Kill Team: Repulsor Impact field and close combat specialist

A review of Rules of Engagement from earlier encounters.
User avatar
Kalten
Fio'La
Fio'La
Posts: 60

Kill Team: Repulsor Impact field and close combat specialist

Post#1 » Oct 16 2016 05:50

It's not usual for me to post here, but I'm trying to create a kill team with all the spare pieces and bits that I have accumulated through the years and, while crunching points and rules to optimize my team, a question has arisen.

The Repulsor impact field rules states that any unit attacking the bearer suffer D6 S4 AP- attacks in the initiative 10 sub-phase. As the rules say explicitly that each model in the kill team becomes a unit of its own, does that mean that any model that charges my crisis suit will get the full brunt of the repulsor field, even in charges made the same turn?

Also, will those free attacks count towards activating special abilities of the close combat specialist like Killing blow, or Bloodlust?

User avatar
Panzer
Shas'Saal
Posts: 3548

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#2 » Oct 17 2016 01:18

You need to pay more attention to the actual wording. It's D6 S4 AP- hits against each enemy unit that completed a charge against the bearer or his unit this turn.

So no it doesn't benefit from any special rules for attacks like Killing Blow but on the bright side you also don't need to roll a to-hit roll. It also happens only once for each enemy unit during that combat and only if they were the ones charging you. However yes since in Killteam each model is its own unit (normally) it happens against every single model that charged your guy.

User avatar
Kalten
Fio'La
Fio'La
Posts: 60

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#3 » Oct 17 2016 04:45

Thanks for the prompt reply, it seems I misread those rules. That diminishes the usefulness of the repulsor impact field. Also, as only 'vre crisis can take it, that would made them the de-facto leader, thus invalidating them as specialists. However, it's still a pretty good item for crowd control against swarm type kill teams like tyranids or imperial guard. With a pair of flamers, that guy can break havoc on massed weak enemies and expect few, if any, countercharges.

User avatar
CoffeeGrunt
Shas'Ui
Shas'Ui
Posts: 1122

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#4 » Oct 17 2016 04:53

52pt model that can be one-shotted by a Krak Missile, though. :/

User avatar
Panzer
Shas'Saal
Posts: 3548

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#5 » Oct 17 2016 04:55

Ah you are talking about HoR KT? You should specify that since GW KT became pretty popular again as well. :D
iirc in the latest pdf for Tau you can't just take any signature system anymore. Always check for the latest version. ;)

Image

User avatar
Kalten
Fio'La
Fio'La
Posts: 60

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#6 » Oct 17 2016 06:38

Thanks again for the reply. One of the reasons I prefer the artistic side of the hobby is that I have a difficult time looking for combos and optimizing lists for combat. Lucky me, I have got a whole forum of specialized players to seek help from :biggrin:

User avatar
Unusualsuspect
Kroot'Ui
Kroot'Ui
Posts: 596

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#7 » Oct 17 2016 02:20

Panzer wrote:Ah you are talking about HoR KT? You should specify that since GW KT became pretty popular again as well. :D
iirc in the latest pdf for Tau you can't just take any signature system anymore. Always check for the latest version. ;)

Image


How odd!

I was under the impression that in Kill Team, a 2+ armor save was against the rules! Special exception, I suppose, but odd they'd allow it.

Also, I'd argue that "May take wargear from the Tau Empire armoury including Battlesuit and Leader only items" would allow for Signature Systems (as they are the only wargear I'm aware of that are leader only). I don't play Kill Team or follow its rules closely, though, so I could well be wrong.

User avatar
SniperTau
Shas'La
Shas'La
Posts: 174

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#8 » Oct 17 2016 02:37

In the GW Kill Team 2+ armour is against the rules. However, I have just recently read through the HoR Kill Team rules and there is a special Armoury section to the tau pdf. this specifies which items can be taken by whom, and has brackets next to things like this: Portable Repulsor Field (Leader Only)
this means that only a leader can take these items.

Tau'Va!

User avatar
Panzer
Shas'Saal
Posts: 3548

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#9 » Oct 17 2016 03:03

Unusualsuspect wrote:
Panzer wrote:Ah you are talking about HoR KT? You should specify that since GW KT became pretty popular again as well. :D
iirc in the latest pdf for Tau you can't just take any signature system anymore. Always check for the latest version. ;)

Image


How odd!

I was under the impression that in Kill Team, a 2+ armor save was against the rules! Special exception, I suppose, but odd they'd allow it.

Also, I'd argue that "May take wargear from the Tau Empire armoury including Battlesuit and Leader only items" would allow for Signature Systems (as they are the only wargear I'm aware of that are leader only). I don't play Kill Team or follow its rules closely, though, so I could well be wrong.

You are right for GW Killteam. However in HoR Killteam 2+ armor is allowed.
There are a lot more differences like for example in GW Killteam vehicles are allowed and in HoR Killteam not, the list building is different and so on and on.
All in all HoR Killteam is more fleshed out and gets constantly worked on to ensure balance and fine-tuning (faction-)rules by the community.

Of course you can cheese lists there as well (like scout spamming for example) but you can do that everywhere in 40k so that's not really an argument against it. :P

User avatar
Unusualsuspect
Kroot'Ui
Kroot'Ui
Posts: 596

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#10 » Oct 17 2016 03:47

SniperTau wrote:In the GW Kill Team 2+ armour is against the rules. However, I have just recently read through the HoR Kill Team rules and there is a special Armoury section to the tau pdf. this specifies which items can be taken by whom, and has brackets next to things like this: Portable Repulsor Field (Leader Only)
this means that only a leader can take these items.

Tau'Va!


Well there you go, I was definitely wrong! :P

The restrictions and constant rebalancing is intriguing, and helps mitigate some of the bothersome complexities that the default WH40k gameplay involves. I might have to look more deeply into the different KT variants and see if there are some locals willing to give it a shot. :smile:

User avatar
Panzer
Shas'Saal
Posts: 3548

Re: Kill Team: Repulsor Impact field and close combat specialist

Post#11 » Oct 17 2016 03:54

It really is different than GW Killteam.
Yesterday i've defeated Astra Militarum with 2 squads, 2 heavy weapon teams, 1 ordnance master, 1 comissar, 1 medic and a plasma gun iirc and on my side pretty much only 10 Kroot and a Leader with Iridium Suit, double Flamer and 2 GunDrones. My 2 Pathfinder and the Sniper Drone Team were either not in range or had no LoS.
It was a really close game with lots of terrain on the field and super fun. :D

Return to “Archival Datacore”

Who is online

Users browsing this forum: No registered users and 1 guest