I've been playing it with my BF, we're currently stuck on the second Kill Team level. Because unless the player who is the KT wins, you don't advance to the next stage, you just switch over and play the parallel mission. Since the brute squad player gets to set up all the terrain, we've both been really cheesing out on the defense. We've played both the missions at this level twice now. He can't kill both my missile silos, and I can't seem to get his Nob. Next time though, I'm going to assasinate him for sure.:shifty:
"MOVING THE CAMPAIGN ALONG
After a game, check the mission description to see what mission you should play next. Simple. Please note that with Kill Team missions, you can go back and forth playing a pair of missions several times before actually advancing along the Campaign Map if you like. Players still gain Campaign Points for each win in this manner. This potential back-and-forth was built in for a purpose: the Kill Team player – not the Brute Squad player – must win one of the missions in order to move the campaign along at this point."
looks like you are supposed to go back and forth....
Tau. Take up to two Specialist Kit items.
what is a 'kit' item, what page of the rulebook is that on?
Um, yeah, that's what I said. We're going back and forth because the kill team player has to win, and hasn't yet.
Thanks for checking to make sure I was correct, I guess.:|
The kits and all the other rules you need for playing Kill team are towards the back of the big Rule book. In the same area as the combat patrol and other special mision rules are. I don't have the book in front of me, so I can't tell you the exact page numbers - 175? 189? 200? something like that.
No offense taken, I just thought it was a little strange. Around here when someone quotes the text of a rule back to you, it's usually because it proves you wrong, not right!
Yes, it is kind of wierd that you can end up going back and forth for a while, but it's also kind of fun. Kill team games are very different from regular 40K, before starting this campaign I had not played much of it. The tactics and strategies take a little time to figure out. So playing the same set up a couple of times is a good way to learn, and try different things out. I think that is probably why GW set it up that way, to give people a reason to try KT and to really figure it out.
I'm not particularly slow on the uptake, but it took until about my 3rd KT game before all the special rules started to click and I was able to really get a handle on the strategy. Especially on the defence side - as a TAU defender you get 6-7 squads of 3 drones each plus 2 squads of 3 FWs. And the Klaxon-alert system is really wierd until you get the hang of it.
KT is fun though, once you get the hang of it. It's just really different from regular 40K. And it's really fast, you can easily get in a game between the time you put dinner in the oven and the time it's done.
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