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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

Ya know niether of us picked up on that at the time and thinking about it in that game i was up against 6 lootas and 3 mega nobs so i wasn't the only one btu like i said niether of us picked up on it... I still lost anyway mega nobs carrying the bomb when the don't want to die they dont die.

The orcs fell really quickly as i got in behind them plus bloody good rolling.

The random deployment, at the time it was a quick fix, but yes i'd aggree that the defender should get to choose.

So the brutes... while i don't want to do a carbon copy of 4th, i think that in the end we may have no choice. Orcs with 40 models, SM with 15. So do we make the brutes uniform through out by that i mean they all share the same stat line and each army gets exactly the same number or something else.....

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



Springfield, MA

Something I missed in the KT rules is that KT models are allowed to split their fire. I take it that this lets rapid fire and sustained fire weapons hit more than 1 target. This would've had very little effect on my games however.

... whoa, they used the exact same wording in the battles book as 4th ed, how sad... also in there they say jump infantry not moving on foot would add an alarm counter, so we seem to be on the same page pretty much.

Anyways. 4th edition KT either has some good rules or gives me some good ideas that I think are useable;
-brutes always use their own unmodified Ld for tests
-brutes squads can't start the game within initiative distance of a friendly unit
-attacking the defender's KT doesn't automatically set off the alarm, just treat them as brutes who don't move
-there are always 6 brute squads, the defender may choose any combination of the following;
BT=3 initiates/2 initiates+2 neophytes (maybe overpowered, but makes up for their crappy KT options)
CSM=3 CSM/6 cultists or mutants (guardsmen who can switch lasgun for cc+laspistol if desired)/2 plaguemarines/2 noise marines (1 can have a sonic blaster)/3 khorne berzerkers/3 thousand sons
Daemons=4 bloodletters/5 horrors/5 plaguebearers/5 daemonettes
DE=5 wyches (no drugs)/5 warriors
Eldar=6 guardians or storm guardians
IG=7 guardsmen
Inquisition=5 stormtroopers (as IG)
Orks=7 orks (cc+slugga or shootas)/9 gretchin
SM=3 tac marines/4 scouts
SW=3 grey hunters/3 bloodclaws
Tau=5 gun drones/7 kroot/6 fire warriors
Tyranids=6 hormagaunts/7 termagaunts/1 hive guard

If there was more I forgot it while writing.

"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

Looks good, I'll have a proper read after work so i have access to my armybuilder to check up on rough points values, thats is if your suggesting using their stats as is which i'm guessing you are.

Yikes at orc and IG... 42 models as brute squads.... may have to tone that down a bit, but we shall see.

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



Springfield, MA

It is full stats.

Going by my special formula, which isn't concrete to begin with, I used the amount of brutes in a normal KT game to find a base #. I then modified depending on a models initiative and how tough they are to kill. If they had special rules that make them extra cheesy then that could've applied as well. This gave me numbers ranging from 1 to 10 models. Certain things were then modified to account for numbers and the advantage/disadvantage those bring. So this moved all of the high and low end numbers more toward the middle.

Too small and the brute squads can't support each other as easy, and they are also easier to kill. Large numbers not only let you cover more of the board but it increases the liklihood (or however you spell it...) that you can threaten the attackers while still having some models out of sight. In such a situation your squad could basically set off the alarm instantly if they are shot at and models are removed in a beneficial way (aka they get blasted and the only guy left is now out of sight from half the KT who didn't shoot).

The stormtroopers and fire warriors were lowered by 1 just because they seemed unfair. The orks at 7 and gretchin at 9 seems weird to me, but you can't really let the gretchin have more than that. Also unsure if allowing a hive guard as an option is a good idea, but it makes sense to fluff. For specific story games you could allow other things if it makes more sense.

It's a great theory if I do say so myself , but there's nothing to say it works.

"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 theory looks sound to me although you did miss GK.

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



Springfield, MA

GK are inquisition.

So I tested 1 game with BA attacking Tau in sabotage. I'm thinking that 5 brute squads might be better than 6, 4x4 board is small. I think for every extra 2' of table 1 or 2 more should be added. 1 game test is nothing, so not sure of anything yet.

This message was edited 1 time. Last update was at 2012/06/17 02:32:28


"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

Sweet, getting bogged down with work atm so haven't had any time to work on any of this. I'll get back on it as soon as i can.

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



Springfield, MA

I'm still around, just took a short break. Trying not to think too hard with 6th edition around the corner.

"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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