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What would we like to see in Kill Team expansions?


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Have you guys read about kill team open day?

With Last chancers and gaunts ghosts miniatures?

Not sure if it's new ones tho. I assume so.

 

You’ll also be able to pick up exclusive Kill Team-themed items – including classic miniatures of two of the Imperium’s greatest kill teams – Schaeffer’s Last Chancers and the infamous Gaunt’s Ghosts! Gav Thorpe’s trio of Last Chancers novels – 13th Legion, Kill Team and Annihilation Squad – will also be available.

We'll get something similar to space hulk kill team when the Rogue Trader box comes out. That expansion appears to have an extra game mode using tiles showing the interior of a ship with bulkheads etc.

 

For expansions I'd actually like to a supplement book that delves into the keywords again and gives factions the ability to be chapter / legion specific etc with different wargear options, and of course more name and background tables.

more faction specific rules like for chapter, legion or along those lines for other factions would indeed be awesome.

might be hard to keep the game balanced with it though. And too many extra rules could overcomplicate things.

I'd like to see the setting expanded to allow jump packs/teleporters and bikes, perhaps with limitations. Realistically, these might be better as special operative type additions (i.e., lone models that might augment a standard kill team), but it could be argued that there's a place for kill teams composed entirely of these types of models.

 

I'd like to see more of the mainstream factions brought into the game. The Inquisition and daemons are definitely due, and the Adepta Sororitas will probably be brought in once GW gets them into the main WH40K game again. Both the Inquisition and daemons could have discrete factions, with multi-builds as well as Ordo-/Power-specific builds (like the generalist Heretic Astartes and the focused Death Guard/Thousand Sons).

 

I'd like to see some of the factions expanded a bit - things like the Asuryani having more of the currently "appropriate" units (warlocks lead guardian squads, Striking Scorpions and Howling Banshees seem appropriate); the Drukhari bringing in Wych Cults and those shadow guys whose names mysteriously escape me at the moment; allowances for (very small) differences for some of the Chapters of the Adeptus Astartes (perhaps through strategems); etc.

 

I'm not keen on a lot of new factions, and I'm doubtful whether or not GW will bring any new factions into the Kill Team game unless they also introduce them into either mainstream WH40K (Demiurg? additional xenos races for T'au and Drukhari? Adeptus Arbites?). The addition of Rogue Traders make things hopeful in this regard, but I doubt that it will be open season on small niche models.

 

I'd like to see more settings-based rules. I like how the killzones have rules, though it would be nice if we could download those rules (some of us already have tons of terrain and don't need more, but could use the rules). Zone Mortalis rules for Kill Team would be great, and would allow for Space Hulk type missions (I'm already working on using Space Hulk tiles in Kill Team).

 

Special operatives/hired guns would be great for Kill Team. This was a great aspect of Shadow War: Armageddon that I think is a gaffe in the Kill Team Core Rulebook. Actually, I think GW plans a supplement that will include them, and their omission in the core rulebook was deliberate in keeping the size of that book down (it would have had to increase considerably if they'd included sufficient special operatives for each of the factions covered in the book). No, I don't have any evidence for it - it's just my gut feeling.

 

I'd love to see an Age of Darkness/Horus Heresy expansion, allowing for kill teams appropriate to that setting. That's probably more in FW's lane, though, so I'm keeping my fingers crossed.

 

I don't see Terminators (and similar models) coming into play unless GW creates an option for kill teams of higher points values; and these higher points value kill teams wouldn't be competing with the standard kill teams. These models would be fine as single model special operative type additions, but entire kill teams of these models wouldn't work in the current rules and styles of play. So you might see, say, a 500-point kill team that would allow for Space Hulk to be emulated in Kill Team (I just pulled that number out of an orifice, so don't take it too seriously). You couldn't just take this hypothetical 500-point kill team and have it face a current kill team, even if you used more models in the current kill team, because the combat rosters wouldn't be equal. We already see some of this in the current kill teams (for example, it's fairly easy to come up with flexible command rosters for the Grey Knights and Harlequins because they have very limited model options, but the Adeptus Astartes have more flexibility than a 20-model command roster can encompass, and other factions have even more options.

I'd like to see the setting expanded to allow jump packs/teleporters and bikes, perhaps with limitations. Realistically, these might be better as special operative type additions (i.e., lone models that might augment a standard kill team), but it could be argued that there's a place for kill teams composed entirely of these types of models.

 

I'd like to see more of the mainstream factions brought into the game. The Inquisition and daemons are definitely due, and the Adepta Sororitas will probably be brought in once GW gets them into the main WH40K game again. Both the Inquisition and daemons could have discrete factions, with multi-builds as well as Ordo-/Power-specific builds (like the generalist Heretic Astartes and the focused Death Guard/Thousand Sons).

 

 

 

Considering how super mobile Harlequins are, Reivers existing and Stealth Suits/Gun Drones as well I really don't see why Jump Pack Marines shouldn't be there.

Kinda the same with Terminators and Plague Marines/Rubric Marines.

Bikes could be interesting. If they get the same limitation of not being able to climb then they would have a massive downside to their speed and improved durability which would make them more than okay in my book.

The real limiting factor here would be points costs but that's just another case that shows that Terminators are overcosted I guess.

 

Daemons are much needed, yeah. I just don't really see what units they could give us aside from the basic Troops.

Well in the Grey Knights section, pg 94, Rites of Banishment, it mentions when they manifest psybolt and if the target model is a Daemon, it suffers d3 mortal wounds.

 

Control this I'd say Daemons will be a faction, and looking at the teasers for Rogue Trader, there's Nurgle Daemons.

So regarding more specialised teams, I don't think other units should be added to existing Kill Teams, e.g. Striking Scorpions shouldn't be added to Asuryani Kill Team lists. What I would like to see is specialised Kill Teams added. So with Asuryani, I'd like a Striking Scorpions kill team. I think that would be a way of being able to introduce new things and keep an element of balance. They could release these with specialised Terrain/Boards. So for example:

 

  • Asuryani Stirking Scorpion Infiltration Team with Eldar Ruins.
  • Astra Militarum Jungle Fighter Guerrilla Team (Yay Catachan and Flamers), with Jungle terrain
  • Chaos Space Marine Chosen Infiltrators (Chosen Chaos Space Marines, highly specialised, no Cultists) along with Chaos terrain. Y'know maybe break out those Dark Vengeance Chosen.
  • Emperors Children Rock Band (Noise Marines).
  • World Eater Murder Squad.
  • Drukhari Mandrakes with god knows what terrain.
  • Kroot Carnivore Team with Jungle Terrain.
  • Black Templar Patrol.
  • Custodes Kill Squad (y'know... all one of him)
  • Sister of Silence hunter team
  • An exclusively Chaos Cultist team with Spawn ala Necromunda
  • Daemonic Incursion 
  • Daemonic Summoning (Cultists summoners and Daemons?), Make a sacrificial altar terrain

You could also create specialised scenarios that involve non-Kill Team models. e.g. the "Rogue Monsters" scenario using a AdMech Robot or a Chaos Space Marine Hell Brute.

I think adding a tactical marine fighter (close combat weapon options) limited to 2 would help a lot with most chapters to make more fluffy e.g. templers, wolves, blood angels with some faction specific options. e.g. 

Jump pack option for fighters to represent raven guard 

Bolters, bolt pistol and close combat weapon for the fighters for wolves

maybe 1 bike option for white scars/ ravenwing 

not sure about terminators, nothing currently has a 2+ save, so it would be game breaking for now..... unless they were expensive in points, but would need to be very customisable to represent all the options for all terminators. 

 

not sure about terminators, nothing currently has a 2+ save, so it would be game breaking for now..... unless they were expensive in points, but would need to be very customisable to represent all the options for all terminators. 

 

You mean except for Rubrics against D1 weapons (aka most weapons in the game).

Also Plague Marines with their T5 Sv3+ and Disgustingly Resilient are about as tough as a model with T4 Sv2+.

 

 

not sure about terminators, nothing currently has a 2+ save, so it would be game breaking for now..... unless they were expensive in points, but would need to be very customisable to represent all the options for all terminators. 

 

You mean except for Rubrics against D1 weapons (aka most weapons in the game).

Also Plague Marines with their T5 Sv3+ and Disgustingly Resilient are about as tough as a model with T4 Sv2+.

 

 

True, but terminators will also be 2 wounds, with a 5++ on top of it as a minimum. Rubrics can loose their save and deathguard are very expensive and lack the ability to take dangerous shooting and close combat, combined with the 2A base terminator. Terminators would have to be upwards of 30 points, I feel like many factions dont have the weaponry required to deal with several terminators right now.

 

Don't get me wrong, I would love to see them in kill team, teleported in to kill a high value target makes sense in my eyes! they just need to be done right and not rushed. 

The 5++ is hardly relevant. Not many AP-4 weapons out there I fear. :D

 

Of course Terminators would be fairly strong and they would also be more expensive than Plague Marines. That's to be expected but not an argument against it.

The 5++ is hardly relevant. Not many AP-4 weapons out there I fear. :biggrin.:

 

Of course Terminators would be fairly strong and they would also be more expensive than Plague Marines. That's to be expected but not an argument against it.

melta weapons are an option in many factions and a great way to completely destroy 1 model, so i think it could be. 

 

I feel like few factions have the ability to deal with them right now. I would love to see them and more units in kill team, but they need to be done right so it can stay balanced. Either adding in similar units from other factions or limiting them to 1 per kill team would work IMO

I think adding a tactical marine fighter (close combat weapon options) limited to 2 would help a lot with most chapters to make more fluffy e.g. templers, wolves, blood angels with some faction specific options. e.g. 

Jump pack option for fighters to represent raven guard 

Bolters, bolt pistol and close combat weapon for the fighters for wolves

maybe 1 bike option for white scars/ ravenwing 

not sure about terminators, nothing currently has a 2+ save, so it would be game breaking for now..... unless they were expensive in points, but would need to be very customisable to represent all the options for all terminators. 

 

I strongly disagree, I believe that adding extra options to these existing teams would be counter productive, all that would happen is suddenly every Space Marine and his dog would have these options and it would homogenise this Kill Team. If we want a dedicated Space Wolf Kill Team then it should be a dedicated Space Wolf Kill team, and the same goes for Black Templars and Blood Angels. Put it another way, an Ultramarine Tactical Marine is not going to break to edicts of the Codex Astartes for convenience in a kill team.

 

b5c.jpg

 

I think adding a tactical marine fighter (close combat weapon options) limited to 2 would help a lot with most chapters to make more fluffy e.g. templers, wolves, blood angels with some faction specific options. e.g. 

Jump pack option for fighters to represent raven guard 

Bolters, bolt pistol and close combat weapon for the fighters for wolves

maybe 1 bike option for white scars/ ravenwing 

not sure about terminators, nothing currently has a 2+ save, so it would be game breaking for now..... unless they were expensive in points, but would need to be very customisable to represent all the options for all terminators. 

 

I strongly disagree, I believe that adding extra options to these existing teams would be counter productive, all that would happen is suddenly every Space Marine and his dog would have these options and it would homogenise this Kill Team. If we want a dedicated Space Wolf Kill Team then it should be a dedicated Space Wolf Kill team, and the same goes for Black Templars and Blood Angels. Put it another way, an Ultramarine Tactical Marine is not going to break to edicts of the Codex Astartes for convenience in a kill team.

 

b5c.jpg

 

 

First of all: THAT PICTURE!!! gotta love it! 

 

I was thinking of suggesting chapter specific options for kill teams, but then i thought that it might get a little too complex and that many chapters use jump packs so they should be open for all. I see your point about some chapters being too proud of girlymans private stash of notes to get the job done better, maybe they should send in a more flexible chapter instead? :whistling:

Close combat oriented Space Marines aren't a "violation" of the Codex Astartes. They're just Assault Squad Space Marines without jump packs.

 

And there are Chapters that have other battle-brothers equipped in this way (e.g., Blood Angels, Black Templars, and Space Wolves being those that readily come to mind).

I expected the choice of models to be more along the lines of the elites, not your standard troops.

 

So a few things I'd like to see:

 

Standard marines able to get bolt pistol and chainsword

 

More eldar aspect warriors (Scorpions and Banshees particularly)

 

And I think they are totally missing the boat with no sisters. :(

 

And I think they are totally missing the boat with no sisters. :sad.:

 

I wouldn't expect anything for the Adepta Sororitas until GW gets them developed for the main Warhammer 40,000 game. As soon as that happens, though, we should see them in Kill Team pretty quickly. :wink:

I'd like to see the game focus smaller, not larger. So no Terminators, no bikes, no jumpacks, no large creatures, no vehicles (outside of perhaps special scenarios). The game is very small, and I think all of those things are just too big to fit. I'd like to see a continued focus on more standard troopers. For me the fun of the game is allowing the normal troops to really shine and take center stage. 

 

Wish kind of granted with the new killzone then, anyone thinking of picking that one up?

I believe the Deathwatch Kill Team comes with the "jungle" kill zone.  So I guess I will end up getting parts of it and see how it is.  It does not appeal to me, but I might be able to work with it.

 

 

 

Deathworld Flora and Fauna: a "Catachan Jungle Fighters vs the Catachan Jungle" box would be awesome.

 

 

 

Wish kind of granted with the new killzone then, anyone thinking of picking that one up?

 

while there are rules for treating the existing Deathworld flora as hazards, my suggestion was for there to also be Deathworld fauna to use as your killteam 

Zoats!

 

(Come to think of it, there's someone on Instagram who built some Zoats for Kill Team, I think using Tyranid Warrior rules. It's a great idea, but I think it's more sculpting than I'm prepared to commit to.)

 

I'd like to see the rules compiled and sold separately. Right now, it would just be nice to be able to get the rest of a faction's tactics without buying a $50 box of models, especially if they're models you don't want. In the future, having a lot of rules spread out on cards and single sheets might pose some organizational issues.

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