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Kill Zone
04-11-2012, 10:09 AM
Post: #11
RE: May 12th is FoodHammer - Kill Zone
(04-10-2012 03:41 PM)DC Wrote:  Technically, twin-linked does not count as two weapons unless it's purchased as a two seperate weapons which make it twin-linked. However, a combo weapon can. For example a las/plas is a las cannon and a plasma cannon.

If you are looking for twin-linked though, don't forget you can also buy "Crack Shot" for 10 points. Depending on the weapon it may be cheaper to just buy a bigger weapon and give the guy Crack Shot.

There's all kinds of cool things you can do with skill and wargear upgrades. Like give an IG heavy weapon guy suspensors to move and shoot heavy weapons (half range).

Excellent, thanks!

I'm really looking forward to this!!

For the greatest good!
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04-14-2012, 08:20 AM
Post: #12
RE: May 12th is FoodHammer - Kill Zone
Sounds like Foodhammer is getting post poned until June. The date is TBD. However, if folks still want me to run this by it'self I think I shall.
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04-17-2012, 11:40 PM
Post: #13
RE: May 12th is FoodHammer - Kill Zone
How do unit wide upgrade costs such as JP's, psybolt ammunition work? Is it pro-rated, or is it full cost whether you take one model or 10? And what about squad wide SoB Faith and GK Psyhic powers? Are the one model only, or do they follow the 6' AoE rule
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04-18-2012, 07:06 PM
Post: #14
RE: May 12th is FoodHammer - Kill Zone
Hi Venemox. Thoses costs that are for equiping an entire unit are not prorated. Just like they are not prorated in the regular codex depending on how many troops you buy. So again if you want to make the most bang for your buck with that type, take as many of that unit troops you can.

Regarding psykers, read the Codex operatives for what you can take. Some things are OP and not allowed in this type of game.

For Faith review Codex Operatives for how it works in Kill Zone.

Thanks!
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04-19-2012, 03:48 PM
Post: #15
RE: May 12th is FoodHammer - Kill Zone
Alrigthy. May12th is postponed for foodhammer until June. Works out since I had a conflicting event anyway. Stay tuned.
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04-21-2012, 05:40 PM (This post was last modified: 04-21-2012 05:40 PM by Venemox.)
Post: #16
RE: Kill Zone
Hi DC. I asked these same questions of the guy who wrote KZ, and this thread has Big Jim's replies in it.

http://codexproject.freeforums.org/power...-t321.html

Squad upgrades were meant to be pro-rated to squad maximum size, but not very well communicated as such.

All in all, the KZ forums have been very informative.
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04-22-2012, 02:52 AM
Post: #17
RE: Kill Zone
But using your example even in their forum of a paladin is incorrect. Even a unit of 1 paladin must spend a full 20 points in a normal 40k game not prorated so it should not be prorated in KZ. A squad of normal GK marines also, I think it is a little cheaty to give psybolts for 2 pts per model when the killzone wargear equivilent is more expensive if I recall.
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04-22-2012, 07:23 PM
Post: #18
RE: Kill Zone
'When wargear is laid out at a set PV per squad divide the cost by the maximum squad members for the points per model in Killzone.'

I thin that was pretty much perfectly clear. Shy of a thundering voice and two stone tablets dictating 'Thou shalt pro-rate!', I mean. The example I cited was the most extreme cost difference case I could find. By the codex authors statement of design intent, take the cost (20) and divide it by the maximum possible squad size (10). Yes, that results in 2. So a Palodin with psybolts (according to the author) should be 57, and not 75. Remember, each model can cost no more than 80 points.

GK is about the only example I could readily find of a variable size squad having wargear issued at a fixed squad price. So, I specifically asked about it, and yes, my example was (apparently) incorrect. Other, more innocuous items exist, such as deathmasks on Sang. Guard (5 pts per vice 20, and still not worth it). As for 'the most bang for your buck', those two specific units are limited (0-1 Paladins, 0-2 SG).
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04-23-2012, 07:53 AM
Post: #19
RE: Kill Zone
For the sake of not arguing, this is fine. Go ahead and divide by the max size.

Just want folks to remember though... This is not a WAAC tournament. There is most likely zero prize support. Play a variety of models that will be fun to play not for the sake of min/max.
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04-23-2012, 10:19 PM
Post: #20
RE: Kill Zone
The sad part is, it's not like I'm going to field GK, or Sanguinary Guard either. I just saw some items that weren't addressed in the PDF and asked about them. Someone else asked me about the powers, so I was looking for clarification on them.
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