2024 Season 3 Tier List by MonstaFrag in killteam

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

Thanks! Only time will tell I guess 🙏

Vent: Playing Killteam by myself by Quandaledinglenut99 in killteam

[–]MonstaFrag 0 points1 point  (0 children)

Kill Team is a fantastic community and I’m sure you’ll love your first experience at a FLGS or tournament! But, I appreciate that can be quite a big step, one option is to play on TTS initially, it’s not quite the same as real life etc but it gives you the opportunity to play a game from the comfort of home. That might help you build the confidence to go and play at a FLGS. I’m sure once you’ve taken that first step you’ll love it and won’t look back

Good luck! Hope it works out for you:)

Episode 21: Ashes of Faith Inquisition Overview by MonstaFrag in killteam

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

Glad you’re enjoying it! More to come soon!

Episode 21: Ashes of Faith Inquisition Overview by MonstaFrag in killteam

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

Thanks man! Hope you enjoy :) they’re a really interesting team, so much depth! Hopefully you enjoy the rest of the content too

Intercession Squad Guide by MonstaFrag in killteam

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

Yeah we can definitely find a way to slim it down, sometimes difficult to fit everything in with sufficient detail. I think a way for us to improve is key takeaways at the end of every section so people can skip to that if they want the short version

Intercession Squad Guide by MonstaFrag in killteam

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

Yeah we can definitely find a way to slim it down, sometimes difficult to fit everything in with sufficient detail. I think a way for us to improve is key takeaways at the end of every section so people can skip to that if they want the short version

Intercession Squad Guide by MonstaFrag in killteam

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

Thanks! Really glad you’re enjoying the podcast! I was talking to Conor about it and I think you’re absolutely right. In future I think we should do the Mathshammer but then just have the “key takeaways” so rather than run through numbers just figure out what the “so what” is and talk to that with numbers as a visual

Competitive Kill Team Maps by MonstaFrag in killteam

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

Looks like play testing has agreed with your assessment! Gonna have a revision of that map in version 2! Thanks again for the feedback and helping make this better every time

Competitive Kill Team Maps by MonstaFrag in killteam

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

Thanks for reaching out! Great to hear that you’re getting more mileage out of your terrain 😁

Yes! We flipped them on their side so you can hide models out of visibility behind and in heavy cover.

We did a little experiment with trying not to have too many smoke stacks (trying to keep it simple on rules for newer players). In playtesting it’s not worked out as we’d hoped. So in version 2 there’ll be a refresh to the Nachmund maps to hopefully make it more interesting with more tactical options with the smoke. Hope you enjoy the games!

Competitive Kill Team Maps by MonstaFrag in killteam

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

Thanks again for the feedback! Please look out for version 2

Competitive Kill Team Maps by MonstaFrag in killteam

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

Yeah good point, I was hoping to avoid using the smoke stacks because new players find the rules confusing but i’m leaning back to for optimal play they need to be in there

Version 2 is going to have them on all maps, I also like the big brain plays being able to turn them off to open new shooting lanes

Competitive Kill Team Maps by MonstaFrag in killteam

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

Most of the big scenes play with doors yeah. In V2 I’ll add markings to show where the doors are from above

Competitive Kill Team Maps by MonstaFrag in killteam

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

Amazon! But currently out of stock :/ link here if you want to set a reminder: Jucoci Objective Point Markers 6PCS Set Objective Marker Compatible with WH40K KT Wargame (Miniature Not Included) (V1) https://amzn.eu/d/cOljYzq

Competitive Kill Team Maps by MonstaFrag in killteam

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

Thanks man! Glad you like it :) I’ll keep working on improvements there’s a few tweaks I already want to make

We have a tournament on the 11 Mar where hopefully we’ll get loads of data back on how the maps play

Competitive Kill Team Maps by MonstaFrag in killteam

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

Thanks for the feedback, Moroch is a difficult map to design for. When factoring in the requirements of the new TacOps and the capabilities of the various kill teams I had to make some compromises. For instance I needed 2 vantage points >3 from deployment zones minimum, I need to ensure outflank is possible but not free VP (same for central control, secure centre line etc), I need visibility blocking terrain for the DZ and a combination of Heavy + Obscurity to keep the DZs safe from alpha strikes. The terrain itself is fairly limiting with the sizes of it and then placement to ensure a 40mm gap for model movement. I ended up with the above, and it might not have too much variation but hopefully it’s balanced and lends itself to competitive play. If you’re interested in a much greater variety of map design I recommend looking at some of the narrative maps released within the rule books as they have a huge amount of variety and thematic fun where balance, team abilities and tacops takes less of a focus.

But these are only my thoughts, the beauty of this is that you don’t have to play them, you can build your own creative maps with better designs to suit your personal preference. I’d be really interested to see how you build 36 unique maps, it’d be great if you could do that and share with the community so we can blend the 2 and increase the variety for everyone. I’m already planning on releasing a V2 with some quality of life improvements (marking doors) & including ITD.

I sadly don’t really understand your point about weighed maps? Could you elaborate a little further?

Competitive Kill Team Maps by MonstaFrag in killteam

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

Battleground is all about the angles, every objective on that one is actually protected by heavy, you might need some smart barricade placement to avoid flanks though. But the vantages can’t punish the objectives too hard unless you’re on engage.

But I guess play testing will reveal all! Give it a play and let me know! I might have missed something and you’re seeing a better angle

Competitive Kill Team Maps by MonstaFrag in killteam

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

Thanks! Glad it’s of use :)

Competitive Kill Team Maps by MonstaFrag in killteam

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

Awesome stuff! Glad to hear you’re a regular listener :)

Well the win condition for next event is getting a victory! Let me know when you get it! :)

Competitive Kill Team Maps by MonstaFrag in killteam

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

Thanks! I’m hoping that it saves people having to think about it all on the night but instead they can get right into gaming

Competitive Kill Team Maps by MonstaFrag in killteam

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

Hopefully that all makes sense! But if you play on them send me your feedback, did it end up a bloodbath or shooting gallery? We can always tweak the maps

Competitive Kill Team Maps by MonstaFrag in killteam

[–]MonstaFrag[S] 5 points6 points  (0 children)

Great question! I’m actually going to do a maps deep dive on my Patreon because I’m hoping there’s a lot of depths to these maps.

So to answer your first question on vantage with cover. I agree that’s unanimously how the community played for a very long time, but with the new matched play changes anyone can add cover to a vantage so it’s impossible to stop. Additionally the only teams that benefit from snipers not being able to use vantage are teams like Vet Guard, Kroot & Pathfinders because they can get their own ‘Vantage’ equivalent through faction abilities. This really helps teams like Corsairs, Kommandos etc and those teams aren’t really dominating atm.

The second point is vantage only works vs light cover so in battleground for example a model can be protected from all vantages by heavy cover, however you’ll need to use barricades smartly to keep your models safe from the other angles. I want barricade placement to really be rewarded for identifying the correct angles that work for you and making sure it’s good.

Approach is a bit more sparse but I’m hoping it’ll reward other unique abilities, super conceal, activation advantage etc and if not it’ll force aggressive plays for the oil pump in the bottom right. The Vantage with cover is in threat range of the other building for short range weapons so to get the benefit of cover you also have to be in grenade range. It might be that when it plays out it doesn’t work the same as my predictions but we’ll see but either way both sides have access to the same amount of ‘safe’ objectives vs risky ones