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I give to you the BEST way to play 3 player... KILL TEAM DOMINATOR 600 (KTD600) (The BEST)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
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By Clicking this thread, you may have made the best decision of your day.

Looking for shorter game with much more action? Not wanting to lug around a 2k army or play a 5 hour game? Overly disappointed with how little strategy and diversity a 500 point Combat Patrol game brings?

I bring to you the HOTTEST way to play the game. We have found possibly one of the most balanced and fun ways to play multiplayer and enjoy some beers with the boys.

The big problems you run into with three player is that the third player has two sit through two turns, and most of his forces can be killed via alpha strike. Waiting for two turns to take place can put even the most alert of players into a daze. How do we get around this? Alternating activation! But not just any alternating activation... This isn't your grandfather's AA, it's KTD600, BABY!

Instead of just activating a unit/squad and going through his whole activation, we alternate each unit one at a time, in each phase.

Don't laugh at my scenery, I just got back into it this year!




Movement phase:

Roll for initiative so see who places the first unit. We have three deployment areas on the map, one for each player. The person on the top of the table can deploy off of the two green markers depending on how he wants to split. When deploying, we begin by each player in rotation moving a unit of their choice off any point on their deployment edge. There are three different fronts for each player to think about, with two different opponents making this choice fairly interesting. Deploying, you get to send one unit out into the world on it's movement phase, and the next player places and moves his first unit. This makes deployment and each move a tactical decision. The order in which you deploy your force, by seeing what direction your opponent is sending which units etc become a strategic decision. Each deployment and move rotates until we have all units in play.

For psychic phase, shooting phase, and the combat phase, we go around the table only activating one unit at a time doing only whatever phase the table is in. We rotate around, taking turns firing a squad or unit and passing. When everyone's individual units have been fired one after another, we move on to the combat, etc. If you are trying to control a certain area, or are being menaced by a particular enemy, maybe you activate the unit you feel is most important to blast whatever is your biggest threat early on in the phase. Because you are taking on two other opponents instead of just one, politics, ordering, and focusing can become MUCH more strategic. This really opens up the game and changes the entire world of 40k strategy. It is similar to how Commander in MTG is much more diverse and interesting compared to your standard head to head match.

Now you may be asking, what does this have to do with Kill Team? What is Dominator? Why 600? It all has to do with scoring, and how the game is played.

In Kill Team you can score points by killing, so we figured killing models should be worth something since it is so fun. Controlling the map should be worth something. Objectives should be worth something. The more ways to score points, and the more killing and battling that occurs, the more the fun! We break down our scoring as follows:

Scoring:

Per kill:

Infantry – 1 VP
Elite unit – 2VP
HQ – 3VP
Vehicle with less than 10 wounds – 4VP
Vehicle with more than 9 wounds – 6VP

Primaries:

Spawn objectives (Blue markers) – 1VP - To score these lower point objectives, you only need to walk a unit within an inch of it to capture it. These are closer, so they are worth less, and can't be split amongst players.

Mid sides (Pink markers) – 2VP Solo, 1VP Split. Scored and captured at turns end, you must end on this objective to score it. If only you hold it, 2VP. If your units are splitting it with another faction, you both get 1VP. Whoever scored it last controls it, and will get 2VP each turn even after leaving it.

Middle (Orange marker) – 3VP solo, 2VP contested. Same concept as above, but since it's in the middle of all three teams, it is worth more to whoever dares take it.

For objective markers I am just using coasters. The blue markers are 5 inches away from deployment edge, the pinks are 14.5 inches away, and the middle is about 16 inches away. Each deployment edge is 29 inches away from an opponent on either side. We use hills or obscuring terrain in the middle so you can't just blast whatever you want on any given turn. You can hide in the middle to some extent, but it can draw some heat!

Secondaries:

Pick three and reveal them at the start of the game.

Grind them Down: Score the most points for kills in a round – 2VP
Domination: Score the most points in a round for holding Primaries – 2VP
Slay the Warlord: Kill an enemy HQ – 2VP
Bring it Down: Kill an enemy vehicle – 3VP for 9 wounds or less, 4VP for 10 or greater
Abhor the Witch: Kill an enemy Psycher – 2VP
Engage on all Fronts: Have units in 3 or 4 quarters of the map – 2VP or 3VP
Hold the Line: Control both spawns objectives and mid point on one side (One side of the triangle) – 2VP
Control the Center: Control the middle objective uncontested – 2VP
Raise the Banners High: On a control point, a unit that has not made a normal move may elect to Raise the Banners High. Instead of shooting, he may perform this action. At the end of each round if the banner is standing (the control point hasn’t been contested by an enemy unit) score 1VP

Bonus score:

Whoever scores the most points in a round has DOMINATED the round, and gets 2VP.


Now what makes this so fun is you have many different styles open to play. An expansionist army can score lots early before fading. A shooting army can castle, and still score by shooting and holding banners. If you want to heavily blitz one side, you can kill lots and dominate it, but you leave another side open for opponents to score. Can you force your opponent to choose between a wall of units, splitting his forces, his game? It changes every turn, every activation, every movement and decision is important and fun. The game is no longer all or nothing, you v.s. one army. You are facing two opponents with differing strategies, and different scoring methods. You must play your game, while politicking and fending off each player as they gain strength, score, or weaken.

-We have decided upon 600 point lists in Combat Patrol formation because the extra 100 points gives you a little more flexibility in the line ups. Usually a player can take two or three squads of infantry, one or two HQs, an elite choice, a vehicle choice.
-We each pre select 3 strategems we can only use once per game, and only one of the three can be used in a turn (outside of the generic strategems available which you can reuse). We start with 3 CP, gaining one per turn. We put this rule in place so you don't have to run into annoying "gotcha" moments, but so that you can still have some more fun and customization/strategy. Because each side only has 600 points, a big gotcha moment can leave a game unbalanced early and kill the fun. We have lots of dense terrain and light cover so the smaller army sizes don't die early, and to keep scoring through kills on par with scoring primaries and secondaries.
-Only because my table is smol, and has so much scenery... we allow deep strike within 6 inches of an enemy, but we apply a -3 penalty to charge rolls if you deep struck that turn.

The great thing about these games, is you are always doing something. You are only waiting for two opponents to move, shoot, or charge with a single unit or squad before it's your chance again. Each decision generates a reaction. You never get alpha struck into oblivion, you never have an Ad Mech player pop half his CP and melt your entire game into nothing, you never charge into some army where he has a million different strategems you were completely unaware of because you haven't read all 20 codex. Even if you are behind, you can get a hot round of shooting in or score big one turn and get back in it. If you are stinking up the table, your opponents will focus more on each other giving you a chance to come back.

Most importantly, if you want to start a new army you only need 600 points to freshen it up. Splashing in a different elite choice or one new vehicle can change your game entirely. It's cheap, it's fun, there are a million angles to play, and you can have more than two people involved!

This message was edited 4 times. Last update was at 2021/10/27 20:57:26


 
   
 
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