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Kill Points

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Marc
Fantasy Moderator



Joined : 20 Aug 2007
Posts : 1762
Location : Milford

PostSubject: Kill Points   Sun Aug 03, 2008 2:02 pm

So the following counts as a Kill Point..

-Spore Mines
-Transports (and one for the squad)
-Gun Drones detatched from Devilfish (and one for Fish, one for squad)
-independent models from one FO slot (one for each Zoanthrope)

Brilliant! cheers

*grumble over*

Maybe the Tournament Guru will tweek KPs for CAG Tourney II
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Chethrok_Bloodfist
Neophyte



Joined : 12 Jul 2008
Posts : 119
Location : The deepest pits of Hell ...

PostSubject: Re: Kill Points   Sun Aug 03, 2008 6:49 pm

While Kill Points make a few choices from each army less than viable, there's only one army that they truly screw over ...

Imperial Guard!!! Your compulsory Troops choice is worth a minimum of three kill points, and god forbid you want to run a Guardsman-heavy army like mine with two platoons of three squads each (plus Hardened Veterans and two squads of Storm Troopers). I hope the new Codex beefs them up some (March can't come fast enough!)
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Ultramarines: 5/0/3 (Laid the smack down on some cheesy Blood Angels)
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Roleplaying Personality: Equal parts storyteller and tactician, with a dash of min/maxing thrown in.
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Matt
CAG Founder



Joined : 20 Aug 2007
Posts : 3221
Location : Cincinnati, OH

PostSubject: Re: Kill Points   Mon Aug 04, 2008 3:53 pm

Yeah it really really hurts guard.

I don't think this will be as big of a problem once we get GT missions... with primary secondary and tertiary objectives. Instead of the all or nothing nature of kill points right now.
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