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Alternate Roster and House Rules
Topic Started: 20 Jun 2015, 12:53 PM (296 Views)
JimMacKay
Corporal
So we've been running a campaign for the last month and made our own share of adjustments.
Short version, we sped things up, bumped the game up to 500p and ran a Chaos doomsday theme.

Most of the changes worked as planned and helped a lot to counter the 'first loss spiral' and kept player motivation up.
The rest was just chopping and restricting for the sake of simple record keeping.

We allowed Battle Brother allies all around and a 50p price reduction on transports as well as the ability to customize sentry turret weapons (but not function). And removed maintentace costs.
We've also had to do a lot of adjusting to Tau.

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But I just finished a new roster sheet, thought i'd share it here.
The idea for this is to give more space for detail tracking and less about filling space with repeating stat lines.
Our Force roster is limited to 2 leaders (one for backup), 5 specialists and 5 core groups of 5 models each. Squad units are allowed double their Squad value as maximum for one group (so a Squad 5 unit could have 10 models at most and count as one group. this allows the group to be fielded so long as it still has the minimum 5 models, giving room to burn)

This sheet leaves room for multiple saves and similar.
Also added a rough checkbox at the bottom for Team tracking.
There wasn't much point in repeating profiles for each group as all models will have the same stat line.

Attached to this post:
Attachments: Chrono_Kill_Team_Force_Roster.pdf (70.06 KB)
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ColdBlood
Corporal
Out of curiosity, what adjustments did you make to Tau?
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JimMacKay
Corporal
We lowered some point costs for units and options to better match the current codex
Altered the way the marker lights work a bit more like they do in 40K
Added EMP grenade launchers to fire warriors in the armory.
Allowed more crisis suits to be taken with a crisis suit leader.
Added pathfinder weapons to fire warriors as 1 in 5 specialist weapons.
Adjusted ethereal powers as a leader upgrade aura buff.
a 50p reduction on their transport didn't hurt.

still, there was this persistent issue of losing to terminators and losing in close combat.
I think there was an attitude of wanting to play Tau as marines instead of just playing marines.
Even with the modifications we made, Tau's inherent weaknesses remained and they stayed a hard Kill Team to play.
Especially against Grey Knights
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JadeFalcon777

Jim,

I've got a buddy who just started playing Kill Team with us, and he's using Tau. Anyway you could PM me a detailed copy of those changes or post them here? Sounds like it'd give him a big buff.
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ColdBlood
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JadeFalcon777
20 Jun 2015, 09:05 PM
Jim,

I've got a buddy who just started playing Kill Team with us, and he's using Tau. Anyway you could PM me a detailed copy of those changes or post them here? Sounds like it'd give him a big buff.
Or post them here?

I'd love to see them, and I'm sure the rest of the HoR kill team players would love to see them as well.
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JimMacKay
Corporal
http://loremasters-wargames.proboards.com/thread/144/chronocade-campaign-rules-use-hor

Alrighty, here's a link to the list of changes we made. the Tau stuff is all in the second to last post.
There were some more bits and bobs we elaborated on at the time, but i can't recall what they were.

I do recall the thing with marker lights we juggled a lot. in the end we bound the marker lights from core drones to a core fire warrior group. This allowed the entire group to benefit from the same marker light, rather than just one model.
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