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| Herald of Ruin - Kill Team. | |
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the_red_Dane Slave
Posts : 18 Join date : 2014-03-27
| Subject: Herald of Ruin - Kill Team. Mon Apr 07 2014, 11:39 | |
| I thought some of you guys might find this interesting.
http://heralds-of-ruin.blogspot.dk/p/kill-team-rules.html
We've been playing it for quite a while at our FLGS, and it's loads of fun. | |
| | | Thor665 Archon
Posts : 5546 Join date : 2011-06-10 Location : Venice, FL
| Subject: Re: Herald of Ruin - Kill Team. Mon Apr 07 2014, 17:34 | |
| The Solarite upgrade is broken | |
| | | the_red_Dane Slave
Posts : 18 Join date : 2014-03-27
| Subject: Re: Herald of Ruin - Kill Team. Mon Apr 07 2014, 20:51 | |
| It's good, but not great. Granted, a Solarite, with Kabalite Cores and Scourges as Special, soo fuuuuun. Especially if you get a few levels on the Solarite to get the Skills rolling as well as a few stat upgrades. But most armies are a bit dangerous in HoR. Or did you mean broken in some other way? | |
| | | Thor665 Archon
Posts : 5546 Join date : 2011-06-10 Location : Venice, FL
| Subject: Re: Herald of Ruin - Kill Team. Mon Apr 07 2014, 21:28 | |
| The point system makes him an ungodly value buy.
A Sybarite with a shardrifle and ghostplate costs - 34 points. A Solarite with a shardrifle andghostplate and plasma grenades AND a jump pack costs - 32 points
So, what that's telling me is if I want some armor and a better gun on my Syb, I can save points by also giving him a jump pack and grenades. Not getting those for free, but saving points on the exchange. I still have access to basically all the weapon upgrades, and even with my slight premium paying for a Blast Pistol it's still a point savings by a substantial amount.
The only real loss is no Haywire Grenade or Combat Drug option (and the way the upgrades are worded, I possibly would still be allowed this) and no Blaster or Shredder (which, frankly, you'd probably want on alternate models in any case).
Since there are no vehicles in the game that my Jump Pack disallows me from...well...Jump Pack! If it takes installing an optional rules expansion to justify a points skew, then I think the rules have a few tweaks needed.
I'll admit I mostly meant it as a joke, I actually think the rules look like a lot of fun, but I am the sort of person who looks at those things and tries to break them. I also like finding price savings on restaurant menus by breaking down their special offers and seeing which combo saves me the most cash. | |
| | | the_red_Dane Slave
Posts : 18 Join date : 2014-03-27
| Subject: Re: Herald of Ruin - Kill Team. Mon Apr 07 2014, 22:13 | |
| Ah, well no harm was meant. It's always interesting to see how people go about it in HoR. Lots of Marines tend to go ALL Termies which means that they end up with only 5 models in their entire team, and suddenly realize when one dies they lose one whole fifth of their entire force. You should also keep in mind that grenades are one use only (per battle) but you can buy more, so for example your leader can have 5 plasma grenades per battle if you fork out the req for it. But granted, yes, the Solarite is point for point a better upgrade. However, if you start as a Sybarite, buy combat drugs, and then become a Solarite, then you lose your combat drugs, I recall something about that in the rules, but they may have changed it. | |
| | | Nomad Slave
Posts : 24 Join date : 2014-04-27
| Subject: Re: Herald of Ruin - Kill Team. Sun Apr 27 2014, 22:59 | |
| So how does one build for a Kill Team in HoR exactly? On this subject. I've been playing and find myself sorely lacking in capacity to come out on top, only barely losing each time. Considering you can't get a vehicle till at least you have a level 5 leader, and when dealing with forces that can outgun you like IG, what are some thoughts on that? | |
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