‘Ard Boyz: Kill Point Errata

This is from Mike Clark (mikhaila from DakkaDakka):

“I just got off the phone with Chris Woodward, head of trade sales. Much question asking and note taking. I’ll be typing up clarifications to many of the questions here, and posting it later tonite. Chris is up to his eyebrows in meetings at HQ, and I volunteered to be an imperial scribe for the evening.

The main idea is that assigning kill points is done by the choices made on the FOC. When all the models taken with that choice are dead, you earned the kill points.

Example: An Hq slot is worth 3 points. A space marine captain with command squad is 3 points. A farseer with warlock retinue is 3 points. A hive tyrant is 3 points. Tyrant with 3/guards is 3 points. An IG command platoon is 3 points.

Example2: An IG infantry platoon is worth 1 KP, a tactical squad split into two 5 man squads is worth 1 kill point.

Dedicated transports do not give kill points, and do not have to be killed to claim the kill points for the choice. As far as kill points are concerned, they aren’t there.”

This completely changes the dynamic of the game (and makes some of the high KP armies, like IG, viable). This is also going to make it VERY difficult to get the 8 KP margin that’s required for a massacre.

Situations like this occur:
1. Splittin Up: Being able to deploy a single FOC in multiple locations becomes just about the best ability around. Combat Squads (5 guys with a Lascannon on the hill, 5 guys in a Rhino moving forward? Yeah, good luck getting that point). Guard ability to deploy platoons over wide areas. Even units like Death Cult Assassins become interesting because they won’t give up their KP.

2. No Slot Units: Things that don’t take up FOC slots are very valuable now: Death Company, Honor Guard, Summoned Lesser/Greater Daemons, even lowly Chaos Spawn are decent additions to an army. It’s possible (with some work) to have a Blood Angels army with 9 Kill Points that has 12 scoring units. Chaos Space Marines can build armies that have 5 Kill Points and 15+ scoring units.

3. Imperial Guard: IG become abusive using this rule patter. You can make a HUGE Company Command platoon and giant infantry platoons that can split up to cover the entire board. “Yes, you kill Infantry Squad A, but Infantry Squad B is 36” away. Oh, and my platoon command is in that Chimera in your deployment zone”. Ugh. You can build an abusive list with 200+ guys that generates 6-8 KP (not that you will get a single one, even if you are in assault with them on turn 1).

Wow. I figured the ‘Ard Boyz event was going to be a rough ride, but this is nuts! We’re getting down to the wire and it’s like the rules keep changin’!

Read the missions. Read the clarification. Post your broken lists in the comments section (I’ll be posting some too).

Notes

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