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Flash
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Joined: 07 Aug 2008
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PostPosted: Mon Aug 11, 2008 12:21 pm    Post subject: Reply with quote

The rulebook says a Command Squad consists of "one officer... and a personal staff of four guardsmen"
One command squad = 1 kill point I would think

I really hope its not 2 kill points for the squad... otherwise the guard are in some serious trouble.
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experiment 626
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PostPosted: Mon Aug 11, 2008 1:55 pm    Post subject: Reply with quote

Flash wrote:
The rulebook says a Command Squad consists of "one officer... and a personal staff of four guardsmen"
One command squad = 1 kill point I would think

I really hope its not 2 kill points for the squad... otherwise the guard are in some serious trouble.


sadly for us though, that officer is also an IC - he simply comes with the forced retinue of meatshields.
so for now, we're fairly well screwed in any kill-point games!Sad

lately i've simply been pulling the 'my entire army will deep strike!' method and hope i can kill enough with about 80 or so rapid-firing flashlights...
it's been working decently - the tau still give me huge headaches though because anything i don't kill wipes the floor with me next turn.

perhaps some more flamers are in order??! Wink

cheers!
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Rough Rider
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PostPosted: Mon Aug 11, 2008 2:15 pm    Post subject: Reply with quote

Unfortunately not; pg: 91 says that a character and his retinue are worth one KP each.
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Xian
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PostPosted: Mon Aug 11, 2008 2:54 pm    Post subject: Reply with quote

So, you'll need to play a bit more carefully with those command units.

Going to ground or running away from advancing enemies both are options.
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Christian Augst
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Rough Rider
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PostPosted: Mon Aug 11, 2008 5:01 pm    Post subject: Reply with quote

Xian wrote:
... running away from advancing enemies....

"Oh no Mr. Commissar, I'm not running away from the advancing enemy- I'm charging in the opposite direction!" Wink
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Senekal
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PostPosted: Mon Aug 11, 2008 8:32 pm    Post subject: Reply with quote

NJDaniels wrote:
No the Officer has a retinue squad and therefore the whole unit counts as one don't they?


Nope, check your rules.

Any independent character (which all guard officers are) give up 1. Any retinue gives up a second.

Guard platoon command squads are the easiest 2 KP in the game...
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Senekal
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PostPosted: Mon Aug 11, 2008 8:44 pm    Post subject: Re: Kill Points Reply with quote

Flash wrote:
I agree with whoever first said the annihilation mission sucks for Guard.
Now, I play guard exclusively, so i'm a little biased... but I still think victory points made much more sense.



Fortunately Victory Points are by no means gone and it even mentions right in the rules that you may see them commonly used in things like tournaments.

Kill Points are a tool in a scenario designer's toolbox. Nothing more, nothing less. People who mindlessly play the three scenarios in the rules will not think much past that, but expect to see VPs used in many Astro scenarios still.

There almost certainly will be some which use Kill Points as well, perhaps to represent a scenario in which any and every man is critical and non can be lost. However I don't think you'll see huge numbers of KP games at Astronomi-con - particularly not when the rules themselves so kindly give us an easy out for using them only when they really make sense.

And if anyone thinks they ALWAYS make sense for every scenario, keep in mind that GW themselves only used them for one scenario out of three.
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Xian
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PostPosted: Mon Aug 11, 2008 9:13 pm    Post subject: Reply with quote

The great thing about v5 from an Astronomi-con perspective, is that they've added a few new tools to our toolbox.

The scenarios in the book are really just a starting point for players to explore and create their own. Certainly what's in the book isn't going to be the only way to play the game.

Of course, this puts Astronomi-con in a position to be the place to go for unique themed scenarios for v5 40k.
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Flash
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PostPosted: Tue Aug 12, 2008 3:56 am    Post subject: Reply with quote

Blah... I GUESS you guys make good points. Wink
Except going to ground with a command squad would deny you the use of the 12" command range, which can't be used if pinned (and is pretty much the only use for those hurtin' command squads)
Fortunately the guard still have the doctrine "Chameleoline" (+1 to any and all cover saves) that can be endlessly exploited with the new rules for getting cover saves pretty much everywhere.
Turns your guardsmen into spacemarines! Hurrah!

The one thing though that I really like about the new rules is the 'troops only' for capturing objectives. That, combined with running, really gives the guard their edge back.
Now you can charge everything forward towards your enemy without worrying about being mowed down for 5 turns and getting 1 turn of rapid fire in on the last turn...
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This Dave
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Joined: 24 Aug 2006
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PostPosted: Wed Sep 03, 2008 3:56 pm    Post subject: Reply with quote

Having 5+ different versions of the rules floating around in my head messes with my mind sometimes. Am I reading the new version right?

Scouts no longer automatically start on the table? I saw where they get the free move or they can do the flank march from Reserves but I didn't see that they always start on the table anymore.

Open Topped Vehicles no longer take 2 hits from Blast or Template weapons? While it mentions vehicles in the Vulnerable to Blasts/Templates USR all I could find in the vehicle rules was where Open vehicles take a +1 on the damage table.

This Dave
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