brumbaer wrote:Arena is an absolute no go for us, because we find it badly done and even more unbalanced than basic Kill Team.
Really? Arena feels more balanced to me. It can be challenging for small teams due to point scoring, but I've still seen some deathwatch teams take arena games through intelligent play.
We also do not like the method of awarding points every turn, because it showed, that many games are basically finished in turn 2, because one side has such a big points advantage that will not be evened out in the last two turns. Except if you grant victory when breaking the opponents team. Granting a win on breaking the opponent in every game is IMHO the worst thing you can do in mission design.
I mean, it might feel that way, but with the card scoring even arena games can turn around suddenly.
We do not use rosters, because the lists created from the rosters are difficult to check for validity on site - at least for casual players - and we have a lot of them.
Aww. Rosters are the BEST thing about kill team! I don't see how they're that hard to check, its only 20 models and each one has to have his own card. Rosters add so much tactical depth, I think you're really missing out!
So what do we do ?
We currently use Elites, 125pts, all models level 1, no models with keyword Commander.
Players bring two alternative lists from the same faction and subfaction instead of a roster. The choose which list to use after they know what faction on what table they will play against.
What we will use in our September tournament is the same mission in all 4 games.
Deployment Zones as in "Take Prisoners",
4 Turns only.
5 Objective markers. One in the centre and one in the centre of each quarter.
At the end of the game you will be granted 1 point for each goal reached.
1 point if your opponent lost more points than you.
1 point if your opponent lost more specialist models than you.
1 point if you have more models in the opponents deployment zone than he has models in his deployment zone.
1 point if you have removed or control more objective markers than your opponent. You can remove an objective marker, you control at the end of a turn, with a special tactic that costs 1CP to use. There is no difference in Objective Markers removed or held at the end of the game. Removing the Objective Marker grants the advantage to have that marker "save".
Each player has 4 priority cards, which allows him to triple the points he gets for one of the goals.
Before setup each player chooses one of those cards hidden.
After the game the choices are revealed and the additional points granted.
A player can not choose a card twice, so in every game his "priority" will be different.
Well that sounds like fun too. Having two list options seems like a decent idea. The objective thing sounds a bit weird, but could be fun. Report back on how it goes!