u/Elegant_Magazine1070

Rules questions about Nemesis Operatives solo play

Hi everyone,

I just played a solo game of the Nemesis Operatives expansion and have a couple of questions.

  1. Datacards for regular operatives – I couldn’t find any datacards for non‑Nemesis operatives in the expansion book. I used the ones from the core rulebook, but I’m not sure how to assign a point cost to them for reinforcements. How is that handled?

  2. Determining enemy actions – This is the bigger issue. I understand the activation rules, but consider this situation: I’m playing the Phobos Strike Team and use Guerrilla Warfare almost every turn, so I’m almost always in Conceal. That makes it pointless for the enemy operatives to do anything aggressive – they’re better off staying in Conceal on their positions and waiting for me to come closer before acting. In my last game, I spent an entire turn just moving toward objective markers while the enemy did nothing, because they were already in the best defensive spots. That doesn’t feel right – am I missing something?

  3. Related to the above – If I understood the rules correctly, in the mission Erosion of Power, the enemy is deployed across their entire territory (excluding reinforcements), so they don’t even need to reposition to hold favourable positions. Is that correct?

Thanks in advance for any clarification!

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u/Elegant_Magazine1070 — 14 hours ago

Please explain a couple of nuances about the fight action in Kill Team

From what I understand, when blocking we remove a die from the opponent's pool of successful rolls. If they have more than one successful roll, can they still deal damage after such a block? For example, we both have two successful rolls each. I block and, accordingly, remove my die and the opponent's die. Can they then strike me in turn, or is it considered that I have blocked that attack of theirs? Also, how does this work with critical successes?

I apologise in advance for my English—I used AI for the translation.

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u/Elegant_Magazine1070 — 20 days ago