Commanders expansion

Howdy folks,

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Myself and a friend were thinking of starting Kill-Team.

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How essential is the commanders expansion, a doubling of cost seems a lot for a new unit type.

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Dont mind spending the cash, just want to know if it is good/adds much.

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Many thanks

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Posted Jan 7, 2019, 12:02 PM UTC

16
Piltonbadger•

It isn't essential at all, it's there to expand upon the basic game and give more complexity/options.

If you're just starting out, grab some starter sets to get used to building the team first for 100 points, then work up to commanders when you have the rest under your belt.

Otherwise you could pick it up with some starter sets, but some of the commanders are quite expensive (IE Watch master @ level 4 is 190 points, level 2 is 145 points. leaving you 55 points to complete a kill team, of which you need 3 basic models to make it battleforged).

So, in short, it isn't essential when you are starting out, unless you REALLY want to have it.

3
Zongo998OP•

Thanks bud, I appreciate it. I'll have a noodle around as you suggested before branching out

2
Piltonbadger•

Nps dude. I picked up the KT starter set before Xmas, and a Deathwatch starter set with the Deathwatch Commander (the model doubles as a watch master for 40k games though) but I didn't pick up the commander rule book.

I figure once we get going on some campaigns and stuff we can then branch out and get commanders and a new Kill zone. Probably gonna wait for that new CQB kill zone that was previewed at Warhammer World weekend just gone.

1
Dirty_Infidel•

I would not bother with Commanders if you are just starting out.

It is not needed at all.

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G-Silicone•

Second this. Have it and hardly play it in comparison to the main KT.

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RamenSuplex•

It sounds like people will be more focused on Arena than Commanders for the near future anyway.

1