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Made in us
Flower Picking Eldar Youth





Norfolk

I was at Nova Con last year and I saw someone was running a kill team dungeon crawl session. I didnt get a chance to sign up, but I am very curious about the rules. Googling has shown me similiar sessions at other cons, but I havent found rules yet.

Anyone out there have some rules or can give me a rundown of how a con session was setup? Thanks!

Fingers have tips, but toes don’t. How do I tip toe?
@thomas_the_barbarian 
   
Made in pl
Longtime Dakkanaut




Maybe it follows the ideas from the recent KT / Darktide board game?
   
Made in gb
Fixture of Dakka





Sounds great, although I'd recommend Blackstone Fortress for this style of play.

2nd edition AOS saw a bit of dungeon crawling with The Glymmsforge Catacombs, which was later refined into Heroes of the Hinterlands but roughly the same thing...

https://www.warhammer-community.com/2020/04/16/solo-warhammer-the-glymmsforge-catacombsgw-homepage-post-1fw-homepage-post-1/

...and can be adapted to just about any skirmish game out there.

Casual gaming, mostly solo-coop these days.

 
   
Made in pl
Longtime Dakkanaut




I've heard many times qlready that Blackstone Fortress is more of a classic GW "roll dice and see what happens" with thematic but pretty shallow and random gameplay, especially compared to modern dungeon crawlers on the market.

Maybe Exeter is looking for a more tactical, intellectually engaging and challenging experience with many decision points, hence his interest in a KT offshoot, as KT is a pretty unusual for GW in where it puts player agency and randomness in a hierarchy of importance.
   
Made in gb
Fixture of Dakka





There could very well be better DC games out there - I'd love to give some a try - but BSF remains a respectable example of the genre nonetheless. Shallow and random aren't quite the words I'd choose to describe it...

Unlike Kill Team or 40K: Combat Patrol, your party composition needs careful thought; UR-025 is a walking tank, but very low in mobility and activiation. Pious Vorne is good at keeping the enemy tied down but no more useful than a body guard. Rein and Raus are useful in getting from A to B, but about as useful as Hobbits when it comes to heavier fights. There are a few other characters but no matter which four characters you pick, the challenge is always going to be in getting them to gel as a team.

Initiative of explorers and hostiles does tend to lead to double turning which can be either welcome or troublesome.

Some challenges are bloody annoying and tend to skip them. Sometimes you wish you left the challenge cards in the box and drew a fifth combat instead. Fair cop on this part of the game...

The use of cover is important and some explorers are going to be in trouble if they don't take advantage of it, but you can't stay put for too long as the enemy will be reinforced until you either get to the Maglev or they wipe you out. Enemies can also benefit from cover, and sometimes you regret not having prepared better when you had the chance.

Although my preferred way to play, the game does become shallow when using armies of one. For example, a Solitaire can zip between multiple hostiles and end up on the other side of a map, only to then begin again the cycle of slaughter in the following turn. Effectively, you own the whole map and not even the Ambull is safe!

Another good thing about BSF is that it was the best indirect expansion to the previous edition of Kill Team; not only a wealth of extra models but also useable for indoor combat, using "The Deadliest Mission" rules from White Dwarf June 2019. If making a KT dungeon crawl then combining it with the components of BSF - especially it's 4-group combat maps - is the best way to go about it.

Casual gaming, mostly solo-coop these days.

 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

Edit: Posted in the wrong thread, sorry!

This message was edited 1 time. Last update was at 2024/06/20 19:08:02


   
 
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