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Rob
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PostSubject: Kill Teams   Mon May 19, 2008 7:12 pm

From what i have seen, kill team games have started to gain a little momentum on thursdays. but the message really hasn't made it past the "make a date" forum yet. I was just wandering if there was any other interest, for then or on saturdays.
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Trav
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PostSubject: Re: Kill Teams   Mon May 19, 2008 8:21 pm

The appeal of kill team is that its quick in a time crunch I think I could find a few model to make speicifally for the team thats also the interesting thing is that its alot of custom work involved.
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Hacksaw
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PostSubject: Re: Kill Teams   Mon May 19, 2008 8:26 pm

off hand I don't know the rules, but I'd probably be down for a kill team.
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Matt
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PostSubject: Re: Kill Teams   Mon May 19, 2008 9:06 pm

Anyone else agree that marines on either team during kill team ruin it somewhat?

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Rob
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PostSubject: Re: Kill Teams   Mon May 19, 2008 9:29 pm

in what way, it doesnt unbalence it that much
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Matt
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PostSubject: Re: Kill Teams   Mon May 19, 2008 9:39 pm

I feel like it does, not if they are the kill team... but as the brutes i feel like it does.

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Dark Angels 1750 win/loss Record
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Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Rob
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PostSubject: Re: Kill Teams   Mon May 19, 2008 10:01 pm

As brutes they are terrifying, but there are less of them so, in theory easier to pick-and-choose. But i will have to trust your expertise on this one.
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Nathan
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PostSubject: Re: Kill Teams   Mon May 19, 2008 10:12 pm

As brutes they do skew the game, but they may also ruin it if they are the Kill Team. You can get 5 vets with power weapons or fists for that 160pts, so no extra brute squads, no extras on the baddies, etc.
And as brutes, T4 and 3+ save is just hard to kill sometimes.
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Makari
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PostSubject: Re: Kill Teams   Mon May 19, 2008 10:47 pm

Where can I get the rules for Kill teams, I'd Like to play but don't know the rules...

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Matt
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PostSubject: Re: Kill Teams   Mon May 19, 2008 11:13 pm

Its in the main rulebook sean.

Yeah as brutes they are really tough.

Kill team is easy to break though, better to play for fun imo.

This will need a major overhaul come 5th. Most codex books don't have individual points costs any more.

I think i'll throw together a kill team though. I'm afraid that tit will be marines tough Sad

Also, I found that playing heavily themed games was always a lot more fun when it came to playing kill team. Tying them into campaigns and stuff works wonders too.

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Dark Angels 1750 win/loss Record
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Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Makari
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PostSubject: Re: Kill Teams   Tue May 20, 2008 6:10 am

ah but not the dinky rule book?

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New times calls for new Records:
Orcs & goblins (3-1-2)
Empire (0-0-0)
6th Edition
Orks (0-0)
Marines (3-1)
Imperial Guard (0-0)
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Matt
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PostSubject: Re: Kill Teams   Tue May 20, 2008 9:15 am

oh yeah, thought that but figured you had the big one!

So yeah, quit being a cheapo... or wait til 5th and see what the deal is there!

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Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Evil Bob
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PostSubject: Re: Kill Teams   Tue May 20, 2008 6:45 pm

Matt wrote:
I think i'll throw together a kill team though. I'm afraid that tit will be marines tough Sad
In White Dwarf there has been meantion of SM Kill Teams having a too easy of a time against the Imperial Guard and such. WD articles have two solutions to level the field. Bonus points can be spent on special weapons for Brute Squads (plasma hoooooo!) and Nemises rules. Another optional rule has bonus Klaxon Counters given when someone wears power armor and doesn't have the Infiltrate skill.
Matt wrote:
Also, I found that playing heavily themed games was always a lot more fun when it came to playing kill team. Tying them into campaigns and stuff works wonders too.
The current Kill Team rules were cut down from the previous material. There is a lot of space for people to monkey around with the mechanics to even things out.

Aside I agree 100% with using Kill Team to liven up other games. I have a one (or two) day mini campaign where each player gets in one Kill-Team game to see find out where they should be sending there main force.


Last edited by Angry Bob on Tue May 20, 2008 6:49 pm; edited 1 time in total
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Evil Bob
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PostSubject: Re: Kill Teams   Tue May 20, 2008 6:47 pm

PS Matt you can alway prefrence Scouts. Break mutal-laws to beef up the goons like taking models from different until sellections or just buy up several Sgt Vets.

That will spice up the enemy nicely.
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Matt
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PostSubject: Re: Kill Teams   Tue May 20, 2008 8:09 pm

yeah scouts are way fluffier too.

Problem is, if i go with the DA codex... there are no individual point costs for those models. Same with most units in post-DA released codex books.

just another sign that kill team is either going to be gone, or changed radically in about a month.

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Dark Angels 1750 win/loss Record
Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Evil Bob
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PostSubject: Re: Kill Teams   Wed May 21, 2008 9:23 am

The Tau sniper-drone teams don't have any indavidual point costs either. It would be a different evolution if GW really did go completely to canned point costs.

Aside I wouldn't be remotely surprised if GW got rid of Kill-Team. They are pretty quick to throw in and then trash varous ideas. Like some sort of horrible mental dissorder.
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PostSubject: Re: Kill Teams   Today at 6:48 am

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