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| New Kill Team; My custom edition of HoR KT, using action points | |
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| Tweet Topic Started: 9 Jul 2015, 04:27 PM (426 Views) | |
| OneEyedAlice | 9 Jul 2015, 04:27 PM Post #1 |
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The New Kill Team v0.4 Old versions: The New Kill Team v0.3 The New Kill Team v0.2b The New Kill Team v0.2a The New Kill Team v0.2 The New Kill Team v0.1 This is the edition of Kill Team, that we use in our club. It uses action points instead of phase system. I think it's much more closer to skirmish, than original Kill Team. Basically, any model has 2 action points, that it can use to any action, that it can normally do in any phase. So, you can move, then shoot or shoot, then move. Rules are still experimental, but it can be used to game already. Any suggestions or critics are welcome. P.S. Sorry for bad English, of course. Edited by OneEyedAlice, 26 Jul 2015, 10:51 AM.
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| Ivaneeh | 17 Jul 2015, 10:48 AM Post #2 |
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Hello there! I've read yor rules, but I havent playtested em yet, so these are only my first thoughts: 1) Action points: How do Assault weapons work? Say I want to move, then fire my pistol, then charge. Does charging cost an AP too? 2) Shooting twice? srsly? If my opponent has 2 Eldar Trueborn with Splinter Cannons positioned on a roof and starts shooting, he'll get 24 Shots per round (!!) alone. Thats enough to wipeout my Team in no time. Or a Necron Heavy Destroyer with his S9 AP2 preferred enemy ignores Cover superdupergun. BUT if you're using the optional rules with more saves, it makes kinda sense. Then again, an Apothecary with 3+ Servosave, 4+ Cover Save, maybe an 5++ invul and then a 3+ Feel no Pain? There is simply NO CHANCE to kill him with something less than a Rocket Launcher Ofc this would boost Close Combat... I think if you use all your Optional Rules like Bulletstorm and the twice shooting it could work out. But Speial Weapons will be soooo much more powerful than the normal goon-weapons... i dont like that direction. I was always a friend of the notion that the faceless grunts should win battles, not the overpowered hero. Russion Roulette: Is this always Active or only for the lulz? Thats all for now, I'll ask more later |
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| spesselves | 17 Jul 2015, 11:44 AM Post #3 |
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I think this could be the foundation of a great skirmish style game, but as the above poster pointed out there are flaws that will need to be addressed. Here are a few, building off the previous comments: 1) You say there are 3 phases: reserves, action and fighting...but I only see headings for reserves and action. To point #1 raised in Ivaneeh's post, is the "fighting" phase when melee combat happens? So for instance you could spend 1 AP to shoot in the action phase, 1 AP to charge, and then the melee combat from the charge would be resolved in the fighting phase? I suppose that would work, but clarification would be good. 2) I agree with Ivaneeh, shooting twice could be a nightmare, even with the multiple saves rule. Perhaps the codices for this game would have to be even more abbreviated than the normal KT ones, allowing you to take much less powerful units, like only "troops" or "core". Or perhaps you should lower the point limit so that you can only build a smallish 5-7 man squad, and no heavies or such. I could see this being like a tactical RPG, with generic guys but more focus on purchasing wargear to upgrade them and whatnot. 3) No rules for psyhic powers yet. You said this is a draft so this isn't really a criticism, just a comment. Would "use psychic power" cost an AP or something? Or perhaps as above psykers wouldn't be in the game...who knows. I think you've got a fun little idea here, and I'd like to here more about the playtesting with multiple armies and whatnot. *Also PS your English is very understandable. I'm an English teacher. Keep up the good work. |
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| OneEyedAlice | 18 Jul 2015, 05:34 PM Post #4 |
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Thanks for feedback, guys. Yeah, the playtests revealed that using actions twice are pretty dumb idea. So, fixd. Also, explained how works the assault, the psychic powers and optional rules. 0.3 in the first post. |
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| OneEyedAlice | 26 Jul 2015, 10:52 AM Post #5 |
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Hi there. Now, 0.4 is out. Added comlpetely new close-combat rules. It supposed to be something like GURPS combat, but it's not tested yet. |
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7:34 PM Jul 11