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![[Post New]](/s/i/i.gif) 2015/02/08 01:30:01
Subject: small squad game idea
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Fresh-Faced New User
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A thought struck me for small games like combat patrol
What if all units were split into minimum sized squads
Eg I have a unit of 13 chaos marines and a unit of 5 chaos bikes
They would be split into 2 units of 5 marines and 1unit of 3 marines the bikes
Would be split into a unit of 3 bikes and a unit of 2 bikes
This would give a small squads style feel
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This message was edited 1 time. Last update was at 2015/02/08 01:32:08
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![[Post New]](/s/i/i.gif) 2015/02/08 02:08:17
Subject: Re:small squad game idea
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Dakka Veteran
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Why not just play Kill Team? Under the HoR Kill Team Rules, every model is treated like a single unit, which is only a half of a step down from this.
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I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. |
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![[Post New]](/s/i/i.gif) 2015/02/08 05:14:47
Subject: small squad game idea
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Gore-Soaked Lunatic Witchhunter
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I've been working on a conversion of the Mordheim rules but HoR Kill Team is more finished and easier (since it uses the 40k base rules).
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![[Post New]](/s/i/i.gif) 2015/02/09 05:20:37
Subject: small squad game idea
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!!Goffik Rocker!!
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AnomanderRake wrote:I've been working on a conversion of the Mordheim rules but HoR Kill Team is more finished and easier (since it uses the 40k base rules).
Was thinking bout that.
Mordheim has odd armor system. It's useless cause it's either reduced or ignored left and right. Basically, crit system means everyone has rending.
But i do like the knocked out - killed system. But killing stuff from afar with your bows/crossbows is a pain at the start of campaing. You're generally hitting on 6-s, than you have to wound and after that you need to take the enemy out of action on a 5-6 with 2/3 chance for just knocking him out for a turn or two. It all gets nevelated across the campaing when you get double shots, ignore cover, hunter arrows, etc.
Anywayz, it feels pretty much like more detailed campaing killteam. Might toy with lots of interesting stuff. Especially if you make a campaing. Different races will have their advantages and drawbacks.
For example, if you're playing Space marines, you're hard as nails, you're killy and you're harder to eventually take out - might be some bonus that helps you cope with severe wounds. For example, your characters can recouperate from flesh wounds and shattered bones after a game or two. But if they're eventually killed, you can't replace them. But as a space marine, you can make use of human mercenaries. However, they're quite restricted in choice cause you can't work with pirates and rabble - only something like rogue trader teams, some more-honourable type of mercenaries or stuff like this.
In the end, you have a strong initial fighting force that's gona wreck anything at start but you got to keep your head cool as if you get carried away and happen to loose a member - it's permanent. Yes, you can hire mercenaries but they're not nearly as good as your initial members.
Or if you're playing Rabble, you have an infinite source of new bodies. But you're disorganised, chaotic and unstable. And you can't reliably deal with something like a squad of marines - all you can hope for is take out a few, try to accomplish at least something and run away to get more bodies for the next fight. But eventually you'll get stronger, can hire all sort of evil mercenaries, can probably eventually attract attention of some rogue chaos space marine that'd take controle of your band (killing off your current leader, ofc) while SM won't make so much use of new wargear (as their current one is allready good) and may get crippled due to a permanent loss of their members.
Or as you're playing orks, you just run around kicking heads to friends and foes alike. You make use of any wargear you find. It often explodes violently taking out your own guyz but you've got so much bodies - it's worth the risk anywayz. Besides, it's so much fun! Oh, and no merc is crazy enough to work with orkses. Except for freebotaz!
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This message was edited 4 times. Last update was at 2015/02/09 06:16:54
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![[Post New]](/s/i/i.gif) 2015/02/09 15:02:45
Subject: small squad game idea
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Gore-Soaked Lunatic Witchhunter
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koooaei wrote: AnomanderRake wrote:I've been working on a conversion of the Mordheim rules but HoR Kill Team is more finished and easier (since it uses the 40k base rules).
Was thinking bout that.
Mordheim has odd armor system. It's useless cause it's either reduced or ignored left and right. Basically, crit system means everyone has rending.
But i do like the knocked out - killed system. But killing stuff from afar with your bows/crossbows is a pain at the start of campaing. You're generally hitting on 6-s, than you have to wound and after that you need to take the enemy out of action on a 5-6 with 2/3 chance for just knocking him out for a turn or two. It all gets nevelated across the campaing when you get double shots, ignore cover, hunter arrows, etc.
Anywayz, it feels pretty much like more detailed campaing killteam. Might toy with lots of interesting stuff. Especially if you make a campaing. Different races will have their advantages and drawbacks.
For example, if you're playing Space marines, you're hard as nails, you're killy and you're harder to eventually take out - might be some bonus that helps you cope with severe wounds. For example, your characters can recouperate from flesh wounds and shattered bones after a game or two. But if they're eventually killed, you can't replace them. But as a space marine, you can make use of human mercenaries. However, they're quite restricted in choice cause you can't work with pirates and rabble - only something like rogue trader teams, some more-honourable type of mercenaries or stuff like this.
In the end, you have a strong initial fighting force that's gona wreck anything at start but you got to keep your head cool as if you get carried away and happen to loose a member - it's permanent. Yes, you can hire mercenaries but they're not nearly as good as your initial members.
Or if you're playing Rabble, you have an infinite source of new bodies. But you're disorganised, chaotic and unstable. And you can't reliably deal with something like a squad of marines - all you can hope for is take out a few, try to accomplish at least something and run away to get more bodies for the next fight. But eventually you'll get stronger, can hire all sort of evil mercenaries, can probably eventually attract attention of some rogue chaos space marine that'd take controle of your band (killing off your current leader, ofc) while SM won't make so much use of new wargear (as their current one is allready good) and may get crippled due to a permanent loss of their members.
Or as you're playing orks, you just run around kicking heads to friends and foes alike. You make use of any wargear you find. It often explodes violently taking out your own guyz but you've got so much bodies - it's worth the risk anywayz. Besides, it's so much fun! Oh, and no merc is crazy enough to work with orkses. Except for freebotaz!
Armour's less useless when we're talking 40k-level armour instead of normal Mordheim 5+/6+. A Space Marine with 3+ armour still has 3+ or 4+ armour against probably 70% of the weapons on the table even late in a campaign, special weapons aren't just floating around waiting for someone to pick them up, they're hard to find.
Right now I'm trying to do the base 40k armies as they exist before reorganizing/inventing new ones, so when Space Marines lose members they do have the capacity to call up HQ and ask for replacement line troopers; you do have to get the right promotion result to replace heroes, though.
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![[Post New]](/s/i/i.gif) 2015/02/10 10:16:14
Subject: Re:small squad game idea
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!!Goffik Rocker!!
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I'd just forego the crit system that ignores aremor most of the time. It's the main killer imo. For example, orcs can get up to 2+ armor with Gromril + Shield + Racial skill that increases armor by 1. But it's not worth the effort when everyone's rending.
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![[Post New]](/s/i/i.gif) 2015/02/10 10:19:07
Subject: Re:small squad game idea
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Bonkers Buggy Driver with Rockets
Denmark.
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Speak of HoR: Kill Team, and his foremost champion shall answer.
Now, most of you know of this I am sure, and a good lot of you have proberbly played it at some point, but that leaves the question: Why don't we see more to it? It is quality work, unofficial of course, but mostly balanced, fun to use and it fixes a lot of the problems the game has, so why isn't it more widespread? Aren't people talking about it on the forums for some reason, or is it really that unknown?
I have ditched regular 40K completely for the moment being, as I find HoR Kill Team to be the best way to play the game, and for that very reason I'd like to give my reasons as to why you should play it too! Be free to ask questions or add to the list, the more the merrier!
1. It's FREE!: Or, mostly free. You'll still need the Codex for most of the factions and the main rulebook, but the supplement itself is completely free, available on the blog itself.
2. No loopholes!: When making supplements like this, the easiest way to add all available options for all factions would be to allow, say, all factions to take "One elite slot for each Troops" and weird stuff like that, but Heralds of Ruin didn't do that - Oh no. They made an entire Army List for EVERY faction currently in the game, with new entries and limitations to keep exploitation down. Enjoy a complete and revised version of you favourite army's list and make something truly unique to this game!
3. It has NEW content, too!: Have you ever wanted to play Deathwatch in 40K, for real? Or maybe Adebtus Arbites? What about Genestealer Cults? HoR Kill Team has all that, and more! It is very obvious that the producers of the supplements are fans and want the very same stuff everyone else want from regular 40K, so look forward to be able to play the factions who are normally unusable or simply not represented in anything other than fluff! Not only that, but all factions have their own list of Relics and Armory items to really personificate your dudes!
4. Fixed, revised rebuilt!: Tired of having your faction bite the dust all the time? Well, the creators of Kill Team certainly seemed like it, so most of the traditionally weak factions have now been put up to speed - Not only does the small and claustrophobic environment of a 250 pt game allow each model to be more than mere cannonfodder, the rules themselves very changed and added to for many individual models, allowing you to use models that would otherwise be completely useless in game (I.e the entire goddamn Sisters of Battle Codex).
5. Far less cheese!: Tired of Ion Accelerator Riptides and Leman Russ Battle Tanks wiping out whole squads with impunity? Well, here's your answer to those shengians - They aren't in there! Only models and units who can roughly compete are in the game, and so Vehicles and Monstrous Creatures are almost untakable, allowing the footsoldiers and veterans to really shine!
6. Cover is a thing!: It is explicitly stated in the main HoR Kill Team rule book that a proper game of Kill Team should be played on as cover-heavy and claustrophobic a board as possible, allowing models who are usually weak and frail to really shine - Stalk through ruins with melee assassins, or achieve control over the streets by putting you Devastator on a rooftop! If you are currently thinking of Necromunda or Mordheim, good - You are paying attention!
7. It's a cheap game!: For most Teams you won't need more than a few boxes of models, who most of you should already have, so there's no excuse when talking about the availability of models! You just need some terrain and you are golden!
8. It's cinematic and dramatic!: We all know how Gets Hot works, but wouldn't it be awesome if it was represented the way Plasma were meant to be, by making them EXPLODE? What about having people catch fire when hit by Flamers? What if you were actually allowed to jump around ruins with your Wyches, gaining a Strength advantage when making a jumping attack? All this is a part of Kill Team, alongside more optional rules like Injury rules and similar!
9. It has a Campaign Mode!: If you know how Necromunda and Mordheim are like when in Campaign mode, then you know what this is all about - Build your team through battles, upgrade their gear, give them new team mates, by base upgrades and Battle Honours to furhter hone their skills. It's not just a game of upgrading though, as you have to mind your model count, buy new recruits and exploit your enemies weaknesses, or you will be left in the dust by players far stronger than you!
If you want to check it out, they have collected all the rules on this site: http://heralds-of-ruin.blogspot.dk/p/kill-team-rules.html
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This message was edited 1 time. Last update was at 2015/02/10 10:20:11
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![[Post New]](/s/i/i.gif) 2015/02/10 17:55:35
Subject: Re:small squad game idea
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Gore-Soaked Lunatic Witchhunter
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koooaei wrote:I'd just forego the crit system that ignores aremor most of the time. It's the main killer imo. For example, orcs can get up to 2+ armor with Gromril + Shield + Racial skill that increases armor by 1. But it's not worth the effort when everyone's rending.
Not sure I found that going through the rules. The only crit system in my rules is for sniper rifles because they're sniper rifles.
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![[Post New]](/s/i/i.gif) 2015/02/10 18:03:08
Subject: Re:small squad game idea
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!!Goffik Rocker!!
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AnomanderRake wrote: koooaei wrote:I'd just forego the crit system that ignores aremor most of the time. It's the main killer imo. For example, orcs can get up to 2+ armor with Gromril + Shield + Racial skill that increases armor by 1. But it's not worth the effort when everyone's rending.
Not sure I found that going through the rules. The only crit system in my rules is for sniper rifles because they're sniper rifles.
i was talking about mordheim
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![[Post New]](/s/i/i.gif) 2015/02/10 18:51:59
Subject: Re:small squad game idea
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Gore-Soaked Lunatic Witchhunter
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koooaei wrote: AnomanderRake wrote: koooaei wrote:I'd just forego the crit system that ignores aremor most of the time. It's the main killer imo. For example, orcs can get up to 2+ armor with Gromril + Shield + Racial skill that increases armor by 1. But it's not worth the effort when everyone's rending.
Not sure I found that going through the rules. The only crit system in my rules is for sniper rifles because they're sniper rifles.
i was talking about mordheim
Never mind, found it.
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