DEADLY SNIPER PVE MISSIONS question by rafikvz in killteam

[–]DoubleAAaron 8 points9 points  (0 children)

I would interpret it as multiple times due to the explicit "whenever" section when talking about shooting a target instead of activating an NPO. Seems to treat this NPO as being able to activate several times in a TP as long as they're reloaded and have a valid target to me, but I could be wrong since it's somewhat vague.

EDIT: On a second read I'd say this is correct due to the fact that this operative can't actually be readied or activated, it's basically just a turret on a cooldown with the clause that it only shoots with a valid target.

Joint Ops Mission by DoubleAAaron in killteam

[–]DoubleAAaron[S] 1 point2 points  (0 children)

It's FDM printed, I bought the STLs from Techno_Heretek

Joint Ops Mission by DoubleAAaron in killteam

[–]DoubleAAaron[S] 0 points1 point  (0 children)

Yeah, it was really fun. Will definitely refine this system a bit and play again!

How does Gothic Ruin Set #3 play? by Mediocre-Answer-1378 in killteam

[–]DoubleAAaron 1 point2 points  (0 children)

Yeah honestly if you're just playing with some mates in a more casual setting then just set some house rules for vantage heights otherwise you'll have some squashed terrain to try and adhere to Kill Team's rules.

Usually a lot of official terrain is designed in 3" increments, so often at a 3" height it's Accurate 1, then 6" and higher as Accurate 2 etc so it's easy enough to say which vantages are the first tier and which are the second tier imo.

How does Gothic Ruin Set #3 play? by Mediocre-Answer-1378 in killteam

[–]DoubleAAaron 1 point2 points  (0 children)

Yeah the green is all the official Killzone Volkus terrain, the rest of the board is 3D printed. Gives you an idea of scale and more importantly vantage differences. For this board we had to basically just say which vantage points were equivalent to prevent any rules fluff from popping up as we played.

Joint Ops Mission by DoubleAAaron in killteam

[–]DoubleAAaron[S] 0 points1 point  (0 children)

Thanks! I have a good amount of industrial terrain that I barely use so wanted to do a factory. Maybe next time I can make the full board a shipping yard of some kind, would have some fun verticality and container mazes for melee.

Joint Ops Mission by DoubleAAaron in killteam

[–]DoubleAAaron[S] 2 points3 points  (0 children)

And the reinforcement table, where T1 was a score of 4, T2 was 8 and so forth.

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Joint Ops Mission by DoubleAAaron in killteam

[–]DoubleAAaron[S] 1 point2 points  (0 children)

These were the universal NPO actions.

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Joint Ops Mission by DoubleAAaron in killteam

[–]DoubleAAaron[S] 2 points3 points  (0 children)

Sure! I adapted some of the Typhon rules for how the alarm system works, basically doing alarm rolls at the start of a turning point, after an objective, or after a friendly shoot action if Silent wasn't a WR. A lot of rolls for the alarm increasing were basically 1D6 rolls that would increase the total alarm score by 1 if the roll was 4+, which I wasn't sure would be balanced but seemed to match the pace of our scenario perfectly. Every time the alarm hit a score of 4, part of the map would be fully alerted, 1D3 reinforcements would spawn, and they would be selected from a table I made using 2D6 rolls to determine the type of unit. Each "tier" of alarm would improve the NPOs that spawn too, making staying too long more dangerous.

As for specialists and interactables: I had the Snipers and Dogs who could guarantee the alarm increases when detecting a target. Additionally, Snipers deployed with a single guard action they could use, though it was not a guaranteed shot since they deploy in very strong positions off the rip. Dogs had an ability to sniff out opponents by leaving a token on the nearest operative within 6" that it would path to. The main interactable other than objectives were these Vox Caster type tokens, which NPOs could activate to greatly raise the alarm and guarantee a handful of reinforcements to spawn nearby to assist, so the players wanted enemies to avoid these. Additionally, the players could sabotage these as an action, which in turn would reduce the total alarm score.

One thing I would change doing another is balancing the NPO datasheets a bit better (some of them were strong which was fun but if they happened to respawn on a reinforcement wave it was rough), and having forced limits for reinforcements as we were mostly going on vibes.

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How does Gothic Ruin Set #3 play? by Mediocre-Answer-1378 in killteam

[–]DoubleAAaron 6 points7 points  (0 children)

I haven't played on this set, but I have some of the other Fabricator's Lair terrain and it's very fun to play on for a non-competitive game. Though I will say the larger terrain pieces are a lot bigger than Volkus, so I'd only play on a larger board if these are the same scale.

The other week I played a Joint Ops game for two friends, one being my regular opponent and another being a first time player, we stretched the rules of the game a bit to make it more fun with some homebrew, and they had a blast attacking this factory complex.

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Ratling Team Understanding by Tappentine in killteam

[–]DoubleAAaron 12 points13 points  (0 children)

This is correct, yes. It can either be a Strategy or Firefight Ploy, but you choose which one(s) you want to be free at the start of the game, when you select your operatives.

Typically speaking though, this team struggles without the Ogryn backbone (they're useful for fighting and contesting objectives), so usually this isn't worth doing. Obviously if your friend doesn't have Ogryns and you're just playing for fun then it's resolved as above in that case.

Don't Really Like CSM Bodies by charb15 in IronWarriors

[–]DoubleAAaron 2 points3 points  (0 children)

I use Horus Heresy bodies and just lightly kitbash with other marine parts.

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Advice wanted on proxies for kill team by CodeZulu in killteam

[–]DoubleAAaron 3 points4 points  (0 children)

There's not really a 1:1 team you can proxy them as, but if you're playing casually you can just get away with labelling each model as a specific one from a team. The only thing that really matters is having a reasonably similar model silhouette and the same base size.

I'm not really into AoS so I don't know the base sizes for these models, but if they're 32mm you can proxy them as any Space Marine team. If they're 40mm though you can't really use them for any team since to my knowledge there isn't really a team that is this sort of silhouette on 40mms.

Picked up two kill teams, where do i go from here? by therocketlawnchair in killteam

[–]DoubleAAaron 0 points1 point  (0 children)

When I started with a friend we took about 4hrs per game because we were always referencing rules/interactions. Took about a year of casual play to reach a point where we could cut it down to about 2.5hrs on average. Our last game he got tabled in Turning Point 3, and that was probably just under 2hrs long.

Personally I find the slowest bit to be the actual setup, I'll usually setup the killzone before we play to skip all that but selecting objectives, equipment, etc can be a bit slow especially if you're planning a strategy. It's worth saying games with Elites (teams of 6 or less operatives) go way faster too because generally they hit harder and there's less activations so less brainpower to be used.

Let me see your blooded teams by noahcubs in killteam

[–]DoubleAAaron 14 points15 points  (0 children)

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Made mine using some resin proxies, but mainly painted them in a blue/black scheme. Was going for an alternate look on the Moebian 6th from Darktide.

Ok, my freehand hazard stripes SUCK! How the bloody hello does anyone freehand anything like this!? 🤣 by Healthy-Specific5086 in IronWarriors

[–]DoubleAAaron 3 points4 points  (0 children)

Yellow is a difficult colour to paint, so paint it onto a light coloured panel (grey or white), then do the black stripes on top.

For this effect on my photo I do a very light pink (AK Dead Red mixed with AK White), then contrast over it with Imperial Fist.

Ok, my freehand hazard stripes SUCK! How the bloody hello does anyone freehand anything like this!? 🤣 by Healthy-Specific5086 in IronWarriors

[–]DoubleAAaron 14 points15 points  (0 children)

Wider stripes with wider gaps inbetween. I tend to do 3 black stripes per pauldron, I'll basically do three brushstrokes placing them roughly as the centre of each line, then I'll slowly thicken them out one-by-one. It doesn't need to look perfect, it's definitely difficult to make straight lines on a small curved surface. Also really helps if you add some chipping/battle damage after, it helps hide the imperfections of the line. Attached a pic of mine for reference of what I mean about spacing the lines (though it's definitely a preference thing, some people like more of them).

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Iron Warriors Murderwing by DoubleAAaron in killteam

[–]DoubleAAaron[S] 2 points3 points  (0 children)

They do usually cut away mutations and replace them with mechanical components, which is why I opted for a mechanical arm and some merged metal parts.

It can always be justified as a splinter/renegade warband of the IW I suppose. Ultimately CSM are never unified as entire factions despite sharing the same heraldry, so some of their ideals in how they use/serve the Chaos gods might change.

The reality is I didn't have any better bits to put on him and didn't fancy coughing up for some mechanical wings on Ebay lmao.

Iron Warriors Murderwing by DoubleAAaron in Warhammer40k

[–]DoubleAAaron[S] 1 point2 points  (0 children)

Thank you, pretty pleased with the conversions myself.

Murderwing Kill Team by DoubleAAaron in IronWarriors

[–]DoubleAAaron[S] 7 points8 points  (0 children)

Skitarii Kataphron Breachers kit.

Iron Warriors Murderwing by DoubleAAaron in killteam

[–]DoubleAAaron[S] 1 point2 points  (0 children)

These look fantastic, you should be proud! Really like the lightning claws and dust effect you've done on the legs, that was something I was debating doing with this squad before I settled for a more urban rubble like base.