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Thoughts on KT Rogue Trader


Orpheus108

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Greetings All,

 

So I'm imagining that most now have the new KT Rogue Trader as or have gone through the book now. I've finally got my hands on it and first impressions are very impressive models and will enjoy painting them up and trying a different colour scheme for the course and Elucian herself.

 

Rules wise I do like it, especially if your going to run the characters in a higher point game and they don't count towards your allotted spots for specialists in your unit, which it's possible for 2 comms.

 

The books also alludes to a new KT book, Commanders for which I'm excited about.

 

What is everyone else's thought on the new box set?

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I like the close quarters aspect of it, though I'm starting to think kill zones are simultaneously adding a ton of bloat to the game and making pickup games a little more complex, while adding some really neat options. I need to see more on commanders to decide whether I think they're good or bad. An extra killy model is kind of neat, but I can't help but think it'll reward certain teams a lot more than others, and teams are already very unbalanced as it is.
  • 1 month later...

So Rogue Trader has been out for awhile now, how is everyone finding the Starstriders and/or the Gellerpox in KT?

 

I'm interested to see how people are going with the teams and how they fair in a game of KT on a Death World or Sector Mechanicus for instants, or any other terrain board.

 

Plus how are they going up against other teams, how are players fairing against the Starstriders or Gellerpox?

I don't care for the Starstriders or Gellerpox models so just bought the RT scenery, board and rules. A friend and I played a couple of games using the Truehawk and the Ministorum Shrine boards, with Death Guard against standard SM (Red Hunters). The Death Guard were boarders in the first game and none of the Red Hunters crew got away in the escape pods. The second game in the shrine was more even because I added an 8" diameter tiered Nurgle Shrine in the central room to give more cover.

 

Both games were short because the close confines shooting and combat were brutal. The shorter move distance of the Death Guard didn't matter at such close range and their T5 and Disgustingly Resilient save were very useful against the larger Red Hunters team.

I've played Starstrides a few times already and they are awesome. The amount of tactical options is a bit overwhelming but 90% of them are really useful and combo well.

Thanks to the additional specialists, their movility and special rules / tactics / gear, despite its limitations during later stages of a campaign, on a level 100 pts playing field it's head and shoulders above any other S3/T3 build.

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