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I remember reading an article here on Dakka on game types for 40K to add some flavour to the game. Do you have any fun ways to play that you want to share?
I personally love a thing me and a friend played once: Kill points, but with an Imperial Knight in the middle of the board. The player who got their first with their Warlord got an Imperial Knight , the crossfire was really heavy.
How about beer/coke can 40k?
Each turn,you drink a can of beer/coke
On the next turn you can 'deepstrike' the can onto the table
The cans do nothing but change the battlefield/block passages/give cover
To speed up games and add some real carnage, have meteors/orbital barrages/crashing ships hit the battlefield. At the start of each turn, drop an Large/Apocalyptic Blast (depending on game size' in the centre of the board and scatter it D6 feet rather than inches, 'bouncing' it off any board edge it comes into contact with. Anything under the final position takes S10 AP2 hit. It works best in large games, where you can afford the losses without knocking someone out of the game, but the indiscriminate wanton destruction can be hilarious!
Another good one is to play 750 points, with the rule that any Troop unit that is destroyed can respawn the next turn. Throw those grunts into the meat grinder!
See if you track down the old Battle Missions supplement, there's some great stuff in there.
Me and my mate often played narrative campaigns wherein the scenario for the next round changes depending on the events of the previous game.
For e.g.
My opponent won the first round while holding the comms relay and getting linebreaker, in the next round this forced me into a central defensive position and all my reserve rolls were at -1 to simulate being surrounded on all sides and having my communication to orbital ships disrupted.
I won that round while destroying half his army, so in the next round he could only deploy half his forces at the start, the rest were in reserves (to simulate waiting for reinforcement) while I got to deploy in full force and have the central structure from the previous round in my deployment zone as my base of operations.
I do love narrative games like that, 'tis why I play the game tbh, and why I love the Maelstrom of War missions since they kind of give a narrative edge to the game as opposed to the boring old "hold X to get Y VP at end of game".
I love king of the ring. Get everyone who is present, put a character on the table, but everyone starts with nothing. Regular SM stats with 3 wounds. You go to the edge to get a weapon. Then roll on a d66 chart to determine what weapon you get. Make it wacky, ranging from a orbital bombardment with a Satnav, to a sack of angry badgers, to a bowl of Khorne flakes. Great fun.
One of my favorite moments was when a deathleaper with a melta bomb and khârn charged draigo, murdered him with a melta bomb, and they both then got annihilated by pedro kantor's foot of gork
If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!
We take one end with everything we own and a mate with more nids than is healthy for one person takes the other end; but they get to move, run and assault like they did in 5th.
He matches our points and we see how long we can last and how much we can take down with us.
It's always good to bring out the super-heavies against nids - you focus on 'anti-horde' rather than 'kill the other super-heavy'
https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle..
Another good one is 500 points, Allied Detachment King of the Hill, which is great if you have 3 players and not enough time or space for full games.
Each builds an initial list (as nasty as possible) using an Allied Detahment and 500 points, and your roll off to see who gets the first game. You then rotate players each game with the winner staying on, while the player not playing builds a new list to fight whoever wins next. Keep the games to 4 turns, and play on a smaller table, and you can really keep things on the go.
Example:
Players 1, 2 and 3 build lists:
Game 1: Player 1 vs Player 3. Player 2 referees/builds a new list. Player 3 wins
Game 2: P3 (previous winner) vs P2. P1 builds new list. P2 wins
Game 3: P2 vs P1 (new list)...
Ect ect. Over an evening of gaming you should end up never facing the same list twice, and never be out of the game for more than about 30 mins at most.
Build a corridor out of impassable terrain in some shape (prehaps S shape), place several objective markers and try to capture all points, one after another from your side of table.
Every unit destroyed can respawn in full condition turn after, or you can choose to remove a unit and respawn it 2 turns later. Player who captures all objectives wins...
Matthew wrote: I remember reading an article here on Dakka on game types for 40K to add some flavour to the game. Do you have any fun ways to play that you want to share?
I personally love a thing me and a friend played once: Kill points, but with an Imperial Knight in the middle of the board. The player who got their first with their Warlord got an Imperial Knight , the crossfire was really heavy.
LOL
We once played a game with a crazed Imperial Knight in the center of the board on a SkyShield. He wasn't permitted to move beyond the platform. We gave the IK 10 wounds IWND, 2+ and 2++, with range = LoS. The catch? Each player got to control him during their own round, and every objective had to be in LoS to the Knight during setup
I've had an idea that I may try some time- Capture the Flag for 40K. Best done with Space Marines and Chaos Space Marines thanks to the same stats, but it would be amusing to transfer the gametype over to TT.
Two fortresses on opposite (long) sides of the table, any squad that picks up the flag cannot run or use jump packs. Only way to score a point is to keep your flag at your base while seizing the enemy's.
“There is only one good, knowledge, and one evil, ignorance.”
We've played Capture the Fort, usually in conjunction with Kill Team. Start at board ends, advance towards the central fort (Fortress of Redemption, normally). Two variants, if you hold it at the end you win, or you get points every turn you hold it, combined with other VP.
Another we've tried is taking all basic troops, without upgrades, and playing the above. That makes it interesting. Fewer stupid gimmicks, high body count, and intense, short range fire fights.
This message was edited 1 time. Last update was at 2015/06/08 02:48:18
My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
Lore: Khorne has a tournament every year where he hides a Daemonsword known as Khartoth the Bloodhunger in a flesh hound then allows his blood letters to kill flesh hounds in search for his blade and the one who wins gets to wield the blade in combat as the Lord of Slaughter till Khorne bores of his antics,
Gameplay: Each player controls 1 herald of Khorne and 4 blood letters whom are all independent characters. The players will split-up/stay together as they see fit to cover the most ground, but at the same time have enough power to take down said flesh hounds who are still able to defend themselves by charging at anything that gets within 10in of them and engaging in melee combat. After you kill each flesh hound roll a die, on the roll of a 6 it contains the sword and you must survive till the end of the game with the sword for you to be victorious.
Turns:
1st Phase: All players move models
2nd Phase: Flesh hound move 6in in any direction controlled via 1 scatter die and a single die.
Set up: Each player takes turns placing flesh hounds at least 12 in away from the table edges. After, they choose table corners. Terrain should be placed for more exciting game.
Special Rules:
Horned Charge: All BL and Herald have HOW
Blood Greed: For every friendly model locked in a combat roll a die; on the roll of a 6+ the unit suffers 1 strength 4 wound from said model that rolled the die. Look out sirs may be taken.
Note: This is to make overly grouping up a more dangerous proposition.
Hellfire Blast: For every fleshound killed your herald gains a charge of hellfire. Max charges is 1.
Hellfire: Strength: 2 AP: - Template
Slayer of the beholder: When you fell the model holding the closest BL/Herald picks it up suffering a strength 1 ap - hit.
Hand off: While within 6in you may give the sword to any member of your squad he then suffers a strength 1 ap - hit.
Warp hand off: You may attempt to give the sword to someone within 24in of the wielder and to due so roll on the below table.
1-2 Revilement- The sword is disgusted by your lack of Blood Lust and causes a strength 10 ap - hit with shred to the holding BL/Herald. After this the sword is removed from the board.
3-4 Absolutely nothing- Nothing happens
5-6 Warp Transit- The sword is disgusted by this BL/Herald's lack of blood lust and causes a strength 10 ap - hit with shred to the holding BL/Herald. After this the sword is given to the recipient who suffers a strength 1 ap - hit.
Dropped: If the BL/Herald dies or decides to drop the weapon it is placed within 1in of the model.
WARGEAR:
Your squad may spend 50pts on wargear found in the melee weapons, ranged weapons, Gifts of Khorne, special issue wargear lists of the KDK codex wargear list. Any member of the squad may have ANY wargear.
Wargear edits:
Collar of Khorne gives 1+ wounds to the wearer; this cannot stack.
Melta bombs are able to be used on anything and are treated as a initiative 1 weapon.
This message was edited 2 times. Last update was at 2015/06/08 20:57:05
I played a 1500 pt, 3-player game with maelstrom-style objectives. Each objective you held at the end of the turn gave you one victory point. It also meant you had to roll on something similar to the following chart with a D6:
1. Take a shot
2. 10 burpees
3. 10 pushups
4. Drink some beer
5. Drink some beer
6. Make another player drink some beer
(One of our players was really into crossfit, hence the physical exercise)
So if you held 2 objectives at the end of your turn, you got 2 victory points and rolled twice...a 3 and a 5 meant you were doing 10 pushups and drinking beer.
Hope is the first step on the road to disappointment.
Have you ever tried playing 40k with a third person as a GM and implement things like events that neither player will know about ahead of time? Like a random enemy insertion mid-game, or a betrayal within one player's army?
This message was edited 3 times. Last update was at 2015/06/09 09:37:21
I'm mid organising a game like you're saying - i just need to find a >redacted from imperial records< player from around the stroud area with 'enough' models.
One of the people who was going to be involved has a dakka account so i'm trying to keep the 'story' as close to my chest as possible.
https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle..