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Bug Squash
Mar 18, 2009

I just keep an eye on eBay for bits like that. People routinely buy the starter sets for the miniatures and sell off the rest of the bits. I got a full set of tokens for dirt cheap when I was starting up.

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Bug Squash
Mar 18, 2009

I fit two entire kill teams into a single standard foam tray, absolutely no problems other than needing a few little snips to accommodate pointy bits. I cut it in half with a bread knife to fit them both into a snazzy little briefcase I found.

Bug Squash
Mar 18, 2009

Improbable Lobster posted:

I get the feeling that had they just continued with WFB, instead of rebooting with AoS, it would be in basically the same general place that current AoS is. Everything GW was doing at that time was shortsighted and lovely and would have turned out poorly no matter what, IMHO. The changes with AoS that have made it more popular could have definitely been done in WFB without a full setting reboot.

This is where I'm at. Something was going very wrong and very weird inside Games Workshop and everything about end time and sigmar was a symptom rather than the disease. It's a drat shame what happened to Fantasy, but the company seems to be in such a better shape now that I'm confident The Old World is going to be much much better than a 9th edition would have been.

Bug Squash
Mar 18, 2009

Leperflesh posted:


In a lot of cases shooting is a hell of a lot of dice rolls to inflict somewhere between zero and three casualties. Saw this a lot with skeleton archers in 8th edition. BS2, strength 3 bows, 6 points per model. The only thing worse was skeleton horse archers, with the same statline on a horse but 17 points per model, I had a bunch in a box that just never saw play because they were so insanely overcosted and terrible. If they're still similar statline it's another case of 5+ 4+ plus armor and ward saves, which is poo poo. It's bad against unarmored chaff like skavenslaves and worthless against any unit with some armor. At least tomb kings had chariots in the core unit list so you could dump all the chaff, but it sucks a lot to have boxes and boxes of skeletons you don't play with because they're so awful.
I did have a soft-spot for Jezzail teams for this reason. Just roll a few dice, and you delete things that actually matter like the enemy large monster.

Bug Squash
Mar 18, 2009

Rolling fistfuls of dice at once has become a selling point of Warhammer, so it's unlikely to go away even though it is actually a hindrance to actually playing the game.

Bug Squash
Mar 18, 2009

No Luck Needed posted:

I got a chance to play some Kill Team with a friend and we did compendium Marine Scouts vs Greenskins. Lost by 3 VP in pretty much due to me forgetting about the objective of the map for the first turn and then forgetting my tac ops missions for most of the game. It will just take me more games to get used to dealing with main objective, secondary objectives, and tac ops. And I forgot about CP doing rerolls on and had an early death that made me think in hindsight I might have lived with a reroll on defense. I am just rusty in general in playing tabletop. I think next time I will write down all the objectives on the legal pad that I used to write my army, equipment, CP, and wounds on.







these armies are a mix of ebay rescues I bought like 15 years ago when metal was cheap and some newer box sets. The marine with the "shotgun" is a cut down veteran guard las rifle and the marine with the chain sword has a magnetized old metal heavy bolter. The orcs bases are all wrong but figure it does make much of a difference on my kitchen table. I got the boxset with the sisters vs pathfinders and pretty much tried to paint the terrain as the box

I use the Kill Team score card app to track things, but the almighty pen and paper are great as well.

You may want to check out the Kommandos, they're the updated version of the Orks and are much better than the compendium team (they have a bomb squig). They're bundled in the Kill Team starter set along with the Veteran Guard, so if you pick that up you and your friend both have great teams to roll with.

Bug Squash
Mar 18, 2009

Remodel the missile launcher into speakers

The Doof Titan

Bug Squash
Mar 18, 2009

I've been getting back into miniatures through the gateway drug of kill team, and it's hard to see how I could ever go back to full wargaming. Battles are quick and tight, rules are good, I can pick up a full team for £30 and get them all painted. The local scene is heating up as well so there's plenty of games to be had.

Played my Elucidian Starstiders into Voidscarred last night and it was an incredible bloodbath as two sets of glass cannons laid into each other. Amazing plays happening all across the board, the dog achieving MVP and killing the enemy gunner, and it all going right down to the wire with me snatching the game on the last activation with 19 Vs 18 victory points and all of two heavily wounded models left on each side.

Bug Squash
Mar 18, 2009

BizarroAzrael posted:

I'm looking at getting into Kill Team, am I right in thinking I better preorder the new release on Saturday if I want it? It's not going on general release after the fact?

The bog standard starter set gives you all the bits you need to start playing, plus two team that are generally reckoned to be high tier. If your looking to get started that's a solid place to start (plus much cheaper).

Or just do what I did and buy a box set team that takes your fancy and read the rules online

Bug Squash
Mar 18, 2009

Bottom Liner posted:

That new starter set doesn’t have a full terrain set though, right? I would say being able to build out a full map is crucial in Kill Team.at the very least hobble together something with cardboard and tin cans or else it becomes a very different (and worse) game.

I think it's lacking the larger pieces from Octarius. A few pieces of something to count as heavy terrain, and a few pieces for models to get height advantage on, and you should have a solid map.

Bug Squash
Mar 18, 2009

Z the IVth posted:

Again? The little grot had another pissing match with the Greeks? Didn't they just conclude the last hoo ha earlier this year?

It's a weekly cycle now of desperately trying to spark a culture war but being desperately bad at it. I can't even remember if the Greeks got a go earlier or not.

Bug Squash
Mar 18, 2009

chin up everything sucks posted:

Mechs exploding is a thing, it's called a "Stackpole" after the author who introduced it. Most players hate it, and given that most mechs use FUSION engines instead of FISSION, a big engine explosion makes zero sense.

It's hotter than the sun and filled with plasma. Any kinda breach is going to cause an explosion.

Bug Squash
Mar 18, 2009

Deeply disappointed to learn about the lack of explosive potential in fusion reactors, hand to heart.

Bug Squash
Mar 18, 2009

Voidscarred is also my unqualified recommendation. They're fun to play with, and against, and there's practically never a turn past th first when half of both teams die.

Bug Squash
Mar 18, 2009

Improbable Lobster posted:

Big companies already steal from aetists with impunity though
:rolleyes:

For real though that guy had so many opportunities to not get crushed like a bug, and just wouldn't take them.

Bug Squash
Mar 18, 2009

You can buy four rando guardsmen for so so cheap, or just tap a friendly 40k player on the shoulder and about a dozen will likely fall out of their pockets. Calling it a two-box team is wild.

Extra specialists maybe... but it's a much more marginal benefit and I'm just learning how to do magnets instead.

Bug Squash
Mar 18, 2009

Legit Businessman posted:

Flamer suck for every faction except novi's and cults (although post nerf, I have no idea if the iconoclast's flamer is any good anymore).

They aren't even good in ITD with shorter distances and lethal 5+. :smith:

Vulgrar's pyregut flamer in the Gellarpox Infected is extraordinarily powerful and routinely catches out people who a) expect a flamer to be bad b) expect Gellarpox to have no range. I routinely score double kills with it (once on a pair of mildly wounded Legionaries). It's 6 dice hitting on 2+ for 3/3 damage.

Bug Squash
Mar 18, 2009

Professor Shark posted:

You could argue that the Greenskin kombi-skorcha is worth it if you use More Dakka, turning it into a 12 attack, hitting on 2’s, 2/2 flamer.

I think you've misread the rules for More Dakka. It just lets you make and additional attack if the first one scores zero wounds (which will basically never happen with the skorcha). The enemy still gets to roll all their defense dice again.

Bug Squash
Mar 18, 2009

Legit Businessman posted:

There is barely a single viable compendium team, save for with two weirdos on the east coast, one who plays Chaos Demons, and the other one who plays custodes (and that was due to the tournament being entirely ITD, iirc). Even if greenskins had a busto flamer, I wouldn't worry about that team at all. (also lol reddit)

Although maybe custodes is okay on beta-dec? It seems like you can move up into melee, but that's just a guess at this point.

In all fairness melee geared Hive Fleet has been doing numbers, but that's probably down to a few really good players just loving Tyranids and melee in general being very strong right now.

Bug Squash
Mar 18, 2009

I find a tape measure more useful for actual movement, but the guages are incredible for determining if something is within a certain range. Can I fit the pentagon between two bases? Then they're out of short range shooting. Models are in engagement if I can't fit the triangle in between them. Setting up against a team with an obnoxious grenade alpha strike? Better make sure I can fit the circle between key models.

Bug Squash
Mar 18, 2009

I'm pretty sure you can build a perfectly solid takes-all-comers Hearthkin team from one box. It may not be tournament optimized, but you'd be well set for the local casual scene.

Make sure you build the jet-pack guy though.

Bug Squash
Mar 18, 2009

Triskelli posted:

Oh still learning things, all I know is that one of the Votann specialists lets you get 5 EP, presumably even if you're not playing spec-ops

That's the lugger, great for kitting out pretty much everyone with climbing gear and excavation tools. Also has a niche ability to let you swap out weapons loadouts but I've never seen anyone take advantage of that irl.

Bug Squash
Mar 18, 2009

Other than getting the option of a Primarch, the Brood brothers seem a lot less cool than the Wyrm Cult, but that's my personal taste. I think it'll be a skip for me too, but I can still see other people being interested in either if thr two teams.

Bug Squash
Mar 18, 2009

Professor Shark posted:

Am I seeing it right that they could double for a Guard team?

I'm prepared to be corrected, but I think it's Cadian Shock Troops plus an upgrade sprue for more specialists, wrinkly heads and extra arms. It could probably proxy into or from Vet Guard extremely easily.

Bug Squash
Mar 18, 2009

Vet Guard demo man is down to one mine a game. To be honest if you allow him to live to get off two mine you deserve to lose.

Bug Squash
Mar 18, 2009

Guildencrantz posted:

How's Kill Team on very vertical Necromunda style terrain? My group and I are getting back into things after a couple years' break, but we're going for KT this time as it's more practical for irregular one-off games and we're all busy dads. I have some pretty decent scratchbuilt/kitbashed terrain but I'm wondering how well the game works with a bunch of levels, walkways etc. or if I should dial that back a lot compared to Necro.

(More open play loving around with fun scenarios than anything trying to emulate competitive play, fwiw)

Throw a few ramps, gangways and/or jumping opportunities in there and it should be ok. Some teams have a much easier time with verticality than others so as long as you don't need to do too many climbs to get around it shouldn't get too unbalanced.

Bug Squash
Mar 18, 2009

Cease to Hope posted:

It can work very well with two adaptations.

First, KT has very generous climbing rules, so make sure you aren't house-ruling them to be harder: characters can climb basically any surface at their movespeed in 2" inch increments rounded up. Remember that dropping is generous, too: move speed in 2" increments rounded down, up to a max of 6", and you don't need a surface to move down. (You can jump off a diving board onto the ground.) Climbing 3" costs ⭕️⭕️ but dropping 3" costs ⭕️. Similarly, if someone has the ability to take climbing gear, don't nerf it. If you feel like the verticality it gives to the teams who have it is too oppressive, give people more options to start the game high up. You can give 2EP climbing gear to everyone if that really doesn't work, but if a team like Fellgors needs climbing ropes to get to the fight, I feel like that's a problem with your table.

Make an extremely sharp distinction between "on a higher platform" and "in a vantage point". (You could arguably do away with vantages entirely.) If the map is vertical, and you want to use the vantage rules, make sure they're specific places you can predict and fight over, not literally everywhere at least 2" off the ground. Characters on vantage points absolutely loving murder anyone below them who isn't behind heavy cover (basically, a pillar). It's already going to be dicey moving under anyone who can see down, so there's no sense adding the additional layer of nastiness.

I wouldn't recommend doing away with vantage - it's a critical part of the game to allow people to negate cover. Without it sneaking is far too safe. My recommendations are to
a) have plenty of heavy cover and visibility blocking elements on the lower levels.
b) do not have vantages with cover easily accessible. If you want to gain a vantage, it needs to cost you safety. Either be out in the open or in range of a charge

Bug Squash
Mar 18, 2009

It's literally a meme how bad the stealth suits are, sorry.

Pathfinders and their drones are a pretty good team though, and the best shooty team in the game presently.

Bug Squash fucked around with this message at 20:52 on Apr 6, 2024

Bug Squash
Mar 18, 2009

StashAugustine posted:

I'm probably gonna be running a Kill Team demo day at a local store in two weeks, any advice on teaching the game or doing demos in general?

Also don't forget the golden rule of teaching games: make sure they win

Bug Squash
Mar 18, 2009

!Klams posted:

Best teaching games I've had have always just said "These are your guys, this one has a grenade, this one is sneaky, what do you wanna do?" and then just brought up the rules as they come up. Makes it feel much more thematic.

Interesting! I've always been very mechanics first when teaching but I'll give this a try for my next learning game.

Bug Squash
Mar 18, 2009

Professor Shark posted:

I won a game of KT based on points today

That's the only kind of winning that exists, friend :c00l:

Post brought to you by tabled-on-turn-3-but-still-won squad

Bug Squash
Mar 18, 2009

Keeping yourself alive is a major part of elite game plans, and the Shrive Talon is pretty great at that. Shrive Talon is often able to parry away hits and then strike at his leisure, or if he gets enough crits just put through enough damage to kill in two hits. Either way he's getting a kill and sticking around so he locks down a point pretty well.

Bug Squash
Mar 18, 2009

Took my Starstriders to a local Kill Team tournament and wound up taking first place. :toot:

My general strategy was to play very cagey, but throw a couple of voids men and/or electromeister forwards on tp1 to capture any mid point objectives to get 4 primaries, and force my opponents into the open if they want to contest that. I also have my canid secure the retrieve item and follow that up with securing vantages for a relatively easy 4 tac points.

First game was into Night Lords on Moroch, which had me bricking it as it was all heavy cover they could get Nightmare Shroud off of. My opponent made a mistake and forward deployed out of cover, giving me a clear shot with the AP2 Archeotech beam, killing them. That was followed by one of my suicide guardsmen capturing a point but also getting close enough to turn off the shroud on another NL, letting me open up with my chain gun knocking them down to two wounds. I got initiative tp2, so I opened up with standard wombo combo of the Void master double shooting a guy to death, then group activating a voidsman with a krak grenade boosted with rerolls from his aura and a strat ploy. So that was 50% of the team dead at the start of turn two.

Second game was into Chaos demons, with Blood Letter and Pink Horror set-up. My opponent had a nifty strategy where they just loaded pink horrors up onto the nearest vanage point protected by their standard, and rained hell down on anyone in light cover. My chain gunner took out their leader who just split into blue horrors to rain more hell down, and after I fired a cluster shell to damage two they got cocky and loaded the vantage up with even more horrors because I couldn't do that twice. TP2 I start up the wombo combo again and take out a blood letter. But instead of a krak grenade my voidsman has a frag and has been storming up the board with a plan in mind. Keeping in the front edge of the void master's aura, they throw a grenade that kills three pinks and wounds two horrors thanks to double rerolls. With most of their gunline dead I can play safe around the blood letters and take the match.

Final game is into Kommandos, and it a lot thinkier as they are even more cautious. I get a guardsman onto a vantage with line of sight to a congested deployment, and call in a guided shell that kills their Grot and a Boy, and knocks a few wounds off a Rocket. There's no opportunity to wombo combo this time as half their team is hiding behind a heavy terrain building with a door, so my krak voidsman runs forwards and just chucks it at the Rocket Boy, managing to deal zero damage. Bit of a pain, but the voids man managed to position themselves directly in front of the heavy door, and none of the orks behind them could charge her, or get anywhere useful, essentialy locking half their team out of that turning point. I was able to maintain my points lead from there on.

I think I'll be benching the team for a while to try out something else, but the Starstriders have been a really good time for some puzzle box style games. They're fragile as anything if played badly but they always seem to have an answer if I need to do something in the game.

Bug Squash
Mar 18, 2009

Guildencrantz posted:

Trying out Kill Team report: game good. And, very importantly, fast. It is so, so fast and clean. I love it.

Yeees, welcome.

This is pretty much exactly why I started too, two kids meant there's literally no time for bighammer in my life. Genuinely surprised just how good a game it actually was. You're making far more actual decisions than in any game of Warhammer, terrain actually matters a whole bunch, and everything is just so much faster. I'm never going back.

Bug Squash
Mar 18, 2009

I've seen teams get called S-tier at 60% win rate, and garbage at 40% win rate. That's a pretty balanced spread imo. The current big-bad is the Fellgor and I've been able to smack them down with a team that theoretically has a bad match up into them.

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Bug Squash
Mar 18, 2009

I'm not going to accuse GW of making sensible business decisions, but I'm confident they would prefer to simply make more product, sell the product, and make more money. I'd put the lack of capacity down to incompetence long before I'd think GW actually thought any of this out as 12 dimensional business chess.

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