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Kill points


Median

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ok, so i've had a few games and none of them have involved kill point. I know that i will end up having a game sooner or later that will involve them.

My question is how are they worked out for imperial guard?

For example if we buy a platoon with 1 pcs, 3 squads, 2 hws, a sws and a squad of conscripts would each one of those count as a kill point? So it would come to 8 kill points if they are completely wiped out.

I would make the assumption that it is the case and with that in mind how do you guys minimise the amount of kill points your army has but still maintain the number of troops our army is known for? And if you blob the squad together would they then count as a single kill point?

 

Also how do you guys cope against 'elite' armies with a low unit count, for instance the imperial knight army i played against only had 4 models in it.

 

Thanks in advance. :-)

 

 

 

 

 

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Kill Points have always been a pain in the arse for large armies, Victory Points weren't perfect but at least they didn't punish certain army builds. There's not much you can do really, as if you build an army with lots of KPs then you're stuck with it. Even lower KP Guard armies will have more than most as you need numbers to be effective, like transports for your Vets etc. You can work around it a little with Platoons by combining squads but this isn't ideal as it depends on how many squads you have (as you can only blob infantry squads) plus sometimes you don't want a blob (opponent, or build).

Against even more unusual armies with just a few models in you may as well accept that KPs will not be kind to you and try to win by other means confused.gif Always remember that if you kill every model your opponent has on the board you win by default - I can't think of a more Guard way to win than total annihilation of your foe under countless guns msn-wink.giftongue.png

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It's not a death knell by any means, as objectives win games. It's just the nature of the army and something to keep in mind, don't forget that if your opponent is going for KPs then that gives you a lead as you know where he's likely to be going. One of the things Guard is good at is the chess style exchange of units; they can take out a single squad yes but in response your greater numbers gang up on them for a battle of attrition they can't win. It's why support is essential for victory, the game is too complex in variables to have something as simple as KPs dictate the result.

KPs matter yes, and we're at a disadvantage with them usually but that's far from the whole picture. Guard is a "big picture" army anyway so pick up those guns soldier, you're going to need them msn-wink.gif

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