А вот и обзор по килл

А вот и обзор по Килл Тиму от Боба с сайта-блога Атии, который он обещал неделю назад, но что-то не срослось. Сейчас он по факту уже не то, чтобы нужен ибо мы уже видели видео с листанием книги, плюс сегодня релиз этой книги и Паркер уже наверняка выехал за фуллом.
Ну пусть будет.

Напоминание, что внутри коробки: софткавер книга (120 страниц), колода карт тактик, 6 карт спеллов, колода бланков для командиров, набор токенов.

Командиров можно использовать во всех 3 режимах игры – Опен, Нарратив и Матчед играх, в специальных миссиях на расширенное количество очков, чтобы командир влез по очкам.
У каждой фракции минимум 1 командир (всего их 41). У них свои специализации, трейты и магия. Они не получают опыт, вместо этого вы покупаете их сразу определённого уровня (от 1 до 4).

По правилам: вы можете иметь только одного командира в килл тиме (в ростере можно больше), их можно брать только на специальные миссии с лимитом в 200 очков. В такой миссия обязан быть хотя бы один командир.

Специализации: для командиров есть 10 новых специализаций, они не считаются для максимального лимита специализаций в команде. Если у вас в ростере больше одного командира, то они не могут иметь одинаковые специализации.

Тактики: есть 3 общекомандирские тактики плюс 1-3 для каждого персонажа. Ну и конечно же тактики специализаций. В общем, примерно как для обычных войск, только для командиров.

Трейты: когда покупаете командира, можно также купить ему до 3 трейтов. Стоят они 5-20 очков, некоторые требуют командиров определённого уровня.

Ауры: новый тип тактик, доступный командирам. Включаются в определённый момент и дают аурой бонус до конца хода или фазы.

Псисилы: есть 6 общих псисил, чтобы получить одну из списка, нужно заменить на неё Псиболт и

Общий вывод: командиры больше выглядят как особенности ряда миссий, чем обязательное расширение для основных правил, поэтому, если боитесь, что они сломают баланс – просто не играйте миссии, позволяющие выставлять их, тем более, что они идут в дополнение к основным, а не в замену.

“Hello everyone !!

It’s time for our Review of the commander box set.

As you surely know tomorow the second Kill Team extension : Commanders will hit the shelves. Do you want to include Heroes and Leaders into you kill team game ? You want equip them ? give them trait ? or even levels ? You can do it with the commander boxset.

My first impression when I heard about this xpack wasn’t super good. does Killteam that is already a great Game workshop games (my favorite right now) really need multi wounds/super strong heroes ?

I am not sure, let’s find out !

What’s in the box ?

There is no model included.
Soft cover book (120 pages)
1 tactics cards deck (~35 cards)
6 psychic cards
1 Deck of blank commander cards.
1 punchboard with life token and some other stuffs.

What are Commanders ?

Commanders are a special kind of Kill Team unit, representing the very best of the best. Made up of everything from talented leaders to deadly solo combatants, each Commander is the equal of multiple ordinary troops. Commanders can be used in special open, narrative and matched play missions that allow higher points limits than ordinary games of Kill Team, enabling you to include a Commander alongside your normal kill team or field a larger kill team against them.

Every single Kill Team faction has a commander or two to choose from, with each drawing from a brand-new pool of specialisms, customisable traits and, in some cases, psychic disciplines. Unlike ordinary members of your kill team, Commanders dont gain experience or level up instead, youll be able to buy levels for them using points when you add them to your Kill Team, making them incredibly customizable.

Let’s now look at the details

Rules of commanders

Commanders differ not only by their power but they also have some special rules on how to play them.

Including commander

-You can have only one commander in the kill team.
– You can only choose a commander in a mission where they are allowed. (and you MUST pick one)
-You can have more than one commander on the roster but only one in the kill team.

So yea in a non commander mission you can’t select it. All commanders allowing missions are 200pt limit and MUST include one. So in a sense it’s more designed like a mission feature than an optimisation option.

Specialisms
-When you select a commander he get to choose a specialty that does not count toward the Max limit for them. These are new specialisms reserved to them.
-If you have more than one commander on the roster they can’t have the same specialism.

Commander Level

when you select a commander you choose his lvl 1 2 3 or 4. off course a lvl 4 commander is super expensive. But if you want a lvl 4 primaris captain it’s possible and only cost 154 points. Some other commanders are weaker but a lot more affordable

Tactics

In addition to any tactics the warband can already use, the commander can use :
-3 common tactics
-1 to 3 for your specific commander.

Thats a lot of tactics, better to have cards to remember them all !
When you think about it you have : Tactics from core, tactics from faction choice, tactics from specialism, tactics from commander, tactics from commander faction and lastly tactics from commander specialism, tactics from kill worlds…

Commander Traits

When you select your commander you can also buy a commander trait. There are some very interesting choices but it cost a few extra points (5 to 20). Like most traits options there is 6 choice.

Aura tactics

Kill Team : commander includes a new type of Tactics, called aura tactics.
Aura tactics are ‘passive’ abilities that once activated grant a bonus until end of turn or phase.

Psychic power

There are 6 psychic power available. To get one you have to exchange Psybolt or another psychic power present on the profile against one from the list (you can choose if you want)

There are 41 (excluding named).
Most of them are super strong but limited to certain missions where the opponent get to bring a Commander too. This way no one is disadvantaged.

Conclusion

This review is kind of short because the content is limited (and I am eager to start on the Speed Freeks Review ^^)

My take on Commander : When we heard of commander. I was wondering how to not break the game with super strong Multiwounds models. Now I that read the book i think that : Sure some of the commanders are super strong or supports their teams with strong buff. But they can only be included on specific mission where everyone MUST bring one commander.
If everyone must have one, it’s more a mission feature than a list building opportunity. It’s like playing a 40k scenario where you can get one (strong) scenery piece for free and it’s fine.

In definitive Commander is a good idea spice things up, I hope they make a consolidated tournament”

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