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Our local KT campaigns rules modifications - for inspiration or debate.
Topic Started: 26 Aug 2014, 10:43 PM (792 Views)
GuitaRasmus
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I'm running a KT campaign in my local gaming club, and it's going great - we're all thoroughly enjoying it. However, we've introduced a couple of extra/modified rules, that, imo, improves the game. Feel free to discuss, comment or suggest changes. :)

1) Assaulting is rough in 7th 40k. Too rough, imo, on the assault armies - the charge distance is too random, and you may as well roll 2" as 12".
We've tried to correct this by introducing that charge distance is always 4+d6". This gives you a longer minimum charge range of 5", taking out some randomness, and giving it some more tactical finesse. Also, we've ruled that terrain does NOT slow charge ranges, but gives the standard I1 penalty (unless you have and use grenades). This is, once again, to give the assault armies a fighting chance - overwatch is pretty rough on them already, especially since models within 3" can overwatch too.

2) For diversitys sake, we use allies - this is of course a thin line to walk, using it for fun, not for broken combos. However, it can be great used in the right way. One of the players has an arbites team with an ogryn in arbite armour (converted), I'm planning on a couple of plaguebearers for my Nurgle marines kill team, etc. You choose one race and use its main FOC, and the leader MUST belong to that race. However as long as you have a minimum of 1 core and the leader for that race, you can choose a list to ally with, and fill up your main lists FOC slots with units from either list.

3) We don't use transports at all. The thought of a wave serpent showing up in this format is terrifying.

4) You can play as many games as you want pr. week/mission - however you can maximum earn 40 RP and 5 renown pr. campaign turn - so as not to make teams invincible compared to players that don't have the time to play 10 games a week. You do not roll for injuries, if you play a game where you can't RP.

5) On that note; we use the 250 pts. base as standard, and only expand when the campaign master says so. We've played 5 turns at the moment, and I'll probably expand with 25 points in the next few turns, but I see no reason to go beyond 300 pts. - then, IMO, you start losing the charm of playing small skirmishes, and begin playing smallscale 40k instead. The reason for not allowing players to expand beyond 250 pts. is once again, to maintain balance between the active and not-so-active players. A 250 pts. team against a 400 pts. team with sentry guns, is an uphill battle, and not a lot of fun. Also, it gives a good reason to upgrade skills and stats for your fighters, instead of just using
RP to buy a bigger base with more troops.

6) We allow players to use unpainted miniatures, to allow them to get in on the campaign, while working on their team - however, all models have the Hatred: Unpainted/unfinished Models special rule, which is a fun way to nudge people into getting paint on them. :D
Edited by GuitaRasmus, 26 Aug 2014, 10:45 PM.
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Geowolf

Thats a good rule set addition as far as I'm concerned. The Hatred rule almost choked me I laughed so hard.

I agree with the limiting the points for the teams. once you get to a certain point you really do lose some of the skirmish charm, though I will say that I have seen some large battles still played skirmish. Done right they can be immense fun, but it is a hard line to balance.

In regards to the charging, have you seen a dramatic impact with this alteration? I can't imagine it is, as the "standard" range now is 5-7".
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Elavion
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I kinda like the idea of more reliable charging. Maybe it's because i was 12" charged twice yesterday in one game, and a week ago i failed two 3" charges and one 5" charge. :D
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Nixon
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Nice set of rules, Ill definitely see if my group is up to using them.
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Erorior
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GuitaRasmus
26 Aug 2014, 10:43 PM

3) We don't use transports at all. The thought of a wave serpent showing up in this format is terrifying.

4) You can play as many games as you want pr. week/mission - however you can maximum earn 40 RP and 5 renown pr. campaign turn - so as not to make teams invincible compared to players that don't have the time to play 10 games a week. You do not roll for injuries, if you play a game where you can't RP.

I have used these same limitations as well in the campaign which we have soon concluded. (Probably due to the fact that I discussed the rules on the FB page beforehand :P ) and I agree that they work well to set a good pace to lessen the risk that someone would be left behind.

Also, the hatred vs unpainted models were a really nice touch! ;)
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BreastsOfFury

"charge distance is always 4+d6" I like that idea, but shouldn't units with Fleet have some kind of advantage. As an Ork player, I can use my 'Ere We Go special rule to reroll one of my two charging dice normally, while units that have fleet can reroll both. Using your house rule, they would both do the same thing other than fleet helping units run in the shooting phase. Maybe fleet could add +3" or d3? I feel as if d3 would add extra annoying dice rolling though.
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