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AzraeI
Ripper.McGuirl
DevilDoll
CptMetal
Mikoneo
Eldanesh
Squidmaster
RedRegicide
Devilogical
DingK
Count Adhemar
yellabelly
TeenageAngst
Burnage
WhatAHowl
closecraig
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DevilDoll
Wych
DevilDoll


Posts : 523
Join date : 2013-08-16

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 16:15

yeah what is that? only two options? no elites? tyranids got 5 different options and we only get the basic troop choice ?
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Mikoneo
Kabalite Warrior
Mikoneo


Posts : 173
Join date : 2016-12-31

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 16:15

Just when I was starting to think that GW were actually putting some effort into Dark Eldar rules, they pull this crap

There goes my excitement for Kill Team
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DevilDoll
Wych
DevilDoll


Posts : 523
Join date : 2013-08-16

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 16:22

Mikoneo wrote:
Just when I was starting to think that GW were actually putting some effort into Dark Eldar rules, they pull this crap

There goes my excitement for Kill Team

yup insta - turn off for me too lol
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Ripper.McGuirl
Hellion
Ripper.McGuirl


Posts : 65
Join date : 2017-01-29
Location : East Coast

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 16:47

Maybe we can take millions of options on each. I certainly would be ok with the two optiona if we could do things like make a badass close combat kabalite, a hexrifle sniper, and then a bunch of wyches that all had different wych weapons.
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Mikoneo
Kabalite Warrior
Mikoneo


Posts : 173
Join date : 2016-12-31

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 16:53

They could be very good for all we know currently and be fairly customisable. But the problem for me is that i was looking forward to the interesting ways to assemble a kill team that everyone but us has so far. At the end of the day it doesn't matter what options they have, it's still just kabalite and wyches
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TeenageAngst
Incubi
TeenageAngst


Posts : 1846
Join date : 2016-08-29

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 16:55

This representation is sad even for a GW spinoff.

Well, back to painting my Gangs of Commoragh.

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Ripper.McGuirl
Hellion
Ripper.McGuirl


Posts : 65
Join date : 2017-01-29
Location : East Coast

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 17:05

A: Gangs is awesome and I love it.
B: You may be able to get creative with the models based on what options you take. A wrack could easily be a stand in for a kabalite, and a mandrake could easily be a wych.
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closecraig
Hellion
closecraig


Posts : 82
Join date : 2017-03-15

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 17:10

Was hoping they'd give us something similar to the stealthy Tyranid unit but in the form of mandrake special rules. Le sigh.
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yellabelly
Sybarite
yellabelly


Posts : 344
Join date : 2017-11-16

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 17:12

Well Drukhari are the biggest disappointment so far aren't they. That's a kick in the teeth. Might make up a kill Team from some other faction, as its only a handful of models. Or actually get some use from my Ad Mech stuff.

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AzraeI
Wych
AzraeI


Posts : 630
Join date : 2018-03-04
Location : maybe

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 17:33

maybe they have a unique fighting formtion where all factions are combined and everyone gets excited and then its nerfed into oblivion 2 weeks later
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Ikol
Wych
Ikol


Posts : 571
Join date : 2017-03-20
Location : Perth

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 17:52

It didn’t get nerfed, per we.

It’s  just the cheaper and most directly comparable alternative got buffed.

And it was rendered an unviable format by the detachment limit.

If a Raiding Party of 3 Patrols counted as 1 Detachment and 6 as 2 for the purposes of detachment limits, then I reckon the options for increased list variety and the mixing-matching of Obsessions would make up for the CP deficit nicely.  Balance it out, even.

Despite this being entirely irrelevant, I’ve still managed to piece a coherent rant together.

Guess I’m still bitter ¯\_()_/¯

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Azdrubael
Incubi
Azdrubael


Posts : 1857
Join date : 2011-11-16
Location : Russia

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 20:06

I have a feeling Clowns will be a real killers in Kill Team.

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alexxk
Slave
alexxk


Posts : 12
Join date : 2017-09-29

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeThu Jul 12 2018, 20:09

If Killteam becomes a full supported game, I guess they will seel expansion books at some point that include rules for more specialized units from all factions. GW wants to sell books again...without more options coming, I fear killteam will die at some point. Look what they bring to shadespire, you need basically every new expansion (=set of faction you dont wanna play mainly) and now they start with only card expansions. Killteam will be the same with books i say!
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sekac
Wych
sekac


Posts : 744
Join date : 2017-06-03

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 05:59

While having only the wyches and kabalites is lame, both of the revealed tactics seem very good. Fire and Fade, as we know, is very good. It's even better with single models on terrain dense boards. Blaster-bouncing looks like it'll be a thing to me.

Also, the torment grenade sounds deadly in low model count games. All you have to do is hit, and then roll >7 on 3D6. I understand command points are precious, but that is a great way to snipe a threat.

Any guesses on our terrain piece? I'd love a gladiator ring.
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DingK
Sybarite
DingK


Posts : 303
Join date : 2013-03-31

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 13:46

sekac wrote:

Any guesses on our terrain piece? I'd love a gladiator ring.

"Our" terrain piece? Do you mean like the Ork and SW/SM starter kits that come with one?

I don't think Drukhari will get a similar kit in the future. Mostly because Kabalite and Wych kits can't be split to sell 5.
Also, we're not nearly as popular an army as we like to think we are.
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Squidmaster
Klaivex
Squidmaster


Posts : 2219
Join date : 2013-12-18
Location : Hampshire, England

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 13:51

DingK wrote:

Also, we're not nearly as popular an army as we like to think we are.


HERESY!

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DingK
Sybarite
DingK


Posts : 303
Join date : 2013-03-31

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 14:00

Squidmaster wrote:
DingK wrote:

Also, we're not nearly as popular an army as we like to think we are.


HERESY!

Let me rephrase: if GW can't be bothered to take Wyches, one of the two choices for our Kill Team, out of Direct Only and put them back on store shelves, we're not considered popular enough for a KT starter pack.
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Squidmaster
Klaivex
Squidmaster


Posts : 2219
Join date : 2013-12-18
Location : Hampshire, England

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 14:08

Oh yeah, I don't think there are going to be very many start packs at all.
To be honest though I don't think KT is going to ahve that long of a life-span. Its a gimick, and has lasted weeks, maybe months every time its been released in the past. Maybe it just the meta where I play, but even in my surrounding clubs KT gets played for a little bit and then dropped completely.

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Burnage
Incubi
Burnage


Posts : 1505
Join date : 2017-09-12

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 14:43

Squidmaster wrote:
Oh yeah, I don't think there are going to be very many start packs at all.
To be honest though I don't think KT is going to ahve that long of a life-span. Its a gimick, and has lasted weeks, maybe months every time its been released in the past. Maybe it just the meta where I play, but even in my surrounding clubs KT gets played for a little bit and then dropped completely.

The only thing that's making me think that maybe this time will be different is that Shadespire seems to have some legs. Outside of that, GW don't have a good track record of keeping skirmish or specialist games alive. Even the Necromunda and Blood Bowl rereleases seem to be limping along.
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DingK
Sybarite
DingK


Posts : 303
Join date : 2013-03-31

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PostSubject: Re: Kill Team   Kill Team - Page 2 I_icon_minitimeFri Jul 13 2018, 14:48

Burnage wrote:
Squidmaster wrote:
Oh yeah, I don't think there are going to be very many start packs at all.
To be honest though I don't think KT is going to ahve that long of a life-span. Its a gimick, and has lasted weeks, maybe months every time its been released in the past. Maybe it just the meta where I play, but even in my surrounding clubs KT gets played for a little bit and then dropped completely.

The only thing that's making me think that maybe this time will be different is that Shadespire seems to have some legs. Outside of that, GW don't have a good track record of keeping skirmish or specialist games alive. Even the Necromunda and Blood Bowl rereleases seem to be limping along.

Can't speak for your scenes, but my local scene is largely dependent on and, shall we say, inspired by our local GW stores. New release like this means a series of events or campaign to drive sales.
After that, staff is forced to support the Next Big Thing. There's only so much space and time for games, and specialist games quickly subside for next iteration.

Last Killteam? Barely played, and was quickly overtaken by SWA. Then it was Bloodbowl for a little bit, then Necromunda and now Shadespire.
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