Thursday, 29 July 2021

Some more kill team details

 


Ok this post is quite a bit later than I wanted to post, but I think it needed posting anyway. So we've had a few more detail of the new kill team, in the form of another 3 posts from the Warhammer Community pages. These is not a lot of new information here but it does clarify a lot of things that I've been wondering about, although there is still a lot of information missing.

We'll start by looking at the first of the three articles, which gives us more details on Action Points. We get confirmation here of the basic 1AP actions of move, charge, shoot and fight, with the addition of fall back, at a costly 2AP. It's also noted that there will be other actions, but we were aware of this thanks to the Comms specific action we've seen before. Extra information that is noted is the fact that you cannot typically repeat action, although I suspect that you will be able to double move, and that most units will have a 2AP limit, except for marines, both chaos and imperial, and Quin's, who will have 3 and custodies who get a massive 4AP.  And that's it for that post, like I said, not a huge amount of information there but it's nice to get some clarification on the actions available.

The next post has significantly more information in it and tell us about how to build you list. The first thing to note is that points no longer apply. Now I have mixed feelings about this but I will come to that later, let's have a look at what's in the article first. We get confirmation that fosters are still a thing and that these will still form the basis for all your games. The rosters will still be up to 20 models but that's where the similarly ends. We now pick our models from fire teams, and depending upon what faction you are, depends on how many fire teams you can pick and what's in them. The Ork kommandos for example have one team they can pick from and a total of 1 leader and 9 other models from a list of 10 potential options. There are addition restrictions of the list, like how many of each type of operative you can pick. This does restrict your option quite a bit but hopefully will balance the game. We also get a view of the guardsmans list, not the krieg\vets list but the standard guard. Here we can see we can choose 2 fire teams from a selection of 2, guard and Scions. Be we haven't seen the Scions but I suspect the selection will be similar but numbers more restrictive. For guard we can choose up to 7 guardsmen from a selection of seven plus we can take a sergeant in place of one of these options if we don't have a leader. 

This means that a guard team will be a maximum of 14 models, which is less than the 17 I usually ran previously. Yes, the maximum plasma content will be 3 (two guns, one pistol) but it still feels like we're down on bodies. We've still go all the options, but there are some other, more subtle changes, such as 8f you take a Comms, you loose a special weapon. Previously you could take one in addition to any special weapons but not now. Also there will no longer be multiple Sergeant type models on the table, just one. No more combat specialists for guard. 

In the article they also mention the death guard list, of 3 marines and 8 pox walkers. Now they call it a fire team but I suspect that you might only be able to bring one fire team, this is due to the old points values. Now, I know points are t in use now, but I had a little play with the current costs to give a rough guide to how things might stand. The guard team, with 14 members maxed out on weapons gives you around 90 points. The Ork kommandos is harder to calculate as only standard kommandos currently exist, but it works out at 98 points. The death guard again is a little hard but with a plague marine fighter, gunner and champion plus a normal marine and the 8 pox walkers (a reasonable assumption I think) it brings you out to 99 points. While it's only a rough guide it does suggest that there is a little bit of an imbalance but we will have to wait and see what then full rules bring before we can make a proper assessment. 

There are a couple of other things about the article to mention. First the roster, there are lots of specialists listed in the left column, some we've seen before and some we haven't. The standard, like leader, Comms, sniper are there but so are confident and bruiser, both of which are new and unknown, at least from what I've read. It'll be interesting to see what these all mean. The second thing is at the bottom.of the article, where it talks about special and rare equipment that can be requisitioned or captured during campaigns. Now I know this is for campaigns only but it still sounds cool, imagine a guardsman welding a Eldar shuriken weapon or a tau pulse rifle, very cool, although I don't suspect they mean capture in quite that way. 

The last post for the week revealed a couple of data cards and also how we will be getting all of them. As many of us suspected, we will be getting a core rules book and an army book, or compendium as GW are calling it. This book will include all the data sheets we need to.play the game a d apparently there may well be some surprises in there too. Anyway, we will need this book to play any of the factions outside the two in the started box. 

We were then given several data sheets, a poxwalker, dire avenger and custodian guard. There is t much to say about these that hasn't already been said but there were a few things that were picked out as note worthy. Firstly the GA for poxwalkers is 2, rather than the usual 1. This gives weight to the idea that this is the group activation stat, or how.many can be activated per turn, in this case two models as they are very much a horde unit. Secondly, Dire avengers are going to be lethal. 

It is the custodian guard data sheet that has some of the biggest reveals though. Firstly, it has 18 wounds, which would appear to the highest we will get in kill team, everything else will, to start with at least, have less than that. Secondly, everyone appears to have 3 defence dice. Now this is a surprise. Yes the save number changes but I would have though that the number of dice would change to. I would not expect a pox walker and a custodian guard to have the same defence dice. We also see information about some of the other rules and actions. There are pick up actions and overwatch is also an action. How these work is still anyone's guess. There wasn't a lot of content in this post but there was a lot of I formation to get us going for the release of KT2. 





No comments:

Post a Comment