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[WH40K] Previews galore!

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Posts

  • InquisitorInquisitor Registered User regular
    Svenska wrote: »
    I worry about flamers with all the charges that can come from outside los. Tough call.

    Flamers auto hit in a game where your units will frequently be reduced to 6s to hit. They seem good to me.

  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    edited July 2018
    Damn, apparently pulse pistols are an option for T'au and I glued two pistols to the hip of two separate models and it replaces a pulse rifle.

    Edit: nevermind, I was reading the fire warrior entry when i did the pistol thing on my Pathfinders.

    Stragint on
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  • Sharp101Sharp101 TorontoRegistered User regular
    edited July 2018
    Day one of the tournament @McGibs and I are playing in went well! I did way better than expected and ended the first day in 3rd out of 38 players. That means I'm facing a very rough game tomorrow morning, most likely against a tough Knight list.

    I took pictures of as many Armies as I could before the tournament started. Album is here

    Sharp101 on
  • KhraulKhraul Registered User regular
    edited July 2018
    Those armies look great

    I don't know which I like the most, but those black/white necrons look like representatives of the Ipod Dynasty

    Khraul on
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  • NealnealNealneal Registered User regular
    Can you guys throw some suggestions my way on my Marine Killteam?

    Intercessor Gunner
    Bolt Rifle/Heavy Bolt Pistol
    Auxilliary Grenade Launcher
    16 Points

    This guy is meant to be a standard gun on the ground, but the ability to shoot a 30" Frag or Krak grenade instead of firing every turn seems like it might have some utility and be fun. My only problem will be trying to find a way to model the grenade launcher on a Dark Imperium model.

    q88kz4wbsctx.jpeg

    I just used a cut up bolt pistol attached to the bottom as my AGL. I think it looks pretty good, WIP paint job not withstanding.

  • BizazedoBizazedo Registered User regular
    Khraul wrote: »
    Those armies look great

    I don't know which I like the most, but those black/white necrons look like representatives of the Ipod Dynasty
    That's a lot of Wraiths in that one list. Wraiths plus Doomsday Arks, mm mm.

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  • SmokeStacksSmokeStacks Registered User regular
    edited July 2018
    Nealneal wrote: »
    I just used a cut up bolt pistol attached to the bottom as my AGL. I think it looks pretty good, WIP paint job not withstanding.

    Nice. Once you base it that dude will look solid. The model I am using is holding the bolter with both hands, so there's no room for an underbarrel launcher unfortunately. Amusingly enough I ended up adding a Tactical Sergeant with a plasma pistol and auspex to my list using some old bits and a Primaris arm I got from someone and ended up with a pose remarkably similar to yours:

    y0CqD01.jpg

    Immediately afterward I changed my mind and ordered a box of scouts. They should arrive on Monday.

    SmokeStacks on
  • honoverehonovere Registered User regular
    Looks like at least three other guys from our blood bowl group are interested in kill team. I might actually get to use my 40k modells for once.

    Also the newish local store had a bunch of zone mortalis terrain which could be fun to use.

  • TheColonelTheColonel ChicagolandRegistered User regular
    Khraul wrote: »
    Hard spoilers ahead re: the emperor being.... not a good guy.
    In Dark Imperium gillyman gets a pure unadulterated look at the emperors psyche when the emperor preserves gillyman from death by beheading by the Phoenician. This glimpse basically shows that any paternal feelings the primarchs have for him are genetically built in to provide unswerving loyalty but that the emperor just sees them as tools... a means to an end that are completely disposable eventually.

    I can't remember the name of the audiobook, but the one featuring the sigillite speaking to one of his staff while she's on her deathbed. He flat out admits that he primarchs were designed with some serious flaws and to be haves/have-nots to build strife between them. They were meant to eventually destroy themselves in a galaxy-wide inter-legion conflict.... aaaaafter the emperor had control of the entire galaxy. Chaos just bumped the timetable up a bit and fucked everything up.

    I'll try and remember what the audiobook is called.... it's actually very good. VA for the Sigillite is pretty solid
    So this is sorta correct. The events happened as you said...but Malcador admits after she dies that he basically said as such in order to give her some modicum of hope. The idea being that she was so distraught with the civil war happening that Malcador lied to tell her that it was "all according to the Emperor's plan" in order for her to die at least thinking that everything was still on track. The book Master of Mankind makes it pretty clear just how incomplete the Emperor's future vision is.

  • honoverehonovere Registered User regular
    So Tau drones and Eldar heavy weapon platforms are not part of fireteams. Does that mean that you can't recruit them later on in a campaign if the ones you had at the start have died? The campaign rules only let you recruit additional members to existing fireteams or disband your fireteam to recruit a completely new one from the same datasheet.

  • InquisitorInquisitor Registered User regular
    edited July 2018
    Got to read the rules for myself for KT last night. Very cool system, some things I have seen done incorrectly online so far though:

    -Models add the advance roll to their movement. There is no limit on how much the advance roll can add. (Saw a video that said units can’t advance more than their move characteristic, which is wrong).

    -Units can NOT fire their pistols in the shooting phase the turn they charge OR are charged. (They can Overwatch though).

    -When a model shoots with a gun with multiple shots at a single target, if you do quick rolling and batch your dice (which you should for speed) no matter if you have 5 shots hit, wound, and get through armor you make your injury rolls one at a time and if the first injury is a flesh wound the rest of the shots fizzle. (Though you would knock multiple wounds of a multi wound model with your shots before the injury roll.)

    Inquisitor on
  • honoverehonovere Registered User regular
    The last point is important because it makes multiple damage attacks more deadly than multiple hit attacks. You roll for injury for every damage point and choose the highest.

  • InquisitorInquisitor Registered User regular
    Oh, and not sure if I have actually seen anyone get this rule wrong but I bet you it will be a common mistake for shooting:

    If a target is obscured (any part of its body is visually blocked by terrain when determining LOS) you get a -1 to hit.

    If a target is visually obscured AND is within 1" of a model or piece of terrain that is between the the firer and the target you get a -1 on the injury roll.

    It is possible to take a -1 to hit the target but not a -1 to injure the target.

  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Part of me wants to adopt the KT turn style for 40k.

    ...because dragons are AWESOME! That's why.
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  • LanlaornLanlaorn Registered User regular
    Not sure it would help at all, it'd just be gunlines not moving at all and getting to shoot their entire armies first...?

  • TastyfishTastyfish Registered User regular
    edited July 2018
    Drastically tone down the first turn advantage though - both sides getting a move before the first shooting phase is pretty significant.
    You'd also have the nice counterpoint that whilst anything can probably be killed in a turn from shooting, it won't be able to do it without at least getting a shot off (which might also have a nice bit of play where you're keeping some second rate shooters til later because a unit that hasn't fired is a juicier target than finishing off your big hitter).

    Tastyfish on
  • InquisitorInquisitor Registered User regular
    My 40k fix that hasn’t been thought out well enough to actually fix anything:

    Roll off for initiative.
    Movement: Alternate moving units one player at a time until all units have moved.
    Charge: Alternate declaring and resolving charges until everything has been done and reacted to.
    Shooting: All shooting is simultaneous ala Battletech.
    Close combat: All charging units battle first, then alternate anything remaining.

    Would speed the game up, mitigate first turn advantage and make shooting as costly an affair as close combat can be.

  • honoverehonovere Registered User regular
    Just from reading the rules Orks look really strong. Cheap, probably the beefiest sergeants, good in close combat and with all the negative shooting modifiers they're not the only ones who has to hit on sixes. The funniest thing about the team is that Gretchins have the Leader specialisation.

    Tau look also interesting. While the rules makes their main strength, shooting, weaker, they can bring a lot of flying models to the field, and fly brings some huge advantages with it.

    While thinking how to put together an Eldar kill team I also noticed another little rule titbit. The morale test to see if your team is broken is not against the ld of the Leader but against the highest ld in your team on the table. So there is no disadvantage to making the Exarch the combat specialist and make for example a ranger your leader.

  • NoughtNought Registered User regular
    I think I'm confused.

    My friend talked about a Deathwatch Kill Team with some Primaris.
    I said you can't have Primaris in Deathwatch, they are not in the Deathwatch overview.
    He linked to the GW Kill Team teaser on Deathwatch and it said Intersessors and Reiver could be chosen.
    I still havn't read the rules, so I tried to read the Deathwatch section of the book.

    I ended up with this understanding.
    A Kill Team have to contain models with the same faction keyword. On page 18 it says all keywords are the same and that faction keywords are only a guide.

    Deathwatch only have the Astartes keyword the the general keywords, while primais have Astartes as faction keyword.

    But if Astartes is enough to include Intercessors in Deathwatch, what's stopping me from making a kill team with Deathwatch, Grey Knights, Imperial Guard and AdMech since they all have the Imperial keyword?

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  • ChrysisChrysis Registered User regular
    Nought wrote: »
    I think I'm confused.

    My friend talked about a Deathwatch Kill Team with some Primaris.
    I said you can't have Primaris in Deathwatch, they are not in the Deathwatch overview.
    He linked to the GW Kill Team teaser on Deathwatch and it said Intersessors and Reiver could be chosen.
    I still havn't read the rules, so I tried to read the Deathwatch section of the book.

    I ended up with this understanding.
    A Kill Team have to contain models with the same faction keyword. On page 18 it says all keywords are the same and that faction keywords are only a guide.

    Deathwatch only have the Astartes keyword the the general keywords, while primais have Astartes as faction keyword.

    But if Astartes is enough to include Intercessors in Deathwatch, what's stopping me from making a kill team with Deathwatch, Grey Knights, Imperial Guard and AdMech since they all have the Imperial keyword?

    The Deathwatch has a special rule, p.89 Fortis Kill Team. When you add an Intercessor or Reiver, you swap the Faction keyword for Deathwatch and pay for their weapons from the Deathwatch price list.

    Tri-Optimum reminds you that there are only one-hundred-sixty-three shopping days until Christmas. Just 1 extra work cycle twice a week will give you the spending money you need to make this holiday a very special one.
  • Sharp101Sharp101 TorontoRegistered User regular
    edited July 2018
    Sharp101 wrote: »
    Day one of the tournament @McGibs and I are playing in went well! I did way better than expected and ended the first day in 3rd out of 38 players. That means I'm facing a very rough game tomorrow morning, most likely against a tough Knight list.

    I took pictures of as many Armies as I could before the tournament started. Album is here

    The tournament this weekend was great!

    My final record was 4-1-1 and ended up placing 10th out of 38.

    I did end up playing that hard Knight list to start today but managed to squeak out a tie last minute. After barely beating Magnus in game 5, I was stomped by Tau in game 6. Tough way to end the weekend but I did way better than I expected and I had a blast.

    One of the many cool things about the tournament is they had a photographer therr all weekend. Here are some pictures he took during two of my games on day 1.

    PRCB0UC.jpg?2

    More:
    jmoHEEn.jpg?2

    lfvtiiP.jpg?2

    fUvszm7.jpg?2

    COgfqwm.jpg?1


    And an overview of the event floor:
    kMcheHI.jpg?1


    Next big 40k tournament is in September. Time to start planning!

    Sharp101 on
  • InquisitorInquisitor Registered User regular
    Haha the manager of my local GW invited me over to his place tomorrow on his day off to play Kill Team so I can teach him the rules :)

  • Snake GandhiSnake Gandhi Des Moines, IARegistered User regular
    So ... I've been out of the 40k game for well over a decade now. But today I was wandering through a game store looking for a D&D book and I found myself in the Games Workshop section and that old itch starting to come back. I've been looking for a new hobby, and 40k is still slightly cheaper than heroin. But I was taken aback by all the new options that I had never seen before. What the hell is a Primaris Marine? Adeptus Mechnicus? Custodes? Knights? Everyone has jets now? When I left the Tau where the new hotness.

    While I'm pondering what army I want to start out with I'm wondering if there's anywhere I can get a basic rundown of what all the new stuff is.

  • Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    Just pick up the Kill Team starter and start having fun on your coffee table.

    You'll save yourself a lot of grief (and money).

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  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Started reading the rulebook for KT. I'm liking a lot of what I'm seeing. The rules are easy to follow and it seems like things will be pretty quick once I get used to the rules.

    I'm glad I bought the killzone that came out at the same time because apparently to play a comfortable 4 person game it will need to zones but it also means there are two separate zones and different terrain for each so I'll probably just end up peppering the whole thing with various pieces of terrain instead of keeping all matching terrain to the matching board.

    Just got to the part about building a team. I still haven't finished putting the T'au together cause I haven't finished painting them. Haven't even put the Fire Warriors or drones together. Still need to put the Deathwatch together. Necrons are fine except I want at least 3 Deathmarks and I'm making jank Deathmarks out of the left overs for the Deathmarks and some Warriors so they look back and I need to green stuff their sides to fill that gap.

    I'm not sure I'm gonna bother with Space Wolves at all. I'm massively disappointed that they aren't unique in anyway that I could find. Also not sure what I'm gonna do with the AdMech and Genestealers. I was thinking of putting them together and having some extra stuff but they will be limited to only what the box comes with. It is too bad my friend had to sell the AdMech half of the Forgebane starter we bought.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

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  • TIFunkaliciousTIFunkalicious Kicking back in NebraskaRegistered User regular
    edited July 2018
    So ... I've been out of the 40k game for well over a decade now. But today I was wandering through a game store looking for a D&D book and I found myself in the Games Workshop section and that old itch starting to come back. I've been looking for a new hobby, and 40k is still slightly cheaper than heroin. But I was taken aback by all the new options that I had never seen before. What the hell is a Primaris Marine? Adeptus Mechnicus? Custodes? Knights? Everyone has jets now? When I left the Tau where the new hotness.

    While I'm pondering what army I want to start out with I'm wondering if there's anywhere I can get a basic rundown of what all the new stuff is.

    All of the factions are clumped under ~7 big keywords and you can mix and match within that keyword to a degree. Right now the competitive play rules limit you to 3 detachments. An army of of imperial guard, space marines, and custodes is a pretty popular example. Imperium and Chaos have a lot of variety; Eldar and Tyranids don't have as many units but still have options; Necrons, Orks, and Tau are the most restrictive, but can still make strong armies.

    Primaris are new space marine units that can be taken alongside the normal marines.
    Ad Mech, Custodes, and Knights are new mini-factions for the Imperium that can be their own army or taken in a detachment alongside other Imperium stuff.
    Harlequins are elite units that can go along with either Eldar variant. Ynnari are special Eldar characters that have some game changing abilities.
    Genestealer Cult are tyranid/human hybrids that do ambush deployment shenanigans. They also let you take tyranid and imperial guard units in the same army.

    TIFunkalicious on
  • see317see317 Registered User regular
    So ... I've been out of the 40k game for well over a decade now. But today I was wandering through a game store looking for a D&D book and I found myself in the Games Workshop section and that old itch starting to come back. I've been looking for a new hobby, and 40k is still slightly cheaper than heroin. But I was taken aback by all the new options that I had never seen before. What the hell is a Primaris Marine? Adeptus Mechnicus? Custodes? Knights? Everyone has jets now? When I left the Tau where the new hotness.

    While I'm pondering what army I want to start out with I'm wondering if there's anywhere I can get a basic rundown of what all the new stuff is.

    So, thing have (finally) changed in the 40k setting.
    As I understand it:
    Turns out those black Chaos crusades that have been rolling out of the Eye since the beginning haven't been failing, but have been part of a long game. That game came to a conclusion with the destruction of Cadia, and that basically allowed a massive Chaos rift to open, cutting the galaxy largely in half with a staggeringly massive warp storm stretching across the whole thing.
    Clearly, this is a bad thing for most of the people who live there.
    Roboute Guilliman is back, and showed up on Terra. Working together with the Techpriests he found the next generation Space Marines who never made it off the assembly lines (I don't know if they've explained why the Primaris marines got forgotten in that old storage shed), and RG sent them out to the various Marine legions to boost their numbers in standing against the current shit storm.
    Adaptus Mechanicus are the military forces of Mars. It no longer being safely protected by Terra (as Terra is busy covering it's own ass from the whole Chaos thing), the Mechanicus has set out for some pro-active defense bringing the best and biggest straight off their assembly lines.
    Custodes are the Royal Guards of the Emperor. They used to spend their time hanging out in the Imperial Palace, but figured it's better that they get out to do some ass kicking in the rest of the galaxy.
    Knights: Giant robots, but not as giant as the titans so you can use them in normal sized games. Fluff wise they were developed as giant robots to serve new colonies gathering raw materials, but as any giant robot, once you strap giant guns on it, it becomes so much more than a fancy space tractor.
    Chaos wise, a lot of the Daemon Primarchs are now in the game, just as mean as you might imagine.
    Necrons now have personalities instead of being just mindless murder bots from before time. Now they're more Tomb Kings in space instead of their old Space Terminators who serve Cthulhu thing.
    Tau, who used to laugh at the idea of Titans and how ridiculous it would be to build a weapon platform of that scale got stomped by titans enough times to build their own roughly equivalent weapon platforms.

    I've probably missed a bunch, but there's a lot of fluff in the setting to try and keep track of.

  • SmokeStacksSmokeStacks Registered User regular
    I was taken aback by all the new options that I had never seen before. What the hell is a Primaris Marine?

    The Primarch of the Ultramarines, Roboute Guilliman, ordered the creation of bigger, stronger, faster Space Marines around 10,000 years ago, but then was injured and had to go into statis. In the current 40K time the Eye of Terror explodes thanks to Abaddon blowing up the one planet that was stopping it from doing so (RIP Cadia) and the entire galaxy gets split in half by a gigantic, persistent warp storm as a result. The side of the Imperium on the opposite end of the storm from Terra cannot see the Emperor's psychic beacon, so it is called the Dark Imperium. Something something something Eldar magic and Radbutt Girlyman is alive again (and has a model now). He tells the guy who made the new marines (called Primaris Marines) to take them out of stasis and has them sent as reinforcement to all of the Space Marine chapters that have taken heavy losses after the galaxy was torn in half. He then mounts a huge crusade to reunite the two disparate portions of the Imperium.

    Primaris Marines are bigger and stronger (and have two wounds), but not every chapter is super excited about them, and some of them outright fear that they will be replaced by Primaris marines over time.
    Adeptus Mechnicus?

    The Admech are the people who live on Mars. They have an agreement with the Imperium of Man that they are a distinct political entity, but they supply the Imperium with the majority of their arms and armor that are manufactured on Forge Worlds all over the Imperium. They do a lot of cybernetic replacement of human body parts to the point where a lot of their models are essentially just human brains/skulls controlling a robotic body. They worship a "Machine God" and highly prize/horde technological knowledge and information.
    Custodes?

    The Emperor's personal bodyguards. Supersoldiers beyond even the Primaris Marines. Why are they out and about fighting battles all around the galaxy instead of staying put in the Imperial Palace/Emperor's throne room? Because they felt that taking the fight to the enemies of the Imperium was the best way to guard the Emperor GW wanted to make more money.
    Knights?

    Some planets have been run by feudal governments with royal families for millenia, and the peace is kept using giant piloted robots that are descendants of the machines that were originally used to colonize the planets untold ages ago. Sometimes these Knight houses will pledge their service to an Imperial force and fight with them, or they might fall to Chaos and fight with them, or they might just be around doing their own thing. We mechwarrior now.
    Everyone has jets now?

    Yes. Jets rule.

  • InquisitorInquisitor Registered User regular
    edited July 2018
    Hm, KT question.

    The unit cards are too big to fit into sleeves. Yet the game expects us to track flesh wounds directly on the cards for the models, which implies writing and erasing repeatedly.

    This seems difficult.

    Am I missing something?

    Edit: Well this helps in the meantime https://warhammer40000.com/wp-content/uploads/sites/2/2018/07/Kill-Team-Blank-Roster-Datacards.pdf

    Edit 2: I am pretty sure the names I have created for my AdMech are a jailable offense.

    Inquisitor on
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    So once I start a campaign I cannot add any new specialists to the roster, right?

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  • InquisitorInquisitor Registered User regular
    Stragint wrote: »
    So once I start a campaign I cannot add any new specialists to the roster, right?

    I don't see what's stopping you.

  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Inquisitor wrote: »
    Stragint wrote: »
    So once I start a campaign I cannot add any new specialists to the roster, right?

    I don't see what's stopping you.

    The way the recruiting is worded kind of sounds like it.

    It reads like kill teams are made up of non-specialist units and units can only be recruited into kill teams. Like specialists accompany kill teams on missions so there is a kind of separation.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

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  • InquisitorInquisitor Registered User regular
    Stragint wrote: »
    Inquisitor wrote: »
    Stragint wrote: »
    So once I start a campaign I cannot add any new specialists to the roster, right?

    I don't see what's stopping you.

    The way the recruiting is worded kind of sounds like it.

    It reads like kill teams are made up of non-specialist units and units can only be recruited into kill teams. Like specialists accompany kill teams on missions so there is a kind of separation.

    I don't know where you are getting that from. Are you confusing Kill Teams with Fire Teams, which are made up of non-specialist units?

    Kill Teams are made up of specialist units (who are never part of Fire Teams) AND Fire Teams.

  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Inquisitor wrote: »
    Stragint wrote: »
    Inquisitor wrote: »
    Stragint wrote: »
    So once I start a campaign I cannot add any new specialists to the roster, right?

    I don't see what's stopping you.

    The way the recruiting is worded kind of sounds like it.

    It reads like kill teams are made up of non-specialist units and units can only be recruited into kill teams. Like specialists accompany kill teams on missions so there is a kind of separation.

    I don't know where you are getting that from. Are you confusing Kill Teams with Fire Teams, which are made up of non-specialist units?

    Kill Teams are made up of specialist units (who are never part of Fire Teams) AND Fire Teams.

    I'm reading the kill team campaign rules. It says I can recruit to fire teams but doesn't say I can recruit specialists.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

    I never fear death or dyin', I only fear never trying.
  • InquisitorInquisitor Registered User regular
    Stragint wrote: »
    Inquisitor wrote: »
    Stragint wrote: »
    Inquisitor wrote: »
    Stragint wrote: »
    So once I start a campaign I cannot add any new specialists to the roster, right?

    I don't see what's stopping you.

    The way the recruiting is worded kind of sounds like it.

    It reads like kill teams are made up of non-specialist units and units can only be recruited into kill teams. Like specialists accompany kill teams on missions so there is a kind of separation.

    I don't know where you are getting that from. Are you confusing Kill Teams with Fire Teams, which are made up of non-specialist units?

    Kill Teams are made up of specialist units (who are never part of Fire Teams) AND Fire Teams.

    I'm reading the kill team campaign rules. It says I can recruit to fire teams but doesn't say I can recruit specialists.

    I have the rulebook in front of me and I see no prohibition against recruiting specialists. The rulebook notes your ability to have multiple of the same specialist on your command roster, have multiple leaders on your command roster, and have every specialist available to your faction on your command roster (ie. more than 3). All of these things would be impossible if you could not recruit more specialists. (Note: Each battleforged kill team you make from your command roster still needs to respect the 1 leader, 3 specialists, no duplicates, rule).

    Page 203 seems rather clear to me: "they can add new models with new datacards to their kill team (though see Adding Members to a Fire Team on page 205), or even use a Kill Team chosen entirely from new models."

    You add a new model, this new model can be a specialist as per the normal rules for that datacard and your faction. There are specific additional rules for adding members to a fire team due to the fact that fire teams (unlike specialist) accrue EXP as a group instead of EXP as individuals (thus the green rule, and the buddy system for 1 game to become vets rule).

  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    Inquisitor wrote: »
    Stragint wrote: »
    Inquisitor wrote: »
    Stragint wrote: »
    Inquisitor wrote: »
    Stragint wrote: »
    So once I start a campaign I cannot add any new specialists to the roster, right?

    I don't see what's stopping you.

    The way the recruiting is worded kind of sounds like it.

    It reads like kill teams are made up of non-specialist units and units can only be recruited into kill teams. Like specialists accompany kill teams on missions so there is a kind of separation.

    I don't know where you are getting that from. Are you confusing Kill Teams with Fire Teams, which are made up of non-specialist units?

    Kill Teams are made up of specialist units (who are never part of Fire Teams) AND Fire Teams.

    I'm reading the kill team campaign rules. It says I can recruit to fire teams but doesn't say I can recruit specialists.

    I have the rulebook in front of me and I see no prohibition against recruiting specialists. The rulebook notes your ability to have multiple of the same specialist on your command roster, have multiple leaders on your command roster, and have every specialist available to your faction on your command roster (ie. more than 3). All of these things would be impossible if you could not recruit more specialists. (Note: Each battleforged kill team you make from your command roster still needs to respect the 1 leader, 3 specialists, no duplicates, rule).

    Page 203 seems rather clear to me: "they can add new models with new datacards to their kill team (though see Adding Members to a Fire Team on page 205), or even use a Kill Team chosen entirely from new models."

    You add a new model, this new model can be a specialist as per the normal rules for that datacard and your faction. There are specific additional rules for adding members to a fire team due to the fact that fire teams (unlike specialist) accrue EXP as a group instead of EXP as individuals (thus the green rule, and the buddy system for 1 game to become vets rule).

    That makes a lot more sense. I was thinking if I wanted a decent pool of specialists I'd have to fill up a roster and recruit other normal models later. This makes it a lot easier.

    Now I just need to figure out T'au. I have no idea why I'd want to replace a primary weapon with just a pulse pistol, it is really weird. I feel like I need more T'au. I have 10 Warriors which I was going to split into 5 Strikers and 5 Breachers and then 10 Pathfinders and 3 Stealth Battlesuits.

    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

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  • Golden YakGolden Yak Burnished Bovine The sunny beaches of CanadaRegistered User regular
    see317 wrote: »
    I've probably missed a bunch, but there's a lot of fluff in the setting to try and keep track of.

    Not only is there a lot, but for the first time in pretty much ever the overall story is moving forwards and the setting is evolving. Previously we just got new iterations of the 41st millennium with an updated or retconned status quo. Now we're actually officially into the 42nd millennium. It's Warhammer 41000! It's the best time for old fans to come back, because the setting is updating along with everything else.

    H9f4bVe.png
  • StragintStragint Do Not Gift Always DeclinesRegistered User regular
    edited July 2018
    Just to be sure, the unit limit only affects the kill team and not the roster? So for pathfinders I am limited to 3 gunners but for the roster I could have 5 but only 3 in the kill team?

    Stragint on
    PSN: Reaper_Stragint, Steam: DoublePitstoChesty
    What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak

    I never fear death or dyin', I only fear never trying.
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Stragint wrote: »
    Just to be sure, the unit limit only affects the kill team and not the roster? So for pathfinders I am limited to 3 gunners but for the roster I could have 5 but only 3 in the kill team?

    Yup. And in campaigns where models get injured and have to miss games, this will be quite important. Same with fire teams of regular guys and their exp.; if you have five Reivers but two are out injured you can only add another three at the beginning of the next campaign game and the three uninjured guys would have to be chosen for the mission too.

    ...because dragons are AWESOME! That's why.
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  • DayspringDayspring the Phoenician Registered User regular
    Inquisitor wrote: »

    Edit 2: I am pretty sure the names I have created for my AdMech are a jailable offense.

    you cant say this and not share

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