Kill Team 2.0

Petitioner's City

Gang Hero
Nov 15, 2017
1,186
1,971
153
Edinburgh, UK
I made a points system for new kill team to allow pick and mix kill teams

 

Galtarr

Gang Hero
Mar 1, 2017
1,018
1,758
138
Ok had my first game and ... Actually I quite like it. The shapes aren't an issue when playing. And like some have said you really use the colours mostly.

Anyway play is smooth. Not really dug into ploys properly and only played the one mission type.

I like that the cover and terrain rules are simple and clearly laid out. That said I was after a quick play skirmish game to play with my son who found kill team 1.0 and Necromunda a bit too complicated. But it does have more nuance than Warcry.

Compendium troop stats/rules seem a bit sparse, in that it's squad based an hardly any special rules compared to the box teams. But looking forward to how they release specialist KT factions going forward.

Disclaimer. I hated KT 1.0 ruleset, so it was probably always destined to be an improvement for me. I still like SW:A but no one will play it locally and it also had limited troop choice.
 

Squee

Gang Champion
Jan 11, 2019
277
386
78
Having played my first game of KT 2.0 I can say that it's definitely very promising.
We've played the first mission from the matched play pack in the rulebook, and to make things a bit easier on ourselves we eschewed the TackOps (secondaries), as figuring the all the new rules was difficult enough already.

We both played Compendium teams and the game ended in a draw on VPs. The gameplay however was smooth and engaging with a lot of bloodshed and maneuvering from both teams. There's a lot of depth in the Ploys and Engage/Conceal mechanics, and most likely in the TackOps, but we've yet to try it.

The roster building might seem bland at first, especially after KT18 or Necromunda, however it actually provides a lot of depth as well for most teams as far as I can tell. Especially when you factor in the Equipment.

So overall I very positive about the new edition of KT.
 
  • Like
Reactions: Galtarr

Gunkaiser

Gang Hero
Honored Tribesman
May 24, 2017
980
1,352
183
Corvallis, Oregon
As much as I've enjoyed similar custom rulers (Song of Blades and Heroes had one you could print out) it works much better if you measure front of base to back of base while moving (which is too far admittedly); I find myself eyeballing things even more than I would with a tape measure.
 

Squee

Gang Champion
Jan 11, 2019
277
386
78
As much as I've enjoyed similar custom rulers (Song of Blades and Heroes had one you could print out) it works much better if you measure front of base to back of base while moving (which is too far admittedly); I find myself eyeballing things even more than I would with a tape measure.
The new range system is a bit odd I do agree. We're using Ye Olde Tape Measure for measuring and it works as you'd expect.

The most perplexing thing in the range marking is the choice of shapes which doesn't correspond with the actual distance at all. One would expect a hexagon to represent 6" and a triangle 3" at least. It gets less clearcut after that, but square works for 2" reasonably well, since it has an even number of sides/angles, and circle is left to stand in for 1". But for whatever reason they've decided against it.
 
  • Like
Reactions: CaptnM

MusingWarboss

Hive Guilder
Oct 31, 2013
2,325
5,477
193
My mate brought the new Kill Team box and was disappointed to discover it’s Krieg sprues were missing.

I’m sure he’ll get replacements from GW but heck their QC these days is poor.
 
  • Like
Reactions: TopsyKretts

CaptnM

Juve
Jun 16, 2020
44
69
28
Having gone over the rules, O(r)ctarius und the Compendium twice. Seriously, is this going to be the best GW Skirmisher and chances are it can be even of the top skirmish games all around out there (typos aside)?

Having played both Manticgames' Deadzone for years and PP's WarmaHordes for the last 18 months (had my first game before the Pandemic hit), I can see that GW can take hints on how to make a game work from other companies. Mantic's DZ is the best one out there - for me in regards to playability,intuitive rulesets and balance - but I am rather impressed how GW overhauled the entire KT game engine in one go.

The "new" activation mechanic is pretty intuitive, which is hardly surprising (after all, it has been around since chess or checkers.) and the GA limit makes hordish creatures work without triggering too many reaction fire attacks from smaller teams.

The measurement is easy if you are familiar with tools like the gauges that are sold by Privateer Press (0.5., 1, 2, 5'' all on a handy L-shaped piece of plastic), and once tested it feels pretty easy in regards to LoS and cover.

The two modes of cover and the ways to gain LoS around / through them make for interesting gameplay. (Also, that you need light cover on the same level to hide your models higher up prevents snipers from being unassailable, pretty good decision.)

The Engage vs Conceal Mechanic settles ye olde LoS disputes pretty well, and the fact that you need to decide on what you want your activating model to achieve this round or if you prefer to keep it on Conceal to fulfil some objective next round gives the game an interesting tactical twist.

The ranges of 6'' for most pistols and some special weapons don't bother me too much, as Deadzone's cube-based range system had similar ranges.
CC range being an universal 1'' makes perfect sense.

The test mechanics of attack / defense and attack / parry hint somewhat of Deadzone, but I dig the fact they modify die rolls instead of the number of dice.
Whereas Mantic's Vanguard Fantasy Skirmisher had both an add D8 to test mechanic like Deadzone and modifiers which could get a little muddled.
The risk and reward system of these dice tests seems pretty balanced, and with attacks having more dice than defense rolls, there is some reward in each action take. In regards to shooting, and on how you allocate your dice - attack & parry or when being shot at: do you want that automatic success for cover or rather fish for a crit?

PS: Any rumours whether GW will adapt Arena or Killteams like those from Rogue Trader or Blackstone Fortress? After all, they 'd suit the current Killteam style rather well.
 
Last edited:
  • Like
Reactions: Crazy Ivan

Galtarr

Gang Hero
Mar 1, 2017
1,018
1,758
138
Having gone over the rules, O(r)ctarius und the Compendium twice. Seriously, is this going to be the best GW Skirmisher and chances are it can be even of the top skirmish games all around out there (typos aside)?

Having played both Manticgames' Deadzone for years and PP's WarmaHordes for the last 18 months (had my first game before the Pandemic hit), I can see that GW can take hints on how to make a game work from other companies. Mantic's DZ is the best one out there - for me in regards to playability,intuitive rulesets and balance - but I am rather impressed how GW overhauled the entire KT game engine in one go.

The "new" activation mechanic is pretty intuitive, which is hardly surprising (after all, it has been around since chess or checkers.) and the GA limit makes hordish creatures work without triggering too many reaction fire attacks from smaller teams.

The measurement is easy if you are familiar with tools like the gauges that are sold by Privateer Press (0.5., 1, 2, 5'' all on a handy L-shaped piece of plastic), and once tested it feels pretty easy in regards to LoS and cover.

The two modes of cover and the ways to gain LoS around / through them make for interesting gameplay. (Also, that you need light cover on the same level to hide your models higher up prevents snipers from being unassailable, pretty good decision.)

The Engage vs Conceal Mechanic settles ye olde LoS disputes pretty well, and the fact that you need to decide on what you want your activating model to achieve this round or if you prefer to keep it on Conceal to fulfil some objective next round gives the game an interesting tactical twist.

The ranges of 6'' for most pistols and some special weapons don't bother me too much, as Deadzone's cube-based range system had similar ranges.
CC range being an universal 1'' makes perfect sense.

The test mechanics of attack / defense and attack / parry hint somewhat of Deadzone, but I dig the fact they modify die rolls instead of the number of dice.
Whereas Mantic's Vanguard Fantasy Skirmisher had both an add D8 to test mechanic like Deadzone and modifiers which could get a little muddled.
The risk and reward system of these dice tests seems pretty balanced, and with attacks having more dice than defense rolls, there is some reward in each action take. In regards to shooting, and on how you allocate your dice - attack & parry or when being shot at: do you want that automatic success for cover or rather fish for a crit?

PS: Any rumours whether GW will adapt Arena or Killteams like those from Rogue Trader or Blackstone Fortress? After all, they 'd suit the current Killteam style rather well.
I'd love a BSF Killteam2 adaption in a WD but by and large GW forget models once they are no.longer current 'new' thing so not too hopeful. But reckon it wouldn't be too difficult to homebrew something.
 
  • Like
Reactions: CaptnM

Gunkaiser

Gang Hero
Honored Tribesman
May 24, 2017
980
1,352
183
Corvallis, Oregon
It'd be pretty easy to re-release the Starstriders in a Kill Team box (if they're doing new Team releases in that format). Too many models in the Gellerpox Infected.
 
  • Like
Reactions: CaptnM

CaptnM

Juve
Jun 16, 2020
44
69
28
It'd be pretty easy to re-release the Starstriders in a Kill Team box (if they're doing new Team releases in that format). Too many models in the Gellerpox Infected.

Same as with the BSF Traitor Guard, I 'd say. One box of them (1 Renegade Psyker, 2 Negavolt Cultists, 2 Beastmen, 7 Guard) would probably make a good base for a Killteam. The Servants of the Abyss (8 Cultists, 1 Firebrand) might be trickier to adapt.
Funny that GW killed off those boxes, I found they had great value.
 

Sethmerlin666

Gang Hero
Yak Comp 1st Place
Honored Tribesman
Jan 31, 2018
1,471
4,777
208
Payneham Road, Payneham SA, Australia
Had my first crack last week and thoroughly enjoyed.
I think the cover system in the rulebook reads horribly, but it plays well. It's a good mechanic to prevent the typical 40k curse of alpha strike removing one team.
Jumped straight in with ploys and secondaries, it's really not a lot to manage and having those objective based scoring totally changes games from just being killfests.
Very promising.
 

CaptnM

Juve
Jun 16, 2020
44
69
28
Same here, my Kommando Killteam (for which I used my good old Deadzone Marauders) got wiped out by my mate's Murderclown-Elves-in-Space but the game was pretty balanced. We used the Free Play system with TacOp secondaries and had a blast. The cover rule reads more complicated than it is.
And if you are used to abstract movement systems like the squares in Deadzone and stuff like the range gauges used in WarmaHordes, it works pretty well. We used a measuring tape for longer moves, but after a while the system is easily converted back and forth.

Tip: Use the gauges to check short distances ( like pistol or melee range, distance from cover / obscuring terrain and stuff like Blast, Splash, Torrent etc) and a measuring tape for horizontal movement.
 
  • Like
Reactions: Petitioner's City