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Kill Team rules V0.2.1 Updated 11/06/12.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Newbie Black Templar Neophyte





Gloucester, UK

Ok V0.2.1 is up (11/6/12), changes are in red, minor changes here to brute squads and alarm roll at the end of the attackers turn, updated scenarios posted soon.



Kill Team battles will be fought using the rules set out in the Battle Missions book from GW on page 90, with some additions.

Attacker

The attacker gets a 200 point Kill Team, with the option of adding silencers to their ranged weapons at the cost of 10 points per squad. Silencers cannot be put onto template, blast or melta type weapons; Sniper Rifles have silencers by default. Vehicles cannot be given silencers

Defender

The defender gets a 200pt Kill Team. The defender does not have the option of adding silencers to the weapons, the defender CANNOT interact with their Kill Team until the alarm has been raised, they are however deployed along with the brute squads, details on this are on a per scenario basis.

In additon the defender gets 250 points of ‘Brute Squads’, Brute squads are chosen from the defenders troop choices, they must follow all rules and stats associated with them, including squad size and morale. Brute squads cannot take extra wargear unless regarded as a free upgrade in the defenders codex.

Brute Squads

Brute squads do not initially act as normal units, their movements are dealt with via dice rolls. At the start of the defenders turn, both players roll a D6 for each individual brute squad. The winner of the roll may move the squad in any direction an amount up to the result of their roll. They may of course leave the squad where it is and turn it a different direction. The defender has the bonus of adding the number of Alarm Counters gained up to this point to their roll. Should the result be a tie at any time, the brute squad do not move or turn but they may still make 'Active Spotting Checks' if the defender wishes.

A brute squads facing is very important, they only have a 180 degree front viewing arc in which to spot enemy units and vehicles, both passive and active spotting checks can ONLY be carried out in this arc. Also should they be assaulted from behind ALL of the attackers attacks hit automatically and ignore armour also the attackers strike first regardless of initiative.

Active Spotting Checks are used to spot enemy vehicles/monstrous creatures. Active Spotting checks are made at the end of the defenders movement phase. If any brute squad has line of sight to an emeny vehicle they can attempt an 'Active Spotting Check'. The defender must roll 2D6 and times the result by 3, if the enemy vehicle/monstrous creature are within this distance, it is has been spotted. There is also 'Passive Spotting Range', this is the highest initiative of the brute squad plus the number of alarm counters in inches. Passive spotting is always active and only through the 180 degree front arc. Note that a brute squad must all face the same direction at all times.

Once a brute squad is able to act normally, they are allowed to split their fire between eligible targets.

Alarm Counters

The defender gains Alarm Counters when certain events happen. All events in the list below add 1 Alarm counter.

  • If the attacking player fires on a brute squad with a non-silenced weapon.

  • If the attacking player assaults a brute squad.

  • When a vehicle controlled by the attacker moves more than 6"

  • If any of the attackers models moves into passive spotting range of a brute squad. In addition the brute squad acts as a normal unit for the remainder of the game.


  • Once the Alarm counters reach 6, all remaining brute squads act as normal units.
    Should the Alarm counters reach 8, the alarm is raised.

    There are also certain events that set the alarm off automatically at the end of that players turn. All events in this list with raise the alarm automatically.

  • Any unit friend or foe that fires a non-silenced heavy weapon.

  • Any unit friend or foe that fires a Blast, Template or Melta type weapon.

  • If any of the models in an assaulted brute squad survive to the end of that turn.

  • If any brute squad survives to the end of the turn after being 'HIT' by any weapon.

  • If any of the defenders non-brute units are attacked in any way.

  • If at the begining of the defenders turn any enemy model is within passive spotting range of a defenders non-brute unit.

  • If any enemy vehicle/unit is spotted by a brute squad using an active spotting check.


  • Also at the end of the attackers turn roll a D6, on the result of a 5+ add 1 Alarm counter to the pile.

    Once the alarm is raised the defenders Kill Team becomes active, all remaining brute squads act as normal units and join forces with the defending Kill Team.

    Should the attacking player wipe out all of the brute squads, the alarm is raised immediately.

    The attacker’s primary objective remains unchanged at all times!!

    This message was edited 4 times. Last update was at 2012/06/11 01:07:11


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    Pete Haines



    Springfield, MA

    Why -1 armor save for brutes?

    I think that the hand to hand alarm points should only apply if the brutes survive the encounter.

    So the defender is getting 250 of brutes, 200 of a kill team, and the attacker gets what? 500 points?

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    Attacker only gets a 200 point kill team. The defender cannot move or interact with his kill team until the alarm is raised although they are deployed, rules on this is probably going to be on a per mission. As for the -1 on armour save that is something a friend suggested, something to do with CC and SM 3+ saves hence why the defender gets 250 rather than 200, we're going to be testing things hopefully this weekend and yes in regards to the assult if the brutes survive the first round then the points are applied.

    Also... yikes at the typos... was using my phone at work predictive text sucks at times.

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    Pete Haines



    Springfield, MA

    I dont' know if i'll ever agree with the -1 armor save. If it's because that's too tough then the problem might be with allowing people to buy anything with their 250. I'd think in most cases that there would be no 3+ armors normally. I know necron warriors got reduced to 4+, chaos should be using cultists perhaps, and space marines using scouts.

    Do you allow transports and stuff with the 250?

    I'll try to help, but I won't be able to test anything, so I don't know how useful that is.

    I know when I play we usually do at least 1 special scenario where the marine player fields an army that is mostly scouts. He keeps the rest off the board until the alarm goes off or he chooses to start the actual game by bringing them in. I have a realistic force for whatever the place is that he's infiltrating, but always more points than he does (maybe 25-50%, so it's balanced because he's basically choosing how the game is going to start and often gets 1st turn at a distance of his choosing). We don't place brutes, but occaisionally we'll have some models patrolling a set path. I think we use normal rules for setting off the alarm. These games always work out fine.

    Then again, that's not really kill team is it?

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    The armour save thing has kinda changed, was talking to my mate and we're going to try it where no brute squad has a save better than a 4+

    erikwfg wrote:I dont' know if i'll ever agree with the -1 armor save. If it's because that's too tough then the problem might be with allowing people to buy anything with their 250. I'd think in most cases that there would be no 3+ armors normally. I know necron warriors got reduced to 4+, chaos should be using cultists perhaps, and space marines using scouts.

    Do you allow transports and stuff with the 250?


    The scouts and cultists sounds like a plan, I'll look into it. As for buying anything, no they are ONLY allowed to buy troop choices, alas no you do not get transports for your brute squads.

    Ok so I've rewritten the rules to make slightly easier to read, with some very subtle changes

    Kill Team battles will be fought using the rules set out in the Battle Missions book page 90, with a few additions.

    The defender gets 250pts of ‘Brute Squads’ these can ONLY be basic infantry units with standard equipment or anything that is listed specifically as a free upgrade and they MUST be from the defenders codex troop choices. The brute squads are split into squads of no less than 3 and no more than 5 this is up to the defenders discretion. Note that all brute squads have an armour save no better than 4+. No vehicles of any kind can be selected for the brute squads.

    In addition to the brute squads the defending player also gets a 200pt Kill Team of his own, the defender CANNOT interact with his Kill Team other than deploying them until the alarm has been raised. Deployment rules are dependant on what mission the attacker chooses.

    Brute squad movements are dealt with via dice rolls at the start of the defending player's turn. Both players roll a single D6 for each brute squad, the winner gets to move that squad a distance equal to the dice roll in any direction. The defender adds the number of Alarm points to his roll. Should the result be a tie the defending player moves the squad, brutes are dumb but they still have some common sense.

    Alarm points are gained when certain events happen, below is a list of such events.

  • If the attacking player fires on a brute squad, if any model is left alive add 1 Alarm point to the pile.

  • If the attacking player assaults a brute squad, if any model is left alive after the first round of combat add 1 Alarm point to the pile.

  • If the attacking player’s Kill Team comes within spotting range (Initiative value plus the number of alarm points in inches), add 1 Alarm point to the pile. In addition to this the brute squad then acts as a normal squad for the remainder of the game or until the alarm is raised

  • If the attacking brings a vehicle, each time it moves more than 6” add 1 Alarm point to the pile.


  • Once the Alarm points reache 10 the alarm is raised, all brute squads are removed from play. The defenders Kill Team becomes active and moves to defend the target.

    The attacker’s primary objective remains unchanged at all times!!

    Also

    I'm working on the different missions that can be undertaken, so far I've got Sabotage, Infiltration, Raid and everyones fav Assassinations.

    2100pts
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    Made in us
    Pete Haines



    Springfield, MA

    I think any firing should give an alarm point, unless it's a "silenced" weapon, like most snipers.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    I was thinking about this myself, problem I found was not many armies seem to have dedicated snipers. We're still keeping this in mind, maybe bring in something like "a Silencer costs 5pts per model, vehicles cannot be given them".
    It's something to think about for sure.

    I'm almost done with the Sabotage mission, I'll post it up for scrutiny once it's done.

    Edit: Not really the best explaination of what I was trying to say. When creating a Kill Team unless you take snipers you have no option of a silenced weapon.

    This message was edited 1 time. Last update was at 2012/06/03 13:03:08


    2100pts
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    Pete Haines



    Springfield, MA

    Each army doesn't have to have one, they just have to adapt. The only reason i'd say to allow the sniper ability to be taken is because kill teams are special after all.

    Looking forward to sabotage.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    I see where your coming from. I'll have a think on it. Currently Kill Teams are created in accordance with the rules from the 'Battle Missions' book from GW, I'm not a fan of the old 4th ed ones.
    The easiest method would be to give the option of the sniper ability at a points cost per model.

    Ok so Sabotage mission

    Hopefully this is easy to follow without me having to put up my entire campaign rule set up, but here goes...

    A sabotage mission’s primary target is always a building of high importance to the enemy. In the case of this campaign this is any of the 4 building upgrades that a player may purchase. Should the kill team be successful, the building is either annihilated or severely damaged. Either way the defending player loses the bonus from the building at least until they either rebuild or repair it.

    Due to the nature of some of the buildings, some may be far harder to destroy from the outside.

    Once the attacker has created his kill team, they nominate 2 models to carry the ‘Thermonuclear bomb’, the weight of this device always requires 2 models to carry/move it. The bomb CANNOT be carried by vehicles. If one of the models carrying the bomb is killed another must move to take his place or the bomb CANNOT be moved.

    The objective of a sabotage mission is to get the bomb next to the building, arm it and then get out. If they are successful, roll a single D6 and apply the result to the table below making note of which building was targeted.

    ___________________1____I_____2_____I____3____I____4____I____5____I_____6_____I
    Shield Generator___Bomb Failed_________IBuilding Damaged____IBuilding Destroyed
    Command Bastion__Bomb Failed________IBuilding Damaged____IBuilding Destroyed
    Power Station______Bomb Failed__________________IBuilding Damaged___IBuilding Destroyed
    Manufactorum______Bomb Failed__________________IBuilding Damaged___IBuilding Destroyed
    (hopefully thats clear, Word makes it easier to do tables)

    The board should be a 4'x4' and laid out as shown in the diagram, you need not copy it exactly variation is key. (Haven't included this so i'll try to explain)

    The target building is placed in the center of the board with a footprint no bigger than 12"x12". General terrain pieces should consist of fences, barriers, sandbags etc with a few area terrain pieces. 1 or 2 smaller buildings are ok. Once the terrain has been placed the defender needs to nominate a table edge to be his edge.

    The defender always deploys first, they may deploy thier brute squads anywhere on the table but not with in 12” of ANY table edge (the blue area of the diagram).

    The attacker deploys his Kill Team up to 12” from any table edge except the one that the defender chose.

    First turn is decided by the attacker rolling a single D6, if they roll a 1 the defender gets ‘First turn’.

    To arm the bomb the 2 models carrying it must not move, shoot, or attack for an entire player turn, if they are shoot at or assaulted they must start again with the arming procedures once they are out of combat. Once the bomb has been placed and armed, the attacker must get what remains of his Kill Team off the board, they must leave from one of the three edges they came on from. Should the alarm be raised at any point the defending player may immediately deploy his kill team from his table edge choosen at the start of the battle.

    Hopefully that clearish...

    2100pts
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    Pete Haines



    Springfield, MA

    The chart looks like planting the bomb doesn't even win you the game automatically. Is this true? If so, what do you do then?

    I'll test this out today I think.


    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    Thats the idea, but the impact of the battle has a much broader area of effect, this is part of a map & story based campaign. Even if the building is damaged, lets take the Shield gen for example.

    The shield gen in my campaign gives the entire defending army an 4+ cover save (only against weapons with a strength of 5 or less, template weapons still ignore cover) in any sector that has one built in it (bear in mind each sector can only have 1 builing). So if you go in with a KT and knock it out, then go in with an assault force you have a much better chance at conquring the sector in question. With the shield gen up and running, you'll have a hard job shifting some of the defending army.

    As I said even if the building is damaged the effect is lost and the defending player needs to spend resource points to repair/rebuild it, meaning he doesn't have as much for upgrading/expanding his own army. The general idea is for a big knock on effect.

    The next mission i'm working on is assassinations, this will knock out an entire sectors resource production for 1 round, which could be anything up to 11 points from 1 sector per round. 11 points doesn''t sound a lot but it equates to 110 points in terms of units. There is even a chance of you killing the players charcater if you feel brave enough. (assassination still WIP mind)

    Thinking about it though, the infiltrate mission puts a teleporter by the building which then leads to a Zone Mortalis scenario inside the target building. Planting a bomb inside is bye bye building regardless of what it is.

    Theres a bit of a ramble for ya...


    Automatically Appended Next Post:
    Oh, forgot to say the bomb is Thermonuclear... don't think i'd like be near it when it goes off hence the need for high tailing after arming it. Also should the attackers KT be wiped out before they get out the bomb still goes off but the units are removed from the players army roster.


    Automatically Appended Next Post:
    Ok finished a really rough Assassination mission, let me know what ya think. (yes i have nicked this one straight from 4th Ed with some changes)

    Assassination

    Assassination missions have but 1 objective, kill the sector Governor and send the sector into disarray. If the player is successful the sector ceases to produce RqP(resource points) for the following campaign round.

    Assassination missions are played on a 4’x4’ board, the defending player gets to setup the board as it’s his territory, making note of the sector type. Once the terrain is deployed the defending player choses his board edge, this is the edge his Kill Team enter in from should the alarm be raised.

    Once the terrain is setup roll a single D6, on the result of a 6 the attacking player is lucky, as the defending player’s character is in the area on some business. The attacking player gets to choose if they wish to go after the sector governor or try their luck at taking out the enemy player’s character.

    Sector Governor stats are:
    WS. BS. S.. T.. W.. I.. A.. Ld
    3... 3..... 3.... 4.... 2... 3... 1... 9

    The governor is armed with a Pistol & Melee weapon, they may not move from their starting position but will act normally once attacked.

    Due to the importance of such targets to both parties in addition to the brute squads the defending player gets to place 4 sentry brutes armed with long range rifles with the below stats.

    Brute Sentry Rifle..... Range: 24”.... Strength: 6...... AP: 3....... Heavy 1, Pinning

    Each sentry brute is placed on ‘Overwatch’ which gives it a 45degree field of vision, making note of the direction he is facing by placing a token to indicate it. Should any model from the attackers Kill Team pass within the models line of sight, the alarm is immediately raised. Sentry brutes are not interacted with in any way unless an enemy model passes their line of sight, they are removed from the same as normal brute squads should the alarm be raised. Sentry brutes can be taken out while their stats are as stated in the relevant army codex, they have no armour save. Remember rules apply to firing unsilcened weapons.

    Should the target be engaged and survive to the end of the attackers turn the alarm is immediately raised.

    The defender always deploys first, they can deploy their brutes anywhere on the table but not within 12” of any table edge. The target is deployed in the centre area of the table.

    The attacker deploys his Kill Team up to 6” from any table edge. The attacker rolls a D6 on the result of a 1 the defender goes first.

    While both are essentially the same in terms of game play going after the sector governor is very straight forward, however if they elect to go after the enemy character once the alarm is raised the defender not only has their Kill Team but the character is also usable. (this could get very painful)

    Should the alarm be raised the attacking player has the option of retreating, bear in mind that should the Kill Team be wiped out they are removed from the player’s army roster. To retreat the attacking player must get his KT off the board using any of the available table edges.

    Should the attacking player be successful in assassinating the enemy character, the defending player DOES NOT get to roll on the table for character deaths, if a character is assassinated he is killed outright and a new character will need to be created following the rules set out in the Character Creation chapter.

    If the target is killed the attacker wins, in the confusion caused the KT slips away unnoticed. JOB DONE!

    This message was edited 2 times. Last update was at 2012/06/03 23:42:23


    2100pts
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    Made in us
    Pete Haines



    Springfield, MA

    I'm more interested in stand alone games that have a win or lose objective. We play narrative campaigns where the battles during the day all have a slight effect on that day's final game. We always include something like a kill team game, but I think I already explained that.

    Still what you've come up with is superior to the basically nothingness that is in the battles book.

    So I forsee some problems I want to ask about before testing this.
    What if the attacker targets the defender's KT before they are activated?

    ...you added a whole new scenario while I was writing this...

    This message was edited 1 time. Last update was at 2012/06/03 23:50:30


    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    They cant as they're not on the board until the alarm is raised, I changed that after thinking about the same thing.

    2100pts
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    Springfield, MA

    Dedoctah wrote:They cant as they're not on the board until the alarm is raised, I changed that after thinking about the same thing.

    I was referring to the sabotage.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    Same thing, the defender's KT comes on once the alarm is raised.


    Automatically Appended Next Post:
    Oh also i'm thinking of each mission having it's own alarm point threshold, not sure on this tho.

    This message was edited 1 time. Last update was at 2012/06/03 23:53:30


    2100pts
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    Made in us
    Pete Haines



    Springfield, MA

    Ok, that fixes another balance issue I was unsure about in sabotage. That scenario seems fine now.

    For the assassination however, I think it's way too easy.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    How so? I don't want them to be too easy

    2100pts
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    Pete Haines



    Springfield, MA

    The target isn't really protected by anything once the alarm goes off, so any fast unit could set it off on purpose, get in and kill him before the defender could react.

    Having the target as an ally doesn't really help the defender, because you'd have to put him in harm's way to use him.

    Maybe if the target deploys in the middle of the defender's edge, and the attacker is opposite, that would make it better.


    Automatically Appended Next Post:
    You also weren't clear when you were talking about defender's character. I was just assuming the governor guy was the target in every game.

    This message was edited 1 time. Last update was at 2012/06/04 00:08:34


    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    True, either that or have him move around in a brute squad or as you said earlier have him move in a set patrol. As for the governor their replacable and play no other part in the campaign.

    As for the player characters... once these guys get Xp and upgrades it'll take more than a KT to bring them down. The creation rules should put them at around 250 pts but thats something totally different.


    Automatically Appended Next Post:
    thats what the D6 roll is for if its a 6, then the attacker can choose if they want to try their luck with the player character.

    This message was edited 1 time. Last update was at 2012/06/04 00:09:46


    2100pts
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    Springfield, MA

    So if someone isn't playing that type of campaign, then what should they use as the character?

    I guess just ignore that part?

    This message was edited 1 time. Last update was at 2012/06/04 00:11:36


    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    Hadn't thought about it like that, you could make it a named character in that respect like Calgar, Helbrecht etc.

    2100pts
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    Pete Haines



    Springfield, MA

    I'm going to go with a 200 point character as the default. If the defender has one at less points then they add that difference to their KT total of 200.

    I'm going to test one of the games now.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    Sounds like that would work just fine. You'll have to let me know how it goes. Hopefully going to get some play testing in myself soon. Right now tho time for bed work in 7 hours, thanks for ya input erikwfg.

    2100pts
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    Made in us
    Pete Haines



    Springfield, MA

    Ok, so... Game 1 (Blood Angels vs Dark Eldar)
    BA brutes 250 (241)
    3 scouts (sniper rifles)
    4 scouts (boltguns)
    5 scouts (1 sgt, shotguns)
    5 scouts (1 sgt, combat blades)

    BA kill team 200
    6 vanguard veterans (jump packs)(1 sgt w glaive encarmine, 1 w m bombs)

    DA kill team 200 (191)
    8 incubi (1 klaivex)

    DE set up on the opposite edge from where the defender's KT will come in. Attacker went first (there isn't really a point in having defender go first is there?). Objective was a satellite dish in the middle of the board. BA brute squads are set up on and around the dish.

    Incubi move to what is thought to be more than 10" from the enemy. All brutes that turn moved by defender to converge on the incubi. Turns out the incubi were within 10", letting brute squad with cc weapon/pistol act as a normal unit from then on. So they take shots but forgot to charge, oops.

    I made the assumption that KT members still count as single man squads, but brutes count as normal squads. This means that a brute squad can never kill more than 1 model with shooting. I forgot about wound allocation for squads, I was treating each brute model as it's own unit for hand to hand purposes. Had I done it the right way they'd have been even easier to kill.

    Anyways, so the incubi charge the scouts and kill them before they get to swing back. Again the defender moves all of the brutes closer to the incubi. This brings shotguns within range, so they fire, doing nothing. All but the 3 incubi charge the shotguns, killing 4, leaving only the klaivex (who now has feel no pain) with the last guy. Again if I remembered to wound the unit rather than individual models they'd all have died. The bomb guys and 1 other incubi charged at the snipers, leaving bomb guys free and the extra incubi still engaged.

    I probably should've went over the pile in rules because I don't think anyone should be free after combat if an enemy is still alive, but if I did hand to hand right then no one would've survived anyhow.

    So the bolter scouts now turn around, finally sure that something odd is happening. They blast 6 bolter shots into a bomb carrier, killing him, and delaying placement for a round. The incubi who finished killing the shotguns now fleet/charge at the bolters, who die instantly (first time I remembered).

    So all brutes are now dead but the alarm still hasn't gone off. I said it did anyways, just because the bomb was being planted.

    Or maybe it should've went off earlier because each time an incubi charges they must come within detection range, thus adding 1 to the alarm pool. Yet if the alarm went off that early then all brutes would've disappeared, and bomb would've been planted the same time it was. Would they act as normal units for the rest of the game, or would they still be taken off when the alarm goes off? If they stay then this game becomes alot harder.

    Assuming brutes disappear: the bomb planters could've run to the objective. Bomb would be planted and they'd run away before the defender KT catches them. This is what happened when the vanguard came in anyways. I ran with the incubi just to see how many could make it out. If I'd have charged I'd probably have killed all the marines. The vanguard followed and fired pistols, which somehow killed 1 incubi, 1 with feel no pain, and the fnp klaivex. 2 vanguard charged into an incubi, 1 of them dying, the other killing the incubi the next round. These rolls for the vanguard were nowhere near average... 3 incubi made it off the board.


    So a KT with no ranged capability was able to easily get in and out. Plus each DE being a separate unit screwed them on the pain token acquisition. It seems that anything in the middle of the board is a bad idea if the defender has to come in from a table edge. If the defender KT isn't all fast attack then they wouldn't even be able to get to the fight. Even in the assassination scenario it (with the target on the defender's table edge) it still seems easy to just snipe him with a heavy weapon then leave.

    I think I messed up with how easy it is to set off the alarm. Especially if brutes who get within detection range stay afterwards, it would make the scenario harder.

    I'm thinking that maybe the defender's KT should deploy anywhere on the board. Each model counts as it's own brute squad that never moves, but if you attack one and it survives then they all activate. Idk.

    So if you charge 5 models vs a brute squad, is that 5 automatic alarm points, plus more if it survives?

    I'll get the rules straight then test it again.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    Seems that I may need to rework the alarm points a little. Although if you kill all the brutes then your path is clear, but on the other hand command would know something is up considering they ain't getting anything on radio.

    Hmmmm New rule then for the time being...

    If all brute squads are killed then alarm is raised regardless of points gathered up to that point.

    I'll have a proper read after work, this little screen is hard to read this early.


    Automatically Appended Next Post:
    Ok so I've had a proper read and it certainly looks like the alarm points need a rework and the deployments and objective placement.

    So much for waiting till I got home... Lol

    Ok so alarm points...
    1 point for attacker moving in to range
    2 points if attacker charges a brute squad
    1 point if a brute survives the first round of combat
    1 point if attacker shoots at a brute squad with an unsilenced weapon

    Should all brutes be killed the alarm is activated as command finally realise something is wrong.

    As for deployment, how about moving the object back to the defenders table edge or to with in 6" of it and not allow the attackers to deploy anything within 12" of the defenders edge which should in theory give the defender a nice clear area


    Automatically Appended Next Post:
    Or maybe have opposite table edges for deployment, I guess its a matter of testing at this point.

    This message was edited 2 times. Last update was at 2012/06/04 11:50:16


    2100pts
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    Made in us
    Pete Haines



    Springfield, MA

    So you're keeping in mind that each KT member is it's own unit. Thus if I have guardsmen as my KT members then i'm nearly guaranteed to set the alarm off when they go after the first brute squad. I think you should put the alarm points to 1 for charging, because you would be getting 1 for coming into range too right?

    Monday is not a good day for me, so I doubt i'll get another test in today.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    I can see where your coming from, we'll try it as 1 point for charging

    2100pts
    1250pts
    Skaven 1000pts 
       
    Made in us
    Pete Haines



    Springfield, MA

    I think bikes should count as vehicles. Also, are dedicated transports allowed? I assume yes.

    So for sabotage, if the bomb can't be transported by vehicles, jump packed, or teleported, then the objective being in the middle of the board works.

    Any problems with those missions will become obvious to you upon playtesting. I don't know if there is a way to fix some of the things that feel weird. One of the weird things is why do the guards at the place disappear once the alarm goes off, and the people who should be defending it end have to run to it? Maybe the defender KT should be setup in their deployment zone as stationary brutes (until the alarm), and the objective should be 1' from the defender's edge?

    So I tried another game using the same armies listed previously.


    Game 2
    Incubi setup on 3 table edges. Defender goes first and moves pretty much all the brutes to try and pin the incubi against the table edges. 3 incubi (2 carry the bomb) and the klaivex which setup on defenders table edge charge 5 shotgun scouts and lose horribly. I automatically fail morale irl knowing that this playtest is probably screwed due to bad dice odds. Anyways, next round of combat just as bad, so now the alarm ended up going off at the end of the defender's assault phase. This gave the 2 surviving incubi there a chance to regroup and carry the bomb. So the vanguard come in now, figuring they can't lose anyone if they stay on top of terrain and fire pistols, they do so, doing nothing. The incubi run to the target building with the bomb and are met up by the other 4 incubi who started on other table edges. The 4 incubi form a circle around the bomb planters. Vanguard must charge in now or the incubi will set the bomb next turn. The hand to hand lasts a turn or two, ending with only 1 model surviving. Strangely I can't remember which side won, I think it was the vanguard sergeant because he was very lucky.


    Game 3
    This time I switched who was defender and attacker. I didn't bother to figure out the dark eldar brutes because I knew the marines were going to jump pack within spotting distance and unload their pistols, setting off the alarm 1st turn. Except for the bomb carriers, who just walked and shot. So the wussy DE brutes scatter from shock and awe tactics of the BA. The incubi pour in from the opposite table edge, trying to run and catch the bomb planters before they reach. The bomb planters don't get lucky on running so don't reach the objective. The other vanguard land on the objective and try to fire, but are out of range. Incubi move in further. Bomb guys reach the objective. Other vanguard form up on both sides so the DE can't reach the bomb guys. This doesn't work as it still leaves a gap open. Incubi charge, everyone is now engaged. Incubi roll bad, but still kill the marines and have half their number left.

    I think this game could've been won by the vanguard if they weren't so bold on setting off the alarm.

    ----
    Despite how it needs alot more testing, in conclusion I think this scenario is actually playable. It's weird though because the brute phase of the game determines whether the attacker will have an easy time or not. Once you commit to fighting the alarm bonus on the defenders roll to move brutes pretty much makes them all converge on you. In some cases you'll have to fight brutes because you can't set the alarm off fast enough.

    I'm still thinking about assassination, and i'm pretty sure the target has to start in the defender's table edge and attacker always comes in opposite. Even still, I think it's way to easy for the guy to get heavy weapon sniped. I think that once the target is attacked the alarm should go off automatically. If they fail to kill the target with sniping then it will be alot harder later. So this might be what makes the scenario fair. Though it seems like it will always be either instant win or hard.

    Will try more another time.


    Automatically Appended Next Post:
    further question.

    No reserves right, and therefore no deep strike?

    This message was edited 1 time. Last update was at 2012/06/05 05:45:15


    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
    Made in gb
    Newbie Black Templar Neophyte





    Gloucester, UK

    I must say thanks for the play testing your doing. I did a game yesterday and came across the same issues. At the moment I'm having a look at overhauling the alarm point system and also reviewing the board setup and deployment, bear with me and i'll get a new set up asap.

    With the assassination if the target is engaged at any time the alarm is raised. If I missed putting that in my mistake, still thinking on the target placement going to get a game of this in soon hopefully.


    Automatically Appended Next Post:
    Oh and yes bikes count as vehicles and if the unit can take a transport they are allowed it, bear in mind that should a vehicle move more than 6" they add 1 alarm token to the pile. Hmm thinking about should a vehicle be spotted at anytime the alarm in theory should be raised automatically, what ya think of that?

    This message was edited 1 time. Last update was at 2012/06/05 11:56:04


    2100pts
    1250pts
    Skaven 1000pts 
       
    Made in us
    Pete Haines



    Springfield, MA

    Maybe let brutes roll to spot like nightfighting distance. Count that spot distance as "within their spot range", so
    +1 alarm point and squad acts normally from then on.

    I also think any heavy wep shot that isn't sniper should set off alarms.

    "A rule is only as good as the reasoning behind it."

    I played Ordo Malleus since before it had a codex. 
       
     
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