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So i tried killteam all night with my friend, trying out different armies and different scenarios. What i basically found out is that killteam really isin't...that much fun. I suppose we didnt change out our teams,and we didn't do any cool conversions.....and...we didn't have any cool stories...huh...well anyway, tell me how you feel about kill teams and thier positive or negative effects on the 40k playing fields.
Kill teams are being removed from Warhammer IIRC. I played with some different armies and scenarios in my group. What we felt was that it was an interesting short game, but that playing 850 armies worked a little more. It felt a little to Witch-Hunter-esk and "roll-playish" for the Warhammer world. Campaigns with story lines offer a lot more options and play time. The rules were also quite vauge in many areas and should be used as just a giude line. It hindered your options and fun more than anything else. I'd pass and just make a game all player enjoy, just use Kill Team to get the creative juices flowing.
IIRC=If I Remember Correctly
I actually like kill teams, but in order to have really fun games in it you need to start bending and breaking some of those rules. However basing kill team as a whole on the gameplay alone is like judging something based on only a small fraction of the whole. Kill team is about the gaming, but its also about the modeling and story of the group, a bit more than a normal 40k army because it focuses on a smaller group. (Much like how inquisitor is also more focused on the story and conversion than the gameplay, due to it being revolved around 1-4 characters per player.)
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
It might be possible that my friends and I played the rules wrong or something, but we found that it was pretty much a cakewalk for the Kill Team player. We started messing around, trying to find a good compromise, and found that double wounds (at least on power armor goon squads) make it a fair bit harder, though still very possible. Sometimes adding a special or heavy weapon in the goon squad for the boss (like a power weapon) can be a really nasty surprise.
All in all, I think Kill-Teams are a lot more fun when linked to a larger game campaign, where completing a Kill-Team mission successfully means you get a bonus on your next battle, etc. Things like that. Though I'd love to see if us forum members could come up with maybe our own rules to make things...more betteresque.
Also, as darkreever said, I'm sure it becomes a huge resource for those who enjoy creating fluff surrounding their armies. Especially when those armies focus on this kind of thing, like Alpha Legion or Raven Guard.
"If you can wait til I get home, then I swear we can make this last."
I enjoyed the games of Kill Team I have had. Although it isn't very easy if you choose IG as a kill team. I think it is a good way to spend some time, and it adds a whole new game to the rulebook. Just be sure to play with friends as it isn't really balanced. It is also great for campaigns (if you don't over do it). If you play a campaign with action points you can spend in different ways (like Mighty Empires in fantasy) you may want to make it an option to undermine a supply line, blow up a generator or whatever by using a kill team mission...
-lurking in the shadows of LO.
Officially diagnosed by TekoreMelkhior, Necrarch Lord
I've never played kill teams. But I can see it's potential. Do you have a lot of time? No? Play kill team. Need a little extra filler in your story campaign? Play Kill team. Want to learn how to play? Remove most of the kill team extra rules and then play kill team.
Help the kin TAKE your soul, I mean, take your soul...
I play Vassal. I'm in V40K Open Ladder.
Reading killteam in the rulebook it sounds like it would be a lot of fun. I just found a brand new box of Schaeffer's Last Chancers and purchased them so hopefully it doesn't end up being a wasetd $60. Was also planning on maybe doing my own conversion project of a kill team but if it ends up being a flop I guess I'll have to find something else to spend my money on
Ah, Kill-Team... The one type of 40K game where Grey Knights get to be every bit as bad-ass and awesome as the fluff says they should be! There's only one legal build (the unit's bare minimums just barely fit within the game's maximum limits) and you don't even need to spend the few points you have left on upgrades - they just don't need any!
Seriously, very few Brute squads should survive their Storm Bolter salvos, and anything the Justicar doesn't shred in an assault is just going to get shredded by the regular GK's an instant later. A five man GK Kill-Team may be well nigh unstoppable against pretty much any sort of standard Brute squad forces!
i played a kill team and used imperial guard as defenders, it was ridiculously boring, the groups of 3 guardsmen didnt even stand a chance at taking down the space marine killteam...the rules need some serious adjustment, i think on such a small scale you cant just be rolling your standard BS/wound/sv rolls, you need to make it more complex and detailed. it needs to be more about dramatic chance, otherwise your grey knights and your other massive troops could easily level any defenders...GK vs IG = might as well just roll a dice, if its between 1 and 6, the grey knights player wins lol