![]() ![]() TheChirurgeon: Some very necessary adjustments for a faction that just had a very unfun play experience. We’ll see if this knocks Pathfinders out of the top spot, as the only place I think GW could go after this is reducing the number of models on the team. Your opponent regaining the ability to hide behind Heavy Cover and not have it voided by markerlights is a pleasant nerf as well. The Grenadier loses the two of every grenade to stop you getting multiple melta grenades in the face. Thundercloud: Core rules changes mean chain activation becomes a max two before the opponent gets to activate, getting rid of something complained about regarding Pathfinders. The benefits of having 5+ Markerlights (treating an operative as if they have an Engage order) do not apply if the target is in cover provided by Heavy Terrain.Assault Grenadier Pathfinders lose the ability to throw grenades with the Limited rule twice per battle.Again, this is heavily limiting your ability to pop off with operatives before your opponent can act. A Worthy Cause now costs 2 CP, can only be used once per battle, and only if you don’t have the Initiative.Core rule changes limit the number of operatives you can activate before your opponent has activated any of theirs to two, preventing longer chains with Drone Controller Operatives and the A Worthy Cause Tactical Ploy.We knew some of these were coming since the nerf to Custodes last year it became clear that Pathfinder teams were a problem waiting in the wings and they’ve slowly risen to prominence since. I look forward to how obnoxious they are when they get the Harlequin characters as well.Īnd goodbye eight Sicarian teams, I never played you. Thundercloud: Harlequins already do very well competitively because of their incredible violence in melee and their ability to move as if they Fly. But given that so far every Compendium replacement seems to be a flat improvement, that makes me very, very worried for how good Void-Dancer Troupe teams will be.Īlso, it’s super weird that Pathfinder, Kommando, and Veteran Guardsmen teams aren’t replacements. Though I don’t love that you now need copies of White Dwarf to get the official competitive kill team rules for two important factions! On the other hand, Troupe teams are very, very good – borderline problematic – and this suggests that they aren’t being nerfed because they’ll be replaced by Void-Dancer Troupes. On the one hand, no one was taking Forge World or Thousand Sons teams because the new teams are just better, so replacing them isn’t a problem. TheChirurgeon: This is a bit of a mixed bag. With a recommendation that competitive play only allow the replacements. Troupe are replaced by Void-Dancer Troupe.Thousand Sons are replaced by Warpcoven.Forge World teams are replaced by Hunter Clade.Specifically, this applies to the following: Some factions from the Compendium are intended to be replaced by their White Dwarf counterparts, rather than supplemented. This is basically a direct nerf to Pathfinders, which we’ll discuss below.Īnother change that wasn’t so much to the core rules as competitive play rules is the notion of Replaced Army Lists. Now, regardless of those rules you can never activate more than two operatives in the same turn before your opponent has had a chance to activate one of their operatives or perform Overwatch. There was one major change in the core rules: Some rules allow you to activate operatives in succession before your opponent. Today we’re recapping the changes and what they mean for your games of Kill Team. These changes give us major shifts to competitive play and will hopefully shake things up over the next few months. This is great news, generally – it indicates that GW are serious about course correcting imbalances in not just very good teams, but buffing teams that are lagging behind. Games Workshop released a new balance dataslate for Kill Team today, giving us some major changes to a number of key factions. ![]()
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