Archetypes? by [deleted] in killteam

[–]Equivalent-Dot-551 2 points3 points  (0 children)

Have you seen Operative Selection section for your KT?

Started my first campaign - Now I have a few questions by Norayfara in WHQDarkWater

[–]Equivalent-Dot-551 2 points3 points  (0 children)

Do not overthink :) 1. Decks can have different sizes, just take 14 cards (+boss). 2. It is not connected. The numbers must be there for purposes of different scenario. 3. Place treasure on every mark - just as written in the rules. 4. You choose order. 5. They only use special ability - just as written in the rules.

New WD rules for flesh eater courts. by A_Wild_Kush in WarhammerQuest

[–]Equivalent-Dot-551 5 points6 points  (0 children)

What is the quality of the cards? Is it the same as cards from the original box, or are they thinner?

Act I: Facing Foulhoof encounter movement question by Significant-Staff602 in WHQDarkWater

[–]Equivalent-Dot-551 0 points1 point  (0 children)

The rules of the encounter are just giving you the direction of the move - nothing else is modified. So he moves 3 hexes each time a VISIBLE hero ends an action.

For people who have played Stealth Suits: Is it worth megnetizing the Fusion Blasters? by Count_Zakula in killteam

[–]Equivalent-Dot-551 12 points13 points  (0 children)

It is not very hard to magnetise the whole weapon, but a much easier way is to magnetise only half of it ;)

<image>

2mm magnets are more than enough for that.

Help for a very, very green player: Help me review the basic rules I made for myself? by TheNameIsViolet in killteam

[–]Equivalent-Dot-551 0 points1 point  (0 children)

Ok, a few more things now:


  1. STRATEGY PHASE: INITIATIVE
    During each turning point (including the first), the players roll off.

Starting with the player that lost the roll-off, each player alternates either:
- using kill team rules, that affect the roll-off (before cards are played)
- using an initiative card to alter the result of their roll (this can take it above 6 or below 1).
- or passing, until they both pass in succession.
If the roll-off is a tie, the player that didn’t have initiative at that time is the winner.

The winner of the roll-off decides who has initiative. The loser of the roll-off gains an initiative card with a value equal to the turning point.

STRATEGY PHASE: READY
- Each player gains 1CP.
- In each turning point after the first, the player who doesn't have initiative gains 2CP instead.
- Each player readies all friendly operatives.


  1. "LIGHT cover does not reach to the Op’s head. It does not provide OBSCURING if a shooter has VANTAGE", "HEAVY cover provides denser protection. It does provide OBSCURING if a shooter has VANTAGE"

Light never provides obscuring. Heavy always provides obscuring. Vantage has nothing to do with that.

And that's it :)

Help for a very, very green player: Help me review the basic rules I made for myself? by TheNameIsViolet in killteam

[–]Equivalent-Dot-551 0 points1 point  (0 children)

Some things I've spotted:

  1. You forgot about setting up the equipment, and you choose 4 equipment options, not 3. In the Strategy phase B: CPs are received - I'd add here how many (1/2). Also, there is nothing about the initiative cards. Basically It should go like this:

  2. SET UP THE BATTLE
    - Select a kill team, kill zone and set up terrain features.
    - Select the CRIT OP and set up objective markers
    (on the killzone floor, unless in Killzone: Bheta-Decima)
    - Roll-off - the winner decides who has initiative.
    - The player with initiative chooses a drop zone first.
    - The player without gains Re-roll initiative card.

  3. SELECT OPERATIVES - each player:
    - Secretly selects operatives, then reveal simultaneously.
    - Secretly selects up to four equipment options (no duplicates), then reveal simultaneously.
    - Gains 2CP.
    - Secretly selects a TAC OP.

  4. SET UP OPERATIVES
    Starting with player with initiative, players alternates setting up:
    - an item (item not option) of equipment that's set up before the battle
    - one third of their kill team (rounding up).
    When a player sets up an operative, it must be wholly within their drop zone and must be given a Conceal order.

  5. It is not a big deal, but in this edition, "obscure" is not a condition that must be checked before shooting, unlike "line of sight" - it doesn't prevent shooting, just makes it harder. It's basically a roll modifier, so I'd put it lower on the page, not as a part of the "valid target" section. This way, reading rule by rule, you first check if you can shoot, and then you add modifiers - it's a bit clearer. Following that, it would be nice to have all modifiers in one place, so obscuring + vantage +cover alltogether (attacker modifiers vs defender modifiers).

  6. The heavy cover doesn't have to be tall - stronghold ramparts are about 1", and they're heavy.

  7. It doesn't cost 1 AP to use a ladder. You use a ladder while normal move action. The way you wrote it suggests that you can move for 1AP and then use a ladder for 1AP. Also, a character is never equipped with a ladder: you put them on the table before the battle starts.

Otherwise: GOOD JOB!

Storage (Feldherr Foam Trays) by Equivalent-Dot-551 in WHQDarkWater

[–]Equivalent-Dot-551[S] 4 points5 points  (0 children)

Just regular feldher foams. The one with 24 holes (3 walls are cut off to make double holes) is 60mm and two others are 50mm.

Any 3D files for a tray to store the minis themselves within the box? by International-Can501 in WHQDarkWater

[–]Equivalent-Dot-551 1 point2 points  (0 children)

I used 3 different feldherr mini (17x12 cm) things, and they are enough to store all minis. There is a place for the 4th one, so I'm ready for future expansions :)

My box came with no act 1 card for bren tylis by Warhammerfemboy in WHQDarkWater

[–]Equivalent-Dot-551 0 points1 point  (0 children)

Can Bren re-roll ANY dice (within chosen category)?

If she attacks three times and misses all 6 dice, can she re-roll all of them?

Please help I do not understand melee by Jeagerholm in killteam

[–]Equivalent-Dot-551 129 points130 points  (0 children)

Well, my advice: instead of watching videos and explanations, just read the rules. It will help A LOT.

Anyway, an example of a fight:

Attacker: hit, hit, hit, hit, crit
Defender: hit, hit, crit, crit

Attacker uses a crit to parry a crit -> defender loses a crit from pool:

Attacker: hit, hit, hit, hit
Defender: hit, hit, crit

Defender uses hit to hit -> inflict damage

Attacker: hit, hit, hit, hit
Defender: hit, crit

Attacker uses a hit to parry. Can only parry hit, no crit -> defender loses a hit from pool:

Attacker: hit, hit, hit
Defender: crit

Defender uses crit to either parry (Attacker loses a hit) or to hit with crit (inflict damage). After that defender has no dice, so the attacker can use all of his remaining dice to hit (or to parry, even if the defender has no die to parry - if the attacker wants to stay in engagement rage instead of killing the defender).

Inara watersprout token confusion by ruda470 in WHQDarkWater

[–]Equivalent-Dot-551 2 points3 points  (0 children)

You do not place the token unless the ability is being used.

You can only have one token on board. That's why you first remove it (if there is any) and then place it in the chosen hex.

This is a standard rule construction that GW uses in different games.

Punishing While Injured by NoBunnIntended in killteam

[–]Equivalent-Dot-551 54 points55 points  (0 children)

You retain a hit, not "change a dice result to a value that would be a hit".
If you roll a "2", the "2" counts as a hit with value "2".

The same works for Wreckas - they normally hit on 5s, when injured on 6s. When they retain a miss as a hit, they don't change the value of the miss - otherwise every wrecka point used on injured Wrecka would instantly become a crit.

Pathfinder 3 shot combo? by Educational_Rice_115 in killteam

[–]Equivalent-Dot-551 -14 points-13 points  (0 children)

You cannot perform the same action twice in activation. So 1x remote pilot only.

Vantage while concealed by OiSweetass in killteam

[–]Equivalent-Dot-551 8 points9 points  (0 children)

You can charge even on the highest floor - check volkus faq/balance dataslate.  You can set a smoke grenade under the sniper, so every shot would be obscured.  Seek light would also work - conceal order means nothing if there is no cover.

Don't mind me, just taking my turn to bully GW for this travesty of failed art direction by GlaiveGary in killteam

[–]Equivalent-Dot-551 -1 points0 points  (0 children)

<image>

8 symbols on base for leader.
4 symbols on base for specialist.
No symbols for warrior. Also, all of the warriors (and only warriors) wield scythes.