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| Help Understanding Squads; Squad Shenanigans | |
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| Tweet Topic Started: 28 Jul 2015, 05:40 PM (282 Views) | |
| Nynnka | 28 Jul 2015, 05:40 PM Post #1 |
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Ok so we have recently started a new Kill Team Campaign, which ha alot of new players. This is the first time any of us have used the "Squad" Rules eg. (IG/Grots) So they are treated just like a Unit in 40k? so if they are shot wounds get taken off in order of closest to furthest? also the major one we had... a model charged a "squad" of guardsmen... apparently it was read that every model is individual but that conflicts with the "use 40k unit rules" so the models that didn't pile in would "have" to pile in if they where a squad? as in the 40k rules? really changed the result of a game last night so would be nice to know. Regards |
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| ColdBlood | 28 Jul 2015, 06:37 PM Post #2 |
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Corporal
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A Squad is the most wonky rule in kill team, in my opinion. If you leave a model lying down, he is removed from play. So that means they need to stay in coherency. But apparently, they don't have to shoot at the same target. They do suffer from losing wounds, as usual for 40k (Taking 25% wounds forces a morale test as normal), and pinning works on the entire squad as well. However, close combat seems to work the same as shooting, which means you don't technically have to charge in to assist the charged model. However, that said, squads are rather broken in melee, because most things can't reliably kill a squad, and the bonuses for charging and outnumbering your enemy is so staggeringly high, you will likely lose if surrounded. I've had a Tau Commander suit with T5 and 2+ armour save and a power sword, get "killed" in melee by 2 squads of guardmen, because he was outnumbered. He killed two, but he was charged, they outnumbered him, and bam, failed a leadership test and was run down. |
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| Nynnka | 28 Jul 2015, 06:53 PM Post #3 |
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yeah, it seems to be a god awful rule. But that's what we assumed... until reading the part in squads saying "For example, a Guardsman Squad has the Squad (5 Guardsmen) special rule so will consist of a unit of 5 Guardsmen. Simply treat the unit as normal, using the Warhammer 40,000 rules." meaning that shots and melee hits the "unit" not models. going by the main rule book... and pile in is not voluntary it has to be done at your I. step as you can never not attack in melee. The counter charge rule that seems to be mixed up, is if a different model/models not part of the unit that is charged wish to join the fray within 3" they can. especially thematically it is terrible... a group of guardsmen leave there buddy to die? or a ork killa kan gets stopped in the middle of its rampage because... "reasons"? o.O |
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| ColdBlood | 29 Jul 2015, 08:29 PM Post #4 |
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Corporal
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Worse when you consider that, if we go by "threat them as a unit like in normal 40k", then either the unit charges, or no one charges - Yet that's not how it works here, because if you aren't engaged in combat, you aren't engaged. You roll charge distance individually, but you only move models that make the charge, which can easily make models break coherency to the point of ridiculousness - but apparently, that's all fine...? I honestly don't understand what the idea behind the squad rule was. In all honesty, they should have just done squads either entirely like 40k, or like Teams, where you group up models to recieve the same upgrade benefits, but without requiring neither coherency nor anything else in that regard. Edited by ColdBlood, 29 Jul 2015, 08:36 PM.
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7:34 PM Jul 11