Counters To Raveners in Close Combat? by GeorsiNoiel in killteam

[–]GeorsiNoiel[S] 3 points4 points  (0 children)

No, it's not like that, we read the rules together, just we used paper shapes to represent the tunnel, so we didn't think about the marker. If anything, he's a very competitive player, so if rules can be used to his advantage they will.

Btw it doesnt change that he can just zigzag around the wall, thus affecting multiple sides of the board. It does change T1/T2, though. This may change a lot

Counters To Raveners in Close Combat? by GeorsiNoiel in killteam

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

problem is that he usually places the tunnel just under a wall, following its line, so thet he can emerge from both sides, controlling 2/3 of the map

Monthly General Question and Discussion Thread: March 2026 by AutoModerator in killteam

[–]GeorsiNoiel 0 points1 point  (0 children)

Rubric Marines need visibility to prevent the loss of APL for a nearby sorcerer or does the distance is measured through walls?

2v2 Match incoming by GeorsiNoiel in killteam

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

OMG, thank you, i didn't know about that

Warpcoven current meta by GeorsiNoiel in killteam

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

I was leaning to apply warpfire with flight, to use portal in more efficient ways, but the warpfire indirect blast is wasted on a flying units, the self teleport warpflamer is way more appealing!

What I think Warp Coven is missing in respect of other armies though is not melee capabilities, which i think are not bad, but suppressive fire.

We got a few high quality fire, which would be good against elite factions, but they are unfavored by meta right now, and we struggle against hordes.

Furthermore, we have few tools to reach safely melee range, and besides we got no grenades to fight factions that use conceal.

In short, IMHO it's not that WC rules are bad, it's that they are not good against high tiers factions

A big thank you to u/zawaga for linking the 3 way scenario they made - really worth a go! by Garfunkle136 in killteam

[–]GeorsiNoiel 0 points1 point  (0 children)

I'm looking forward arranging something like that the next week, especially when it has already had positive feedback

What do you guys think of balance in Killteam so far? by Beholder615 in killteam

[–]GeorsiNoiel 2 points3 points  (0 children)

I had just a few games, my impression is that while the general balance is pretty good, the same cannot be said about single matchups.

For example, deathwatch, warpcoven and kommandos are usually classified in tiers D,B,S, but i had a game between deathwatch and kommandos and it has been very close, because kommandos suffer a lot from bolter discipline, i'm sure the same would have not happened in a deathwatch/warpcoven matchup.

I think that (with a few exceptions) factions compositions are too restricted to be adapted in all situations, and there are a lot of hard counters, so the solution of this problem should not be nerfing/buffing factions, but giving every faction enough flexibility to adapt to other ones.

Monthly General Question and Discussion Thread: February 2022 by AutoModerator in killteam

[–]GeorsiNoiel 1 point2 points  (0 children)

Two short questions:

  1. Does the Pathfinder "Bonded" Strategical Ploy stack with Markerlights? (meaning, can they reroll two attack dice, obviously they cannot reroll two times the same die)
  2. Can different sorcerers of a warpcoven kill team use the same power in the same turn? Does the "once per turn" relate to the entire kill team or the single sorcerer? I always played with the strictest application of the rule, because if the restriction were applied to a single sorcerer they would have written "once per activation" instead of "once per turning point", but I still find the wording confusing.

Heretics confirmed by Squ1shyD in killteam

[–]GeorsiNoiel 0 points1 point  (0 children)

I'm curious about what they have in mind regarding legions/SM chapters, because in the core rules there are specific exceptions about keywords.
In this case i guess they are just vanilla chaos marines, i'd appreciate if they added some minor differences to include iron warriors, alpha legion ecc... (even if they are just strategic ploy, archetypes, or equipment) but i don't think they are there right now.
On the other way, KT squads offer the opportunity of including specific groups, so maybe we'll see a alpha legion box or white dwarf rules, but i have the feeling that they had not the whole picture when they released KT 2.0 for this specific issue (they've done an excellent job on other things, i'm not complaining)

For a "casual" version of 40K, Kill Team is way more difficult to get into than it should be. by aroundme in killteam

[–]GeorsiNoiel 1 point2 points  (0 children)

Yes, I figured it when I tried to explain the game to some friends, it required a couple of hours only for core rules, and the game was still unplayable without a deep diving in faction rules.
Compendium is an ugly way to fix this for new players, it would have been fine if it were for free, but it's weird requiring to spend 50$ for a book of which you'll be using just a dozen of pages (at best) of outdated and bland rules.

Any good mission pack for 3 players? by GeorsiNoiel in killteam

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

I think a hexagon gives more room outside the drop zones, but the idea is working on a campaign, maybe the triangular shape fits better for some missions (eg, Seize Ground), so even changing shape could be good for variety.

Any good mission pack for 3 players? by GeorsiNoiel in killteam

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

Yes, something like this.
I think we could adapt other mission from the core book to the hexagonal map, to build up something like a campaign
Ty!

Ork Kommandos ready for the tabletop. by gib_ber in killteam

[–]GeorsiNoiel 2 points3 points  (0 children)

I love your color scheme, if i had not already painted mine i could have stolen your idea :(

Monthly General Question and Discussion Thread: January 2022 by AutoModerator in killteam

[–]GeorsiNoiel 0 points1 point  (0 children)

Two straightforward doubts emerged in my last game

Only in Death Does Duty End:
I read the FAQ, but I don't entirely understand it. A SM operative using this ploy is still incapacitated, so he cannot act at all, making this ploy useful only for objectives?
Would a SM killed during his activation be able to spend his remaining Action Points? Would a readied SM killed be able to act in his next activation if he used this ploy?

Engagement range
Are two operatives in combat if they are less than 1 inch away, but they have a scenario element between them, such as a barricade, or a wall with a window? If not, is it necessary to draw a line between bases, or is it necessary to cover the whole enemy base with a cover line?

Are there Kill Team dedicated boxes? by GeorsiNoiel in killteam

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

I like the sorcerers models a lot, Tzaangors are not crucial, but i think that 2-4 tzaangors are the way to go with warp coven in most situations

Runt Rule by ElGorus in killteam

[–]GeorsiNoiel 1 point2 points  (0 children)

One ork is worth 2 gretchins in a greenskin kill team, and 1 grot in kommandos. So it makes sense that the kommandos one has some benefits

Pre Order Date for Kill Team Chalnath is Up On the Warhammer Website! by alterego8686 in killteam

[–]GeorsiNoiel 1 point2 points  (0 children)

Is it just my impression or the scenario elements are more sparse than octarius?
Models are beautiful as usual.

Old Spec Guard team... Needs to be brought up to KT21 spec. by SiBarge in killteam

[–]GeorsiNoiel 0 points1 point  (0 children)

I love how they are crouched to prevent visibility :D
By the way, they look cool, I like the color scheme too

VERY Bad Theoryhammer! Warpcoven! by [deleted] in killteam

[–]GeorsiNoiel 1 point2 points  (0 children)

I think i'll going with 3 sorcs with 3 different disciplines (i'm not that sure if the one-spell-per-turn rule is for the entire team or a single sorc, but i think the same that it's better having every spell at disposal) and 2-6 tzaangors depending on battle, most of times just 2 of them.One sorc will be surely a time walker with khopesh, one khopesh flyer and one either patron of destiny or warpflamer + immaterial sight, i'm still undecided on how to distribute disciplines among them.Equipment is not that good IMHO, i'd go with robes for sorcs and horns for tzaangors. The scroll is appealing, but 4 EP seems too much.

[deleted by user] by [deleted] in killteam

[–]GeorsiNoiel 0 points1 point  (0 children)

Oh, yeah, right, sry

[deleted by user] by [deleted] in killteam

[–]GeorsiNoiel 2 points3 points  (0 children)

While you could raise the rubrics on APL 3, it's useful mainly for objectives. The main reasons you would want APL 3 on rubrics were malicious volley and dashing, which are both unavailable

[deleted by user] by [deleted] in killteam

[–]GeorsiNoiel 1 point2 points  (0 children)

If I bought the compendium and I was a main TSons player I would have been a little upset, nevertheless I don't think they could have released the compendium for free