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 kill team le 21 juillet (plein d'infos dans le fil)

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yul

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MessageSujet: kill team le 21 juillet (plein d'infos dans le fil)   Dim 1 Juil - 22:11



Dernière édition par yul le Ven 6 Juil - 0:24, édité 2 fois
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mar 3 Juil - 20:49



donc apparemment rogue trader est une sorte de supplément pour kill team...
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mer 4 Juil - 13:11

C'est bien un kill team rogue trader donc...bref aucun intérêt du coup.
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mer 4 Juil - 13:46

ben non en fait. Apparemment kill team rogue trader est une sorte de supplément, qui lui sort en automne... Je rappelle que kill team proprement dit a déjà été teasé. Mais c'est très confus.
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mer 4 Juil - 19:55

pour preuve de ce que j'affirme, la boîte de kill team opposera le culte genestealer aux skitariis (ce qui me va très bien héhé):




Genestealer Cults kill teams combine human cunning, alien ferocity, and a lifetime of experience fighting as guerillas in the shadowy underworlds of the Imperium – underestimate them at your peril..


https://www.facebook.com/1575682476085719/photos/a.1576243776029589.1073741828.1575682476085719/2063495527304409/?type=3&theater
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Jeu 5 Juil - 15:34

https://www.warhammer-community.com/2018/07/05/5th-july-kill-team-the-game-youve-been-waiting-forgw-homepage-post-2/

Mass battles between scores of units and thundering war machines are great, but there’s always been an undeniable appeal to skirmishes – those moment-to-moment struggles where victory rests on the efforts of a mere handful of troops and their individual heroics – when every warrior is a distinct character with their own story.



Over the years, Warhammer fans have enjoyed a range of skirmish games, from past iterations of Kill Team to the recent Shadow War: Armageddon.



We’ve taken the best of these systems and combined them to create a brand new gaming experience.

The new Kill Team takes the stuff we know you love – deep squad customisation, narrative progression and development, low model counts – and marries it to cutting-edge rules design, bringing in the team behind Warhammer Underworlds: Shadespire to ensure the ruleset is as tight and balanced as possible.





Here’s Dave Sanders, who heads up the Kill Team rules project, on what you can expect from the game:

Dave: Kill Team is a standalone skirmish game set in the world of Warhammer 40,000. The game’s focus is on covert operations – players hand-pick their kill teams of die-hard special operatives to get a specific job done, whether that be reconnaissance, sabotage or assassination. The games are fast-paced with a rapid back-and-forth between players (and can include up to four players). There’s something in it for everyone: there are narrative missions and a campaign format for those who love telling their own stories, countless new challenges for hardcore gamers in the matched play rules, and for people new to the hobby, it’s a great place to start – the game has a low model count, and with the fantastic generator tables you can get a really thematic kill team up and running very quickly.

The result is a high-octane skirmish battler where you’ll command a handful of elite troops in action-packed squad combat.





Your kill teams is a squad of elite warriors, hand-picked by you, consisting of about 5-10 individuals. You construct your kill team model by model – a squad of Space Marines could consist of two Reivers, a missile launcher-wielding Tactical Marine Gunner, a Scout with a sniper rifle and a Primaris Sergeant with a power sword, for instance.

Once you’ve assembled your kill team, you can customise them even further with a deep system of specialisms and advancements. These allow you to really distinguish your key troops – creating sharp-shooting Snipers, fearless combat Medics or vox-hacking Comms specialists.

Kill teams can be used in one-off missions or in campaigns where they grow in power, levelling up and developing their abilities with bespoke skill trees.

Take Demolitions, for example:




Follow one branch, and you’ll be able to build a flamer-wielding pyromaniac – follow another and you’ll have a grenade-lobbing siegemaster.

As well as rules, you’ll be encouraged to customise and develop the lore and narrative of your kill team. The book is packed with generation tables covering the names and backgrounds of your unit, right down to the quirks and demeanours of individual troops. Every kill team will be truly your own – this is as much about creating stories and roleplaying opportunities as it is delivering fast-paced strategic action.

Kill Team has been designed from the ground up as a brand new gaming experience. If you play Warhammer 40,000, you may be familiar with some of the core principles, but there are several key differences to represent the dynamic, lightning-fast nature of squad combat.



Kill Team uses a form of alternating activations – in some phases, you’ll take it in turns to use each of your fighters, acting and reacting to transform every moment of the game into a tense battle of wits where a single mistake can be deadly.



Terrain is core to the Kill Team experience. The field of battle in Kill Team is known as a Killzone – varying from lush jungles to churning manufactorums, each presents challenges and opportunities for your fighters. Your troops will interact with their surroundings more than ever before – diving from ruin to ruin as they close on the foe, disappearing into hidden tunnels and taking point in a sniper’s eyrie where they can survey the battlefield.





Kill Team games are played on a 22″ by 30″ board – tightly packed war zones that’ll fit perfectly on your coffee table. Every game takes place at close-quarters, troops trading shots across ruin-streaked firing lanes while trying to flank their foe. And it’ll be easy to find space and set up your games.



Once you’ve mastered the basics of Kill Team, you’ll be able to harness Tactics, a new mechanic similar to Stratagems that add additional depth to the game and allow you to represent the heroic deeds of your individual fighters. With only one Command Point a turn to spend, you’ll have to use them carefully – do you act decisively, save them for a key re-roll or use one of the many other Tactics available to your squad?







Kill Team places your units behind enemy lines in missions of subterfuge, assassination and sabotage. From planting bombs to slaying VIPs and sabotaging supply lines, these missions are a far cry from the take-and-hold pitched warfare of Warhammer 40,000.






You’ll be able to play Kill Team with a single opponent or in fast-paced multiplayer arenas with up to 4 players. Multiplayer is a core part of Kill Team, and you’ll find the game just as balanced, fast and fun with 1, 2 or 3 foes.



Like Warhammer 40,000, you’ll have three ways to play with Kill Team. If you’re looking to try balanced, fast-paced and competitive squad combat, you’ll love matched play, while narrative play lets you duke it out in thrilling interlinked campaigns. Likewise, if you just want to throw down models and have fun, there are plenty of open play missions in the book too.





This is just the beginning for Kill Team. This is a fully fledged Warhammer system that we’ll be supporting for years to come with rules, models, expansions and more – not to mention organised play, store tourneys and independent events. You can get started with Kill Team in confidence that we’ll be providing continuing support for your hobby.



There’s no better place to kick off your first Kill Team campaign than with the Kill Team boxed set, containing everything you need to start gaming, including two kill teams, the full rules and a complete board setup featuring the new Sector Imperialis terrain. If you wanted to, you could only buy this set as a board game in its own right and still have hours of fun with it.

Here’s what you’ll find in the box.





As well as being available in the Kill Team boxed set, you’ll be able to pick up the manual separately – great if you’re intending to split the set with a friend or want to get stuck in with the game but have plenty of scenery and miniatures already.


As well as being available in the Kill Team boxed set, you’ll be able to pick up the manual separately – great if you’re intending to split the set with a friend or want to get stuck in with the game but have plenty of scenery and miniatures already.




The Kill Team Core Manual is your complete guide to skirmish warfare, containing all the rules you’ll need to assemble your kill team, pick your specialists and fight anything from quick open play operations to deep narrative campaigns. In the book, you’ll find datasheets, Tactics and rules for all 16 factions in the game (so far), missions for every type of play, generation tables for your lore and much, much more.



Kill Team is as much about where you play as who you play with, with terrain being integral to victory. In your games, you’ll dive for cover, travel through hidden tunnel networks and release deadly deathtraps, with unique datasheets, tactics and rules available for a huge range of terrain.

To help you make the most of terrain in your games, we’re making it simpler than ever to collect with a brand new kind of expansion – Killzones. These are your one-stop shop for scenery, each containing a double-sided board, a full set of terrain and unique Tactics, all for less than getting the items inside separately.





Each Killzone is a fully fledged Kill Team expansion, with a range of unique rules content – fighting in a Sector Mechanicus will feel completely different to battling on a death world or in the close confines of a spaceship. The Kill Team main set is packaged with a Sector Imperialis Killzone, while at launch, you’ll be able to grow your collection with the Sector Mechanicus Killzone:



Combine the main Kill Team set and a couple of Killzones, and you won’t just have a wide range of choices for where you play your games but the beginnings of a sizeable collection of terrain you can then use for your games of Warhammer 40,000 – both games are designed to complement each other for those who collect both.




Kill Team Starter Sets are the perfect way to get stuck in with a new kill team, each featuring specially selected models, new rules, custom tokens and terrain to bolster your collection, all at a lower price than picking up the contents separately. Each can be used as a pre-made kill team in its own right, or as a starting point for one of your own making, featuring unique faction tactics cards you won’t find anywhere else. Let’s take a look inside the Krogskull’s Boyz set.



In short, each set will enhance every part of your Kill Team experience and is a must-have if you’re looking to play a particular faction. At launch, you’ll be able to pick up Krogskulls Boyz, as well as The Fangs of Ulfrich, a Space Wolves kill team that’s a great starting point for ANY Adeptus Astartes player. There are more Starter Sets on the way, each featuring even more terrain, models and unique Tactics, so keep your eyes peeled…





It’s worth taking a closer look at the new Sector Imperialis Terrain. Put simply, this is some of the best Warhammer 40,000 terrain ever made.

Designed by the team behind the Sector Mechanicus sets (and 100% compatible with them to boot), these marry the modularity and expandability of these kits with our most detailed vision of the dark and gothic cityscapes of the 41st Millennium yet.




Every single section is exactingly detailed, moulded and designed to the same specifications as our multipart plastic kits, made to characterfully bring to life the world of the 41st Millennium while being flexible enough to build anything you can imagine. Each piece is compatible with every other, allowing you to build anything from low-lying ruins for close-quarters firefights to towering, imposing high-rises with fully detailed interiors.






Of course, looking awesome is one thing – but we know that the true test of these scenery pieces will be how you use them in your games. The new Sector Imperialis range has been designed specifically to work with modern Warhammer 40,000, each piece acting as practical cover for a range of units. You’ll comfortably be able to fit your Redemptor Dreadnoughts, Deff Dreads or any larger units within the new, upscaled buildings, while doorways, flooring sections and balconies are perfect for models with larger bases – whether you’re rappelling in with a squad of Reivers or skittering across walkways with Sicarian Ruststalkers, you’ll have plenty of space to do so.






Whether you’re looking for a practical and tactical way to add cover to your boards (for Kill Team and beyond) or you’re ready to recreate Holy Terra itself on your tabletops, the new Sector Imperialis terrain is for you – and there are even more kits on the way.



You’ll also be able to match your dice to your warband with a range of specially designed dice sets, featuring unique colours and iconography. Each set features six D6s and two D10s for your games.





Finally, blank datacards are great for keeping track of your fighters, allowing you to check out their stats, wargear, experience points and demeanours at a glance.



Want to get stuck in right away? We don’t blame you – but we’re sure you’re wondering just which factions will be available when the game launches. So, we figured we’d just tell you:





Each of these factions uses a specially chosen pool of units, designed to represent the kind of forces you’d find in a kill team, as well as unique tactics they can wield on the battlefield. We’ll be previewing every faction in the game in the run-up to the game’s release with a series on Warhammer Community, starting tomorrow with a closer look at the Adeptus Mechanicus.

Got any more questions? We’ve got answers – in the form of a nifty PDF:

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/KIll_Team_QA.pdf
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Jeu 5 Juil - 16:29

WHAT IS KILL TEAM?
Kill Team is the game of skirmish combat in the 41st Millennium.
Set in the universe and using the same miniatures ranges as Warhammer 40,000 but with a
different rules set, it allows you to play a game of fast-paced tactical skirmish combat in games
of 2-4 players, in less time and with a fraction of the models you’d need to play a full game of
Warhammer 40,000.
DOES KILL TEAM USE THE WARHAMMER 40,000 RULES?
Kill Team uses a brand new, bespoke ruleset designed to represent lightning-fast, dynamic
squad combat in the 41st Millennium. While the worlds and some basic principles will be
familiar to Warhammer 40,000 fans, Kill Team’s rules also differ in some fundamental ways.
Players will find many new rules that represent the intimate close-quarters nature of
squad-level combat, a far more detailed and granular terrain system, and alternating activations
rather than the turn sequence you may be familiar with.
WHAT WARHAMMER 40,000 BOOKS WILL I NEED TO PLAY?
None of them! The rules for the 16 factions in Kill Team are found in the core manual for Kill
Team, available in the Kill Team box or as a separate book. Further expansions will provide
extra rules for existing factions, and may even add whole new ones!
WHERE CAN I GET THE CORE MANUAL?
You’ve got two choices – there’s a full Core Manual in the Kill Team boxed set, or you’ll be able
to pre-order your Core Manual separately at the same time as the rest of the Kill Team launch.
We’d still recommend getting the boxed set, though – there are loads of terrain and gameplay
accessories in there that’ll be great for your games.
THOSE ARE SOME PRETTY COOL DICE! WHAT ARE THEY FOR AND
WILL THEY BE AVAILABLE SEPARATELY?
They’re awesome, aren’t they? Dice that go beyond 6 in a Warhammer Game, we never
thought we’d see the day [again]…
The D10 is used for all sorts of stuff in Kill Team, like generating backgrounds for your troops or
checking injuries after the game. Also, look out for matching dice accompanying each release
of Kill Team expansions, starting with the Genestealer Cults, Adeptus Mechanicus, Space
Marines and Orks (everyone knows dice that match your army roll better).
WHAT ABOUT THAT COOL TERRAIN? WILL THAT BE AVAILABLE
SEPARATELY?
Yes! The main Kill Team set is a great place to start your collection of the new Sector Imperialis
terrain, but there’s a whole range of kits coming out, including a raft of options at launch. All of
these are cross compatible, allowing you to build sprawling cityscapes, ruined sectors or
anything else you can imagine.
WHAT’S A KILLZONE?
Killzones are the arenas in which kill teams do battle. From lush (and deadly) jungles to
maze-like manufactorums, each offers unique opportunities and dangers to those who battle
over them.
Killzones will be available in special expansions for Kill Team in boxed sets that feature terrain,
card tiles to play on and unique tactics and rules for that Killzone. At launch, you’ll be able to
choose between the Sector Mechanicus expansion and the Sector Imperialis found in the main
Kill Team set.
WILL WE SEE THE OLD CITIES OF DEATH/OTHER OUT OF
PRODUCTION TERRAIN RETURN AS PART OF THIS?
We love the old Sector Imperialis terrain, and it’s served us well over the past few years. The
new Sector Imperialis terrain was designed to be a worthy replacement for these venerable kits,
featuring more detail and greater cross compatibility, and designed to work with your current
miniatures collection. You won’t be seeing any old stuff come back – but rest assured, you
won’t be short of cool terrain to build your boards with.
CAN I GET THOSE SWANKY-LOOKING CARD TILES ANYWHERE OTHER
THAN THE BOX?
Every Killzone set features double-sided card tiles – one will be based on the specific Killzone
in question, and the other will show a Sector Imperialis.
Kill Team can also be played on a single Realm of Battle tile – if you’ve got one of these
already in your collection, you’re good to go!

When choosing the factions for the launch of Kill Team, we wanted to choose those armies that
would plausibly be able to carry out guerilla operations as well as those with a convertible,
interchangeable range of plastic models that would be easy to build specialists or other key
characters from.
We’ve tried to represent the factions of the 41st Millennium as best we can – if your personal
favourite isn’t represented here, then feel free to make liberal use of counts-as – Kill Team is, at
its heart, a system about customisation, roleplay and narrative between friends, so if your
group gives you the OK, then go with it.
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Jeu 5 Juil - 23:04

WHAT’S KILL TEAM: ROGUE TRADER?
Wouldn’t you like to know! If we had to hazard a guess, we’d say it was some kind of expansion to Kill Team that looked at Rogue Traders. If we tell you anything more, the Inquisition will have to start executing writers, which tends to lead to delays.

Far be it from us to suggest that Kill Team: Rogue Trader is just one example of how this new game allows us to explore heretofore unrealised corners of the the 41st Millennium, not to mention the new factions and models available after launch...

IS KILL TEAM RELATED TO NECROMUNDA?
Kill Team and Necromunda look at very different corners of the 41st Millennium. Where Necromunda is about gangs of scavengers and criminals fighting vicious turf wars across linked campaigns, Kill Team is about elite, hand-picked units fighting guerrilla warfare deep behind enemy lines – and thus, both games have very different rulesets."
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Ven 6 Juil - 17:49

"Why playing Skitarii and Sicarii? Well ....

- Every turn, you’ll get to choose (or roll for) one of six powerful blessings of the Machine God for your kill team – if you play Warhammer 40,000, you’ll be familiar with these already. They’ll allow you to switch up your tactics on the fly, shifting from hiding with Shroudpsalm to charging in with Chant of the Remorseless Fist when the enemy closes range.

- If you like guns, you’ll love Skitarii kill teams. You’ll be able to arm up with plasma calivers, transuranic arquebuses and more, allowing you to build a roster capable of turning any enemy into radioactive ash."

The units

You can use both Skitarii and Sicarii boxes - giving you four different types of cyborg:

- "Ranger: These guys provide long-range fire support to your kill team, whether toting special weapons or just using their galvanic rifles. Alternatively, kit them out with an omnispex and use one as a spotter for one of your more heavily armed troops.

- Vanguard: What if Skitarii Rangers were also dangerously radioactive? Skitarii Vanguard fight much like their brethren, while also sapping the Toughness of anyone they get close enough to – you’ll want to keep one on your front lines for this very reason.

- Ruststalker: Capable of closing in on the foe at terrifying speed, you’ll be able to turn entrenched foes into coleslaw in a blitz of their transonic blades…

- Infiltrator: Striking a balance between shooty and choppy Skitarii units, Sicarian infiltrators are just as comfortable gunning foes down as they are electrocuting them with their taser goads – AND they mess with enemy Leadership to boot!"

Tactics
Thumb 40k admechfocus metalica image6yev
"Tactics in Kill Team are special powers usable by your Kill Team. There are tactics usable by everyone, tactics unique to certain specialists, tactics for specific Killzones and tactics unique to each warband, adding an extra layer of strategic depth on top of the game.

Adeptus Mechanicus Tactics allow make the most of this kill team’s adaptability and represent the various high-tech augmentations wielded by their troops."

All in all, it sounds quite good. But. Buuuuuut.

Only four different types of units? Where are lesser Techpriests, from Explorator, Genetor or Electro paths (searching for STC's and more!)? No types of Battle Servitors? Hopefully this gets expanded down the line, or the game may end up beeing far too restricted compared to stuff like Inquisimunda, I fear.

Regards,
Lady Atia



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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Dim 8 Juil - 19:55

"Adeptus Astartes kill teams are a single category – but you’ll still be able to represent each Chapter with the units and wargear you use, the Tactics and specialists you choose and the names and background you generate.

As well as great Save and Toughness characteristics, Space Marines have a cool rule in Kill Team called Transhuman Physiology which allows them to ignore their first flesh wound."

- Scouts who trade their armour against sniper rifles or shotguns.
- Tactical Marines with access to heavy and special weapons.
- Reivers, who can take Grapnel launchers and strike fear in the heart of your foes.
- Intercessors for some great bolt rifle support.

"Adeptus Astartes Tactics reflect the heroism of each individual warrior, allowing you to perform glorious feats of valour."

Once again, for me the restrictions are a bit too much - why is it not possible to give my power armoured Marine a sniper rifle or shotgun, 30k style?

Also, we totally need the option for 1st Company Kill Teams - full on Veterans aswell as Terminator Armour options (including different patterns). Same goes for characters (who are missing from all Kill Teams for now). Maybe it should be similiar to Necromunda Bounty Hunters, but there should be an option for adding for example a Librarian to your Kill Team.

Regards,
Lady Atia



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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 9 Juil - 2:56

"If you’re a fan of cunning tricks and ploys, you’ll love the Genestealer Cults – whether closing in on the foe at speed with their Cult Ambush rule or drawing on their various underhanded Tactics."

Genestealer Cults have a wide variety of units to choose from:

- "Neophyte Hybrids can be equipped as long-ranged support units with heavy weapons, as well as making great Scout or Medic specialists.

- Acolyte Hybrids are special weapons troops with a twist, carrying a brutal array of close combat weapons that make them among the most lethal fighters in the game.

- Equipped with grisly bio-weapons, Hybrid Metamorphs chew through lighter armoured troops with ease.

- Big, tough, and very hard to kill, Aberrants might not be subtle – but who needs to be when you have a power hammer?

- Absolutely terrifying in Kill Team, Genestealers are capable of hiding in cover before shredding enemies with their rending talons."

All in all, this looks far better than the quite limited Mechanicus kill teams. Can't wait to paint some 'Stealerz for my own Kill Team Smile

Regards,
Lady Atia



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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 9 Juil - 16:17

For some, Kill Team will be a game of tactics and strategy – a battle of wits where every decision is deliberate and exacting.
Orks – and Orks players – tend to take a different approach, preferring instead to blitz through the enemy in a mass of dakka, choppas and muscle, spreading anarchy and leaving enemy kill teams in the dust.

Orks kill teams are really versatile, with five different units to draw their team members from – from the ‘umble Ork Boy to dakka-spraying Lootas.

Like converting? You’ll love Orks! From chopping and changing heads, weapons and armour between kits to lootin’ guns and gear from the rest of your bitzbox, there really is no limit…

Orks are a close-combat warband through and through – if you want to win Kill Team in brutal melee, they’re the kill team for you.


Strong, tough and numerous, Boyz will be the backbone of many kill teams, excelling at close-quarters warfare.


The sneakiest gits around, Kommandos are dangerous close-combat fighters who are nearly impossible to hit in cover – use them to hunt shooty foes.

Who needs aim when you’ve got a burna? These flexible Orks troops are great in the close confines of Kill Team, whether in melee or torching enemies in cover.

Orks with a knack for re-appropriating enemy war materials, Lootasprovide long-ranged fire support for their kill teams with their dreaded deffguns.

Let’s face it – Gretchin are not exactly the most heroic fighters. They are, however, very easy to hide in cover, cost next to no points AND can be your leader if you’re bold enough to recreate the glory days of the Gretchin Revolutionary Committee.




Orks are well known for making up for any deficiencies in accuracy with sheer volume of firepower. This Tactic allows you to immediately open fire again on the foe and is great when combined with Burnas or other weapons that hit automatically.



Picture the scene – you’ve dashed out of cover to blast some ‘umie to smithereens, when suddenly, you’re in the gunsights of all the other ‘umies! By grabbing the nearest grot, you’ll be able to fight another day…

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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mar 10 Juil - 12:32

sortie le 28 juillet

kill team sera probablement le système de tous leurs futurs mini-jeux dans l'univers de 40k (à l'échelle des figs d'infanterie), d'où le supplément "kill team rogue trader". C'est assez malin.

les boîtes de décor kill zone ce sera du moitié prix au regard des boîtes de décor actuelles...

piqué sur le warfo:

- 105 € la grosse boite (2x10 figurines, décors, plateau, livre de règle souple de 208 pages, livrets et quelques bricoles)

- 32,50 € le livret seul

- 50 € les starters de 10 figurines (Orques et SM je crois)

Pour le reste (il y a 5 ou 6 boîte de décors différents de mémoire) je ne sais pas.



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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mar 10 Juil - 19:45

Kill Team: 3 Ways To Play

Hello everyone !!

Another post by WHCT about the 3 way to plays Kill Team.
Open play :
Open play Kill Team can be anything you want it to be. There are 3 missions for open play in the Core Manual to get you started, plus a host of ideas to inspire your future games. Maybe you’ll pit one kill team against endless waves of Poxwalkers to see how long they survive. Perhaps you could enact daring prison escapes with your soldiers? You could even take your favourite moments from Black Library novels and re-enact them yourself.

Matched :
Kill Team is a thrilling, fast-paced matched play game that’s ideal for anything from a quick, 40-minute bout over lunchtime or to fully fledged tournaments. We’ve done our utmost to make this one of our most tightly balanced rulesets ever, with a specially curated unit pool, design insights from the team behind Warhammer Underworlds: Shadespire and relentless playtesting.

Narrative
Works like necromunda or Bloodbowl season
It’s in narrative play that Kill Team really comes to life, as you fight thrilling missions linked together in campaigns. Every game you play will see your squad develop their abilities, as specialists progress through skill trees and even “normal” fighters increase in power.
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Sam 14 Juil - 20:51

In this article, we take a look under the hood at the core mechanics of the game…


The Kill Team rules set shares a lot of DNA with its big brother Warhammer 40,000. Both are looking at combat in the 41st Millennium and share a lot of core systems and general principles, with differences emerging in scale. Warhammer 40,000 is about grand plans, sweeping manoeuvres and the clash of massive armies, while Kill Team is about moment-to-moment action.


Put simply, in Warhammer 40,000, you’re a general commanding your army from on-high, while in Kill Team, you’re a sergeant, issuing orders to each member of your squad and trying to outmanoeuvre your rival.


A game of Kill Team lasts about half an hour to 40 minutes, making it easy to squeeze into a lunch break or get several games in across an evening.

In Kill Team, alternating activations for shooting and combat mean that you’ll have to be on-the-ball in every moment of the game – and you won’t have long to wait until it’s your turn, either.

There’s loads of tactical depth in Kill Team. With only a handful of models, every casualty hurts and every decision matters.



Every unit in Kill Team has a statline and a datasheet with characteristics, keywords and special abilities just like Warhammer 40,000. Let’s take a look at a Primaris Intercessor to demonstrate…






For the sake of speed, movement in Kill Team is handled on an I-go-you-go basis. After rolling off at the top of the turn, players take it in turns to move all their models – so far, not unlike Warhammer 40,000.
There’s more, however – in the movement phase, you’ll also get to charge! Even if you fail, you’ll get to move the full charge distance you roll, as long as you move towards the model you were charging in the first place. This adds an element of risk and reward – while you won’t get to move and charge, you will get to lock the foe in combat before they’ve had the chance to shoot at you.
Rather than moving, you can opt to “ready” units in the Movement phase. Doing so lets you shoot with them first in the coming Shooting phase. Likewise, if you Charge in the Movement phase, you’ll get priority in the Combat phase. As such, what you do in the Movement phase affects the rest of your turn significantly – playing well will revolve around knowing when to Ready, Move or Charge with your models.
Movement also features loads of interesting and detailed interactions with cover and terrain. Difficult terrain can slow movement, short gaps can be leapt over, and Killzones add all sorts of unusual terrain effects.

Shooting in Kill Team is a much riskier endeavour than in Warhammer 40,000 – if you’re looking to do some real damage, you’re going to have to stay mobile and try to flank your foes. Shots taken from ‘long range’ – that’s more than half a weapon’s maximum range – take a -1 penalty to hit, as do shots against targets that are obscured. A model is obscured if any part of it is blocked by cover. We’ll let one of the Skitarii from the starter set demonstrate:



Bzzt! I am currently obscured. Shooting at me would be most inefficient.

https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/KillTeam101-July14-SkitariiOpen24ol-500x500.jpg" border="0" alt="" />

I am not obscured! Shoot at me at your leisure.

Thanks, Skitarii! In practice, this means that it’s usually pretty hard to hit people – and so playing a shooting kill team will mean playing a mobile, responsive game as much as a melee-focused kill team will.



Worry not, Orks – an unmodified hit roll of a 6 is always a hit, regardless of cover, stealth fields, camo cloaks or what have you – so you’ll be able to solve any deficiencies in accuracy with maximum dakka. Or just Burnas.

In Kill Team, death is not the end! In the wide ranging, top-down world of Warhammer 40,000, a battlefield casualty can represent anything from a crippling injury to being turned into a fine vapour by a volcano cannon. In the ground-level skirmishes of Kill Team, injuries have a bit more granularity and are broken down into non-lethal Flesh Wounds and models being Taken Out of Action.


Here’s how it works. When you attack, you’ll roll to hit, to wound, and to save much as you would in Warhammer 40,000. If you remove a model’s last wound – well, that’s where things get tense!
Rather than removing the model, the controlling player makes an injury roll. On a 3 or less, you’ve suffered a Flesh Wound and can keep fighting. On a 4+, you’re out of action!
If a target is obscured, you subtract one from the roll, while if they’re already injured, you add one for every Flesh Wound they’ve suffered. Attacks with a damage characteristic larger than 1 will also cause multiple injuries – after all, getting hit with a lascannon stings a lot more than getting shot with a stubber.
Flesh Wounds themselves further reduce a model’s hit rolls – you’d be less good at aiming if you were trying to shrug off a bolter round – as well as potentially causing them to become shaken in the Morale phase – speaking of which…

Morale in Kill Team is one of the tensest phases of the game – play your cards right, and you can use morale to defeat a enemy without ever having to directly battle their most deadly fighters. Fail to prepare, and you could end up with your own team unable to act as they become riven with fear…


Morale is split into two components, representing the morale of the kill team as a whole and the individual bravery of each member of the squad. Lose more than half your squad, and there’s a chance your kill team will become broken, applying penalties to hit to all your models, while models with Flesh Wounds risk losing their nerve and becoming shaken, preventing them from acting for a whole turn.
When building your kill team, you’ll want to make sure that you grab a high-leadership model to help insulate your kill team against morale, as well as some support specialists like Medics and Comms – after all, having a killer kill team isn’t worth much when they’re all in a panic…

We stopped by the studio and had a quick chat with Wade Pryce – who spends his days planning Warhammer 40,000 publications out of Chaos and into reality – about how Kill Team came to be:

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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Dim 15 Juil - 22:54

Like in Warhammer 40,000, T’au can support each other with overwatch fire, making charging them a terrifying prospect.

With four units and seven(!) Drones to choose from, kill teams from the T’au Empire can be customised to a huge extent, allowing you to tailor your strategies to a tee.


Durable, brave and armed with deadly pulse rifles, these guys are the core of your kill teams.

In the close confines of Kill Team, the pulse blasters wielded by these warriors are powerful indeed.

Providing markerlight support and special weapons to your Kill Team, you can never go wrong with a few Pathfinders.

For more elite T’au Empire kill teams, these suits are hard to hit, hard to kill and pack a LOT of firepower with their burst cannons.

Drones fill a vital role in T’au Empire kill teams, whether providing support, markerlights, special abilities or just intercepting hits meant for your specialists.


Allowing you to stack 2-4 markerlights on an enemy in a single shot, this Tactic is great for taking down enemy elites and Leaders.



Are your foes hunkering down in cover? Punish them with this deadly tactic.

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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 16 Juil - 20:00

From the leaks and the releases for next week, it appears we will see small named groups "factions" for Kill Team. Rogue Trader Kill Team looks no different with the Elucidian Starstriders being the first Rogue Trader group.


Previously on Faeit 212
the next boxed game coming is killteam rogue trader.
Two new factions one nurgle based and one a rogue trader kill team
Box will have contents very similar to necromunda.


I really hope that models like these can get wrapped up into a codex of some kind. Death Cult Assassins, Rogue Traders, Cult Mechanicus agents.

New Images
via an "Anonymous" poster on 4chan







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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Mar 17 Juil - 0:56

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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Dim 22 Juil - 19:29

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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Dim 22 Juil - 19:50

Je n'ai pas tout lu mais: y aura-t-il un système d'xp comme à necromunda?
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Dim 22 Juil - 19:54

Oui en effet il y en aura un si tu veux jouer en campagne. Un specialiste par ex a 4 niveaux, et a chaque niveau correspond une competence.
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 23 Juil - 15:12

Le système d'XP est à la shadow War armagueddon
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 23 Juil - 16:08

après, je ne sais pas si on sera beaucoup de motivés à y jouer...

ha et sinon, c'est un jeu qui nécessite des pions divers, il en faut plein
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 23 Juil - 16:24

Moi je suis chaud !
Yul les pions d'été ça marche aussi ? cheers
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MessageSujet: Re: kill team le 21 juillet (plein d'infos dans le fil)   Lun 23 Juil - 16:59

genre

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