds and such, which SWA doesn't. From what I have read, Kill Team seems like it will.

I have been surprised that GW hasn't pushed products like this more since other skirmish games have been taking up more of the market. The previous attempts by GW were half-hearted. They really need to support a product like this longer if they want it to take hold. I don't even think it will cannibalize their current business, since this gets people to buy minis from a variety of factions. If this is good, my boys and I will probably each get a new box of minis to paint up and use (but probably around Christmas, when family will visit, since there aren't a lot of Warhammer options in Indonesia right now - the best option I have found closed a few months ago).

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12 Jul 2018 07:33 #277382 by Colorcrayons
Replied by Colorcrayons on topic 40k: Kill Team

Sevej wrote: ...it seems like the system is going to be quite different from 40k.


I hope so. The first kill team rules were a white dwarf article then were included in 4th Ed rulebook. Kind of tacked on rules.

I'm done with how GW design 40k though, with utmost extreme prejudice. If it's just a new lite way to play 40k, then hard pass from me.
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12 Jul 2018 13:17 #277403 by GorillaGrody
Replied by GorillaGrody on topic 40k: Kill Team

Colorcrayons wrote:

Sevej wrote: ...it seems like the system is going to be quite different from 40k.


If it's just a new lite way to play 40k, then hard pass from me.


Seconded. I’m not so enamoured of the baseline, purely functional GW dice resolution system that I want to play through it one piddling die at a time, for each figure. It took me awhile to realize what I didn’t like about Necromunda/SW, and that’s it. Small teams require a rethinking of the mechanisms from soup to nuts.

I do take some hope from the fact that this is being done by the same designers who did Shadespire. It’s a wait and see for me.
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15 Jul 2018 18:07 #277612 by Sevej
Replied by Sevej on topic 40k: Kill Team
Welp, it seems like another game of rolling to hit, to wound and armoUr saves...

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16 Jul 2018 05:35 #277634 by Whoshim
Replied by Whoshim on topic 40k: Kill Team

Sevej wrote: Welp, it seems like another game of rolling to hit, to wound and armoUr saves...


If it wasn't, it wouldn't be GW. I didn't figure they would change that system up. They seem pretty happy with it. I am more interested in how the other parts of the rules are put together. The movement and charge stuff I read makes it a little more streamlined/quick, so that is nice.

From what I have read, the rules let you choose to Move, Charge, or Ready figures. Charging is variable, as it often has been, and allows the figure to strike first in CC. Readied figures get to shoot first.

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16 Jul 2018 07:23 #277636 by Sevej
Replied by Sevej on topic 40k: Kill Team
Thats just about the most interesting aspect: I-go-u-go movement with alternating action.

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16 Jul 2018 09:04 #277642 by hotseatgames
Replied by hotseatgames on topic 40k: Kill Team
Have they posted a rules preview yet? Where are you getting this info?

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16 Jul 2018 09:39 #277647 by Whoshim
Replied by Whoshim on topic 40k: Kill Team
I usually look at FAEIT ( natfka.blogspot.com/search/label/Warhammer%2040k ) for news. They are getting their posts from Warhammer Community. Most of the posts are here: www.warhammer-community.com/2018/07/06/k...faction-focus-index/ The rules they have released so far are here: www.warhammer-community.com/2018/07/14/kill-team-rules-101/
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16 Jul 2018 13:41 #277681 by Menat
Replied by Menat on topic 40k: Kill Team
I'm leaning optimistic on this from the rules I've seen.

-alternating activations
-command action hand management system to mitigate single rolls
-specialist ability trees to personalize individual characters
-centralized rules/profiles rather than being spread out over multiple books

This actually oddly strikes me as somewhat like frostgrave in its simplicity. Not a bad thing.

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18 Jul 2018 08:25 - 18 Jul 2018 08:28 #277805 by charlest
Replied by charlest on topic 40k: Kill Team
The embargo for this was suddenly lifted today ahead of the previously scheduled date of the 21st. So information will start to flood out now I'm guessing.

I've played several games just using the core box, and it's definitely different than 40k, but you can see its lineage at times in Shadow War and Necromunda. The system is fine, honestly any preferences in a game like this or Necromunda or AOS are small changes in the grand scheme of things, the big significant ones being the alternating activation (similar to Necro but different than 40K).

I think the most interesting elements of this are the all-inclusive nature. This comes off as a direct improvement over Shadow War and Necro and you can almost see GW learning from their mistakes. Every single 40k faction is included in the huge manual with those specialist trees and tons of options. This game feels all inclusive, no supplement drip to chase like Necromunda.

The new terrain is fantastic. It's similar to those Pegasus ruins kits but actually good quality and much better detail.

I love the foldout board, much better than using a mat IMO.

Personally, I don't see room for this on my collection longterm as I'd rather play Necromund (due to love of the setting/gangs over 40k), but I think this is the better product due to its one time purchase and flexibility.

The game itself is good and high quality as we've come to expect, but the real story is the structure of the release and philosophy GW bucked with stringing you along afterwards with incremental releases. This is the opposite of the FFG model.
Last edit: 18 Jul 2018 08:28 by charlest.
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18 Jul 2018 09:10 #277807 by Sevej
Replied by Sevej on topic 40k: Kill Team
Charlie, is the mat paper or cardboard?

Also, GW can do this because it's already got an expansive line of minis. FFG does not. It's a small investment on GW part, having a game that's piggy-backing the bigger system.
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