Nehekhare Posted February 11, 2013 Share Posted February 11, 2013 I had a lot of fun with the battle missions kill team rules, so rediscovering this type of game on p.363 brb (suicide squads) made me smile. first of all, I like that there is no FOC restriction (since that only applies to the 6 eternal war missions), because that means I can finally field obliterators! anything goes from a triple ectofiend to 45 cultists. gone are the 3 specialist USRs, as are the rules for dividing shots. well... every model counts as an independent character, unit coherency and break tests are ignored. hm, so everybody can challenge, look out sir or join anybody? are there units anymore? if so, how do you know without coherency? how do you handle unit effects, such as icons or apothecaries? if you have no HQ, do you roll for warlord traits? First game was a blast though. spawn really rock in the terrain-heavy environment and the oblit's weapon flexibility is pure awesomesauce. some configs: oblit (MoN, vet), 2x spawn (MoN), 10 cultists (shotgun) oblit (MoN, vet), 3x chaos terminators (vets, 3x combi-weapon) forgefiend (2x hades, extra ecto) [allies] 8 screamers traitor guard veteran squad (pioneers, AC, 2x MG, PG, sgt. harker) what's your take? Link to comment https://bolterandchainsword.com/topic/271125-chaos-kill-teams/ Share on other sites More sharing options...
Vesper Posted February 12, 2013 Share Posted February 12, 2013 I'd say let warlord traits at home. I'd say what you call "unit effect" stuff should work, at least for the members of said units until the icon bearer is killed. I do prefer the old rules for commandos special operations made by Andy Hoare in two WD, back in 4th ed. That was soooooooooooo cool. Link to comment https://bolterandchainsword.com/topic/271125-chaos-kill-teams/#findComment-3302615 Share on other sites More sharing options...
derpasaurus Posted February 12, 2013 Share Posted February 12, 2013 I'd say if "every model" is an IC, there's no joining..? Look Out Sir could work I suppose, as the rule states, IIRC, a model within 6".But again, if there's no squads, I'm not sure. It just seems to me like the point was for a quick and dirty "field what you want and smash things" game, which would be simpler and ... quicker. Probably not meant to be bogged down with advanced mechanics, just run around and make things die. Link to comment https://bolterandchainsword.com/topic/271125-chaos-kill-teams/#findComment-3303124 Share on other sites More sharing options...
Trevak Dal Posted February 14, 2013 Share Posted February 14, 2013 Killteam games are supposed to be uncomplicated and fast. Like, 15-30 minutes fast. We use LoS with the squad Sargent (or equivalent) but there is no "joining" a unit, because the idea we have is that in the actual game, squads in "unit coherency" are actually spread out and advancing, but they are just reprensented as being the group of dudes on the table in abstract. I think what you're trying to do is similar to that "Special Operations Killzone" thing, which is awesome indeed, basically "I want a terminator, a couple beserkers, Bob the Plague Marine and Jack his buddie, and a Raptor Sargent." you can do it. Link to comment https://bolterandchainsword.com/topic/271125-chaos-kill-teams/#findComment-3304917 Share on other sites More sharing options...
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