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40k: Kill Team
-The Ready mechanism that allows figures who haven't moved to jump initiative and shoot first.
-The smaller, 20" x 30"ish profile. Honestly, the thing that excited me the most about Necromunda was the table-fitting profile of the boards. This goes one better, and it allows for better integration of terrain. (I do wonder how this will effect the shootier, squishier factions, however).
-The IGOUGO movement phase, combined with the interlaced attack phases. Commit, but then improvise. Sounds fun.
-It's an excellent introduction to the daddy 40k system, something they whiffed on in SWA and N17.
-It's an excellent introduction to the daddy 40k system, meaning, you're doing that thing where you're rolling one or two dice three times, repetitively, waiting for it to fail. If it doesn't fail, you're making another 50/50 die roll after the save roll, to see if your victim actually dies. It's too bad they couldn't have streamlined this process, while still incorporating the basic structure of 8th edition play.
Sevej wrote: That's my main gripe with 40k. With the bog-standard S3/S4 infantry weapons, a lot of shooting will end up with... nothing. Even worse, in 40k suppression/morale etc comes *after* the wounding. And now you're rolling very few dice at a time.
This is made worse in skirmish play, where you're not rolling 20 bad dice at once, hoping for 2 or 3 successes. You're just not succeeding, one die at a time, and when you do, it's a lucky break that flat-out kills maybe 1/5 of your opponent's squad, and that's bad, too. This is not a system that translates well to thoughtful skirmish play.
With that said, it may be pretty good thoughtless skirmish play, better and faster than other iterations. It serves as an intro to the larger game in a way that other iterations don't. And in either case, it's a lot of value in the box, and bolsters the two 40k armies I regularly collect. The Terrain is fantastic.