As of writing this Games Workshop has so far released several rules for the new upcoming Kill Team game, now some of you will already know my feelings about the rule change. It’s not that I don’t welcome them, it’s just historically GW never do great things when it makes new rules for its “28mm” range of figures.
So I’m going to quickly break down some of these new rules GW has given to us in their recent articles and try and make a little sense of what is upcoming.
so far GW has told us about the unique movement system in this new game…which is inch’s, with extra steps. Rather then telling us how many inch something can shoot or move, we now have to use symbols and look up what that means. Because that’s easier.
(glad I use to play with those block matching games when I was a kid)
These will correspond with icons on data cards for the unit you wish to move. All moves are in increments of the 2inch bracket. So 3 circles will be 6inch
Clambering over terrain is going to be -1 circle, or -2inch. So on overage your looking at most units moving about 4 inch a turn.
They didn’t really detail what you do regarding getting into close combat and if you could advance up the field, but this will probs get fleshed out soon.
So one big change here is to make most weapons have an unlimited range. pistols and flamers still seem to be limited but lasguns, bolters, sluggers, all have an unlimited range, which is fine if your play on the exact board gw provide, little problematic if you using a bigger table. They didnt mention what effects terrain will have on shooting.
So from the stat line above we can guess that a lasgun has 4 shots needed 4+ to hit. Now in this game if you get a 6 to hit then you score a critical hit, which is why D (damage) has two profiles. Now on the profile above you can see that a guardsman has a Save of 5+ and has a total of 7 wounds. Not sure what the effects will be for being wounded but a standard guardsman has 7.
They also have a DF (defence) which is how many saves you make against attacks. So let’s have a quick guard v guard with some dice rolls.
So I’m shooting my lasgun which is 4 attacks needing 4+ to hit
As you can see I’ve hit twice, now it’s my opponent that has to save.
Here he has rolled 3 dice because that’s his DF and one of them is a 5+ which means he saves one of the hits. If I would have rolled any 6’s to hit them he would have needed 6’s to save those hits, which in this case he would have saved one of them.
so he would take 2 damage, meaning he would have 5 wounds left.
So CC is pretty much the same as shooting, you roll to hit and apply damage but both players fight at the same time. There is mention of parrying attacks, and not rolling to save, but the article doesn’t go into enough detail to let us Know how this happens. I can only imagine that successfully hits can cancel other successful hits, and of course 6’s can only be parried with other 6’s.
So far I’m still a little confused on how this all works and again I’m worried of major rules changes putting off the more casual player if it’s not easy enough to jump straight in. Missing out the rolling to wound and the mass number of wounds required could be a deciding factor. Again basing this off when Apocalypse came out and we had about 3 games of it, for it to be never seen again.
let me know what you guys think so far in the comments below.