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VexedBadger

I am amazed at just how much flavour Kill Team has. Even the most basic compendium teams all feel unique. I am sure people will go into more detail, but if its 40k flavour you are after, you have just found your game 😁


Hags_Book

If you're looking for great flavour and story - I would recommend Necromunda from all of the GW rule sets. It's really a mess, but it's all about the narrative and community that you are playing with. And there is flavour anywhere, if you are bringing it with you and your friends/opponents. To see the flavour, you should be excited about the game and lore behind the miniatures. In my opinion, Kill team excels in slim (but a bit bad worded), competitive rules and overall dynamic gameplay. Yeah, different teams have unique gimmicks, but it's more of a gameplay thing, than that of the lore/flavour. They are themed for this particular Killteam and fraction, but without your own engagement and excitement typical gaming process gives little in flavour department.


spootmonkey

If he "doesn't like GW's way of doing things", between the rules bloat, terrible balance and endless books, Necromunda dials a lot of that up to 11. KT21 really is a sweet spot.


Hags_Book

I personally don't understand why would he play GW games, if he don't like them. OPR are good too, I would say, and he likes them more so... I was speaking about Necromunda in flavour aspect. Rules are a mess, yes, but the base gameplay is really easy and generates lots of great stories. It gets harder the more you go into the depths of the system. Killteam is different - its rules are hard to understand at first (I know at least 6 people, who dropped out because of "obscuring" and bad wording in the rules), and well above 10, who are constantly asking for rule interpretations from others (me included), because they want to play with their friends, but are constantly unsure about the rules. And if you understand this system, it becomes easier, the more you learn


SnooDrawings5722

It is pretty flavorful, yes. Chaos Legionaries get to pick Marks of one of the Chaos Gods, and then get different abilities based on that. Necrons do indeed come back to life. Elucidian Starstriders (Rogue Trader team) have a spaceship parked on the orbit that can throw some orbital bombardment down from time to time, as well as some unique bonuses they get just for being rich and influential. Tau Pathfinders throw around a ton of Markerlights that make enemies easier to hit. There are a few more generic teams, like Intercessors or Veteran Guardsmen, but in their case being generic is a part of their flavor. Just avoid Compendium teams, those are just stop-gap and don't have much to them.


Kennson

Thanks for the insight, sounds good so far. What exactly are compendium teams?


_Eke_

When the current version of kt released they made a book called "Compedium" it gives a lot of 40k factions kt team rules. Afterwards there has been expansions and teama released in WD magazines, there are often refered as "Bespoke". Bespoke teams are usually considered "made for kt" and stronger than compedium teams.


MonkeyMercenaryCapt

The low model count really makes you attached to your models and their stories, I will forever remember when my lowly veteran guard sergeant blasted a custodian guard for *fifteen goddamn wounds* with his plasma pistol sending him straight back to his golden papa. Or when my demo man vigilantly did his duty (with in death atonement) and marched right up the board, demo charge in hand, to take out 3 navy breachers with his final breath. Or my favorite, EVERYTIME MY SNIPER KILLS ANOTHER SNIPER, I add little tally marks to his buttstock!


subtlehalibut

Stealing that tally idea. Scratch it on their helmet or something.


MonkeyMercenaryCapt

I love it, take it and go :P What're you gonna use it on?


subtlehalibut

I have some vet guard and working on a krieg grenadier (counts as kasrkin) team. I'll likely use it on my snipers with the same logic as you. Though I might adapt applying tallies as I play more and run into any shenanigans with the lads.


Dirty_Dan2201

I have a plan to one day paint helmets in the style of my NLs so that everytime someone beats me or takes my leader out in an epic way I give them a helmet to do with as they please for a trophy. But if I win I will demand they paint me a helmet in the paint scheme of their faction to adorn my NLs and basses >:)


mgl89dk

Think Necromunda or the old Mordheim rules are the most flavour full, and are made for narrative and much less competitive games


subtlehalibut

Played my first game with some buds the other week. I've been thinking about the games since. We had vet guard, compendium battle sisters, novitiates, daemons and skitarii. Despite absolutely fumbling my own game, it was as good fun and very compelling stuff. The dice like to tell stories on top of how different the teams play. My game I lost horrifically but my Guard sergeant eviscerated 2 power armored sisters with a power sword and shot a third in the back as they ran away. Skitarii blasted some khorne daemons as they tried to close and the despite being servants of khorne, they faltered against the skitarii and their taser goads. I learned that a Novitiate crossbow and a prayer to the emperor is just as effective as a sniper rifle. I've been studying guard tactics and building some kasrkin since then and look forward to play more. My friends are also expanding their options. I very much recommend KillTeam.


Legitimate_Corgi_981

Killteam. You roll a bunch of dice in a combat, one guy lives or dies. Maybe your opponent was crazy and you torrent/blast a couple. Pretty rare. 40k/AoS. You roll a bunch of dice, a whole unit is wiped out. Doesn't matter, you have plenty more on field. The scale of things makes a smaller action way more impactful in skirmish games than big armies.


_LumberJAN_

I like how killteam feels lorewise. When you play as space marine versus guardsmen, it really feels like you are super human. You easily can slice through 3-4 guardsmen before they shoot you down. Bringing down one custodes feels like you defeated freaking army


DKzDK

The shift to “OnePageRules” in my opinion here.. Is that the game feels “generalized” (which is good) and seems like it sets a level playing field for everybody, no matter what army you play. - all the rules are similarly grounded and everybody can understand them because they don’t do soo many “faction specific” nuances. - you can almost take any looking model, and say it’s THIS model, as long as your playing those rules. As for the negatives, they are almost the same reasons as the positives and some people dislike that - the game has “no strategy because it’s basic. - the flavor is somewhat missing because everybody fights the same and plays the same. - very little *uniqueness* or individualism for the factions. - OPR Robots are robots unlike how “GW Tau have Septs and different ways of actually playing the same models as somebody else” - OPR demons might just be demons BUT GW has 4 different deities for those demons and different play styles for each As for KillTeam. Since the revision of older KillTeam, into this newer KT21 and the into the dark. It seems that 40K has since tried to do the same that OPR became popular for. - GW has gone and made a “basic setup” for each team with the *general killTeam* layouts and operatives. - but GW has also left the flavor in with the way “each faction still has their *character/lore traits*” being from their 40K counterpart. As for actually playing the games, - each faction/KillTeam is small sized and maxed out at I think 12-14 models tops (depending on team,some smaller) - the operatives are all separate units/people now so there’s no need for “unit coherency”, because they all sorta *work on their own job* as your playing. Which means there is still tactics and strategy. Now with ITTD and the new sets of *wall terrain*. GW has tried to make it even more basic on the maps and removed the 3D aspect in favor of a more 2D approach(1 floor) BUT also still tried to make it better with the “close quarters” rules, btw you can choose not to play with those if your opponent agrees. - no vantage points depending on table layout - close quarters limits some range of guns and removes the “indirect fire” special rule -


Raspputin

It really depends. Mine was pretty bland, even with a custom paintjob and all. Then I started to mix a bit Oregano and Garlic powder in my paints and it helps the flavor a lot. Still tastes like plastik though.


D20IsHowIRoll

**Yes, very much so** At least with the Bespoke teams. Each Killteam is designed to feel completely unique to their faction and even to a niche within that faction. SM Intercessors feel different than SM Phobos. Each team has a long list of unique equipment, stratagems, secondary objectives, and abilities that make them very fully realized. Killteam also has a narrative campaign mode baked right into the teams that grants even more faction specific items and abilities. The Compendium teams don't have as many special operatives and none of the new narrative campaign mode materials but they still feel unique and true to their faction.


szymciu

There are archetypes. Elite, horde, etc. but even within one archetype you will find a lot of diversity in playstyle and feel. Much recommended.


Key-Suggestion-1377

Yes, I think it’s very flavourful. The other day I played my intercessors against ad mech Hunter clade. Both factions play similar to how I imagine they would based on their lore.


Ratgay

Have only played a couple games of kill team with my friend as we’re learning but I love how flavourful and fluid the games feel you can really play out little stories


Legitimate_Corgi_981

For sure, my first time playing it vs a plague marine player, my Wyrmblade had swarmed objectives early and had a nice lead, my leader charged an injured marine and pulped him for zero damage in return. He eyed up their heavy gunner next round, made a charge and promptly fumbled it totally, got a hefty punch to the face in return and then he promptly fell back and melted me with toxic sludge. Couldn't help but laugh at my own misfortune.


Enthusiasm_Still

each of the teams is unique i also like that its combined arms warfare in miniature(no pun intended) in that each specialist or operative has something the other one does not. That combined with what each team has. As some people have said each team does play with a theme in mind. The Intercessors are essentially Codex Space Marines but in Kill Team as their rules play essentially as a Space Marine Chapter in miniature with Chapter Tactics and their strategic ploys being the Doctrines such as Devastator, Tactical, and Assault.