Kill Team Part Duex
I haven't posted in a bit due to a ton of other things going on so this is a quick one just to keep it going.
Earlier this week Ron and I played our second game of Games Workshop's new Kill Team. I posted earlier about or first game and listed some of what I thought were some down sides to the game (while also pointing out that it is still dang fun).
The game is still fun but there a few more things that I want to point out that I feel could be tweaked to make this game even better.
This time we played the full game using all the mechanics available (command points, etc.). As I pointed out last time, there is no index in the rules and no consolidated quick reference guide in the back so GW seems to have reverted back to making you flip around hunting for tables, etc. and tabbing the heck out of the book, ala 5th edition 40k rules.
Trying to boil it down
| Part of the flowchart created by Ron |
So Ron took it on to create some flow charts to ease the game a bit. I won't go through it here but he did discover how frustrating the rule set is with a lot of rules that don't seem to really come to closure. Like consolidation...after winning a fight, you can consolidate up to 3" but you have to move in the direction of the closest enemy. But can you move to within 1" in that move thereby "locking" that unit into close combat the next round? It doesn't say you can't do it but it doesn't say you can do it either.
So playing the game using the full rule took us some time (about 3 hours to be exact). Granted, a lot of the time was due to us yacking about one rule or another (or plain just yacking) and our working through each step/rules/charts, etc. We feel it will speed up as we get more games in and become very familiar with our armies. I'm not sure it can get to the advertised 20 minutes or so but who knows.
Two things that I found (and this is just my view and not necessarily Ron's):
- Movement: Every other phase is alternating while the movement phase allows the player with initiative to move ALL their models first. Ron plays Harlequins so if he wins initiative (which truth be told, he has an uncanny ability to roll whatever is required) he can move up to 3D6 inches. So in our game, he got initiative (natch) and charged move each of his models and engaged my guys which locked them down. Yes, I could retreat but that has the negative effect of they can't do anything useful after that. To keep in line with the rest of the phases, this phase should also be alternating.
- Over watch: How is it that the only model that can fire over watch is the model being charged? If I have a model right next to the charged model, why wouldn't it also be able to fire over watch? Yes, that model can also be charged by another model, but I should at least have the option to choose.
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| Grey Knight Justicar plus base he will go on when finished |



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