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Elavion's ideas and KT experiences; discussion about Kill Team rules, mostly
Topic Started: 26 Aug 2014, 02:05 PM (714 Views)
Elavion
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OK, so I had my first two Kill Team games today.

First game was Doomsday Device- it ended by turn 2, because we revealed all markers at turn 1 (lots of infiltrators) and he diffused it at turn 2. Reflexion is- DD scenario shouldn't have the "roll 5+ to win" mechanic, the game outcome should simply be decided by who holds the objective by the end of the game.

Second game was Possession- we went Hqn vs DW. This game was really cool (by the way, one building was awesome- i scouted a JP guy on top of it and he died to dangerous terrain before turn 1, then my Lexicanum got 12" charged on top of it and killed, then his Shadowseer that stood right behind it rolled perils, 1, and killed herself and another Harlequin- we decided to model Khorne marks on that building :D). What happened though was, as my opponent called it, "Game of Rauts" where I started rolling raut from turn 2 and he started from turn 3 just because we both had very few models to start with. We both passed all the rolls and the game ended by turn 6, but that makes game very random for elite armies. My idea is- since there are quite a few elite KT armies out there, how about we change Rout for them to maybe something like that:
(assuming 250 pts game, will scale depending on size)
"If your armylists includes less than 10 models, you get Elite Force Special rule."
Elite force would for example allow to reroll failed Rout tests, or make you not roll Raut until you're down to 3 models AND no leader (or something else- open to ideas!).

Something else that came up during the game was an idea of Mysterious terrain- adding a 3d6 table as an optional rule. At the start of the game roll d6; that many terrain pieces become Mysterious (each player decides half). As soon as something comes within 3" of them roll on table and see what it is.

What followed was an idea of Tactical Advantages- something like warlord traits. For example:

1- Precise terrain scans- choose d3 mysterious terrain pieces before deployment, but after players chosen their sides; you can instantly roll their effects if you want.
2- Important mission- when rolling Rout, you treat your leaders' Leadership as 1 higher (up to a maximum of 11)
3- Sniper support- immediately before game starts resolve an automatic hit with the following profile against enemy Team Leader: s:X ap4 Sniper, Heavy 1
etc.

How do you like my ideas guys?
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BladeSwinga

That building did seem hungry XD I myself would feel a little iffy about adding random effects to terrain when there should be a lot of it to navigate in a game anyway. Adding a carnivorous forrest or a freight container with a power field generator would probably turn a game heavily into an exercise of luck. Say you checked that forrest before going in (stopping 3" outside of it like you suggested), and saw that it indeed ate, or hade a high chance of hurting, anything going through it. Now you have to slog around it whilenyour opponent is enjoying a much improved cover save from that field generator. All this is hypothetical, but it shows how this idea would need to be refined before being implemented in the core Kill Team rules.

Your pseudo-warlord traits are an interesting idea, but again I feel they need to be better balanced. The sniper one in particular feels very powerful to me, as knocking a wound off a leader before the game starts will make it much easier to kill it. On the other hand, it has at least a 50% failiure rate, more if the model has 3+ armour or better, or an invulnerable save. Would the leader be able to take a cover save? Do orks have nearly the skill with firearms to warrant an automatic hit? From an un-orky sniper?

Sorry for playing devil's advocate for pretty much the entire post... I don't mean to shoot you down, but think that this needs more refining. It's got potential, though!
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Elavion
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I was thinking about less impactful terrain- something around Take and Hold buildings rather than 6th edition GW rules. I guess you're right about adding randomness, though that's why i suggested it as an Optional rule. Just a little something to spice up your KT campaign. :)

As for pseudo-traits, the ones I listed were ideas from the top of my head, they most definitely aren't perfect :)
I'd love to hear some feedback on Rout and Doomstay device, too!
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wasabi_toothpaste
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Corporal
I like that Elite Force rule. But I would modify it to:

"A team numbering 9 or less models gain the Elite Force special rule. A team with Elite Force special rule may re-roll unsuccessful rout tests once per turn only if the Team Leader is on the battlefield."

Or some such.
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Geowolf

The problem that I see with the random terrain is that any of it will seem powerful at this scale of games. Even something as meager as "any model standing next to the fluff bunny hole improves its cover save by 1" can lead to a slight mismatch of power. Imagine the plucky cultist who survives three boltguns leveled at it due to standing in a cloud of fur. Don't get me wrong, I like the idea, and as an optional rule that both players agree to it should be fine. I would keep things small though. a single reroll of a ranged attack or allowing +1" towards a sink hole.

Love the Elite force rule. Seems to mesh perfectly with the game.
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Dealer
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Corporal
I play Deathwatch and the model count is usually low. My normal list consists of a vanilla HQ (sergeant), 5 brothers in power armor and 2 termies. Total model count=8. I have a lot of issues with morale, having failed my share of Rout tests early in the games.

Perhaps a solution would be avoiding Rout tests until leader is down. I also like wasabi's idea of rerolling Rout tests while HQ is alive. Would give a lot more tactical importance to the HQs. Will you advance with him and expose him? Will you keep him safe, commanding from the rear of your formation?
Edited by Dealer, 27 Aug 2014, 11:40 PM.
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wasabi_toothpaste
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Corporal
That, and it gives you you incentive to take a high Ld leader, instead of just a high Ld model somewhere in your army.

A rule benefiting smaller model count teams like this would balance some things pretty well. In the couple games I've played, I have lost due to Rout more than anything - despite having more points on the board than the other team(s).

That and having that force of 5 terminators a la space hulk is pretty freakin' sweet. (except my one terminator likes to fail the first save of the game =_=")
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Ctaeh
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I like rules that benefit armies with a low model count. Not only because I'm mostly playing those, but IMO some "spammy" lists tend to usually win by rolling too many dice. Not to mention that losing even a single guy amounts to alot more, since you only field a handful to begin with.

Our gaming group recently skipped the roll for first turn, instead the player with the lowest model army list get's it automatically.
Edited by Ctaeh, 31 Aug 2014, 02:32 PM.
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Elavion
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The more I think about it, the more I like the idea of Elite Force rule where you don't roll Rout as long as your Team Leader is alive.
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wasabi_toothpaste
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Corporal
As a universal rule, regardless of team size, I like that. Failing a rout test always kills the excitement and momentum of a climactic skirmish. Also makes assassination strategies more of a point.

I wonder what it would take for DarthMeer to amend the rout rules with something like this.
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BreastsOfFury

I think the Rout Test should be rerolled for ANY Team as long as their Team Leader is alive. Maybe Elite Forces that contain a certain amount of models in a team can roll their Rout Tests on a 3d6 and take the two lowest as their result.
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