![]() Now, doesn't this kind of eliminate the whole idea of having a core of rock solid dudes? Deaths and recruitment seem to be very inconsequential (as you can have infinite backups), not to mention you need to buy and have ready way, way more than your initial kill team owing to numbers going up and down from deaths and level ups. As a result, your kill team as it stands is not field-able being over points, so you dip into your campaign command roster to recruit more guys, which means swapping your specialists for perhaps a few recruits in a fire team who cost fewer points, allowing you to move back to 100pts. ![]() This now leaves you at 108pts (+4 for each of the specialists who levelled up twice). ![]() After a few games, a two specialists level up twice and you have no deaths. You create an ad mech list of 100pts with say, 9 models. This is where the weirdness lies, allow me to give an example: So in a campaign, you adhere to the normal 100pt limit, however you can have a pool of models outside this 100pt Kill Team to call on as backups, part of the Campaign Command Roster. Reading through the Kill Team Core Manual last night left me really scratching my head and I was wondering if anyone here has found the rules for campaign kill team selection really strange and counter productive.
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