Post by ash on May 9, 2010 20:21:04 GMT 9.5
Kill Team 40K
Its fast
it’s furious
it’s small
I have yet to play it.
Regardless I feel like Kill Team is the best suited game for our very first tournament. 200pts of 40k with special restrictions and rules. Games could be played in an hour. People could knock up some cool models for their specialists... we could even make a painting/modelling competition out of it too.
Kill Teams Rules:
0-1 Troop 0-1 Elite 0-1 Fast Attack, and 200 points total
You also give 3 models one USR (can't stack on one model and can't use the same USR multiple times)
- Each model moves, shoots, and assaults as an individual unit
- Models can split their shots at different enemy models. (Say a SM scout is firing a heavy bolter, it shoots at up to three things)
- Models in assault with more than one enemy model can split their attacks similar to the shooting rules
- No HQ or Heavy Support Choices
- Once a Kill Team has lost Half its MODELS ( that’s HALF and not more than half) it must start making ‘break tests’ at the beginning of its turns. A Break Test is a Leadership Check taken against the highest Ld value left in your Kill Team. Each successive test after the first draws a -1 Ld modifier which is cumulative.
There will be 6 games each with a 1 hour time limit. Most games are expected to run shorter than this so if we have time left over expect some Kill Team related shenanigans.
Games will be played on 3x4 tables with a variety of terrain types (two ruined cityscapes, two grassy valleys and two rain forests)
Missions:
1. Objective Mission*. Table Quarters. There are 4 objectives, two for each player. Each player places their objectives in their deployment zone. No objectives can be placed within 6 inches of a deployment zone edge or 9 inches of each other. Any model can hold an objective by being within 3 inches of it and any model can contest an objective by being within 6 inches of it. A held objective increases your Kill teams point value by 25 points for the purposes break point. Play till one side breaks. Players can not deploy within 6 inches of the central point of the table.
2. Ambush. The TO will tell you who is the attacker and who is the defender. The defending player deploys ALL their models on the table in a twelve inch strip running width ways through the table. The attacker gets the first turn. At the beginning of the attackers turn one the attacker comes on from one of the long table edges 1-2 one edge, 2-3 the other edge, 5-6 their choice. Each model rolls separately. Play till one side breaks.
(In the case of Deepstriking armies being the defender the Deepstriking army has the first turn and counts as having successfully made its reserve roll. With a Deepstriking Army being the Attacker it can elect to either come in as deepstriking and make reserve rolls as normal or come on from the random board edges as per normal rules for this mission. Any other units using any form of special hidden deployment must adhere to the deployment rules as if they did not have the special rule.)
3. Quarters. Table Quarters. Each player splits their forces into two as equal as possible sized forces. This is decided by points rather than numbers. The table is divided into quarters and each player deploys his forces into the two quarters diagonally opposite to each other one half in each quarter. Play until one side breaks.
4. Objective Mission*. Pitched Battle. Same restriction on objective placement as mission 2 except objectives can be placed anywhere on the players half of the table. Play until one side breaks.
5. Ambush. Same as above but if you were the attacker in the previous mission you are now the defender and vice versa.
6. Standard Mission. Play till one side breaks. This will use a pitched battle deployment (12inches)
*There will be two objective missions. Held objectives essentially increase the point’s value of your kill team possibly meaning your opponent needs to kill more of your team to force you to start making break tests. There will be three objectives on the table and each held objective increases your Kill Teams point value by 25 points i.e. you hold two objectives your Kill Team is now worth 250 points meaning your opponent has to kill 126 points of your team to start making you take break tests instead of the typical 101.
Any model can hold an objective by being within 3 inches of it. Any model can contest an objective by being within 6 inches of it.
Points Scoring:
Points will be awarded for wins and losses as usual:
5 points for a major victory (opponent breaks)
4 points for a minor victory (opponent breaks but you were also down to making break tests)
3 points for a draw (should no one have done anything in the one hour time limit… shame on you !)
2 points for a minor defeat (you broke but opponent was making break tests too)
1 point for a loss (you break)
The Painting Comp!
Being that Kill Team makes use of a very small number of models it’s a great opportunity to have a force that really shines. Kill Team encourages the player to fully convert their force to show all the apt wargear and Universal Special Rules that you put on them.
Although the painting will not take part in deciding who came first, second or third I thought it would be great to have a painting aspect to this event. The players themselves will decide amongst them via vote which team wins out on the day on the aesthetics front.
Cool conversions and sweet paintjobs will be the order of the day and if you go as far as a scenic base for your force then all the better!
End of Day Shenanigans:
As usual with the tournaments I run there will be some all in gaming at the end of the event meaning team based Kill Teams with interesting set ups and scenarios. It is not mandatory for participants to participate in these games but you will be missing out on some great fun!
Specifics
Date: Saturday the 5th of June starting at 10:30am and running through to early evening.
Where: Movie Nights of course!
Price: $10
Prizes: First place will have the honour of a place on the Greenacres Gamers 40k perpetual trophy. All participants will receive a Dog Tag on Chain with 1st, 2nd , 3rd and best painted places having a suitably colored rubber silencer. All other places get a black silencer.
There is NO catering at this event although there are the usual fantastic drinks and snack prices at the store.
Players: There is only room enough for 12 players at this stage but should interest be there I can whip up more gaming tables.
Players List:
Could all entrants please confirm their entry within the next week, Friday the latest!
Ash (in)
Shippy (in)
Michael (in)
Craig (in)
Jimm (in)
Adrian (in)
Shane (in)
Drew (in)
Liam (in)
Ryan (in)
!!!ROOM FOR TWO MORE!!!
Post your interest to confirm!
Random Stuff:
Some answers to some of the stuff I have been asked.
o Yes, you can shoot one enemy and assault another.
o You must designate all targets for a models shooting phase before rolling any to hits.
o To work out a models points value in order to work out how close you are to breaking take the base unit selection points value and divide it by the number of models you have taken. Any special gear etc gets added to the value of that model. For unit entries that include sergeants etcto the basic cost the sergeant costs the same as a regular troop etc.
o You take break tests when you suffer AT LEAST half your killteams points value.
Its fast
it’s furious
it’s small
I have yet to play it.
Regardless I feel like Kill Team is the best suited game for our very first tournament. 200pts of 40k with special restrictions and rules. Games could be played in an hour. People could knock up some cool models for their specialists... we could even make a painting/modelling competition out of it too.
Kill Teams Rules:
0-1 Troop 0-1 Elite 0-1 Fast Attack, and 200 points total
You also give 3 models one USR (can't stack on one model and can't use the same USR multiple times)
- Each model moves, shoots, and assaults as an individual unit
- Models can split their shots at different enemy models. (Say a SM scout is firing a heavy bolter, it shoots at up to three things)
- Models in assault with more than one enemy model can split their attacks similar to the shooting rules
- No HQ or Heavy Support Choices
- Once a Kill Team has lost Half its MODELS ( that’s HALF and not more than half) it must start making ‘break tests’ at the beginning of its turns. A Break Test is a Leadership Check taken against the highest Ld value left in your Kill Team. Each successive test after the first draws a -1 Ld modifier which is cumulative.
There will be 6 games each with a 1 hour time limit. Most games are expected to run shorter than this so if we have time left over expect some Kill Team related shenanigans.
Games will be played on 3x4 tables with a variety of terrain types (two ruined cityscapes, two grassy valleys and two rain forests)
Missions:
1. Objective Mission*. Table Quarters. There are 4 objectives, two for each player. Each player places their objectives in their deployment zone. No objectives can be placed within 6 inches of a deployment zone edge or 9 inches of each other. Any model can hold an objective by being within 3 inches of it and any model can contest an objective by being within 6 inches of it. A held objective increases your Kill teams point value by 25 points for the purposes break point. Play till one side breaks. Players can not deploy within 6 inches of the central point of the table.
2. Ambush. The TO will tell you who is the attacker and who is the defender. The defending player deploys ALL their models on the table in a twelve inch strip running width ways through the table. The attacker gets the first turn. At the beginning of the attackers turn one the attacker comes on from one of the long table edges 1-2 one edge, 2-3 the other edge, 5-6 their choice. Each model rolls separately. Play till one side breaks.
(In the case of Deepstriking armies being the defender the Deepstriking army has the first turn and counts as having successfully made its reserve roll. With a Deepstriking Army being the Attacker it can elect to either come in as deepstriking and make reserve rolls as normal or come on from the random board edges as per normal rules for this mission. Any other units using any form of special hidden deployment must adhere to the deployment rules as if they did not have the special rule.)
3. Quarters. Table Quarters. Each player splits their forces into two as equal as possible sized forces. This is decided by points rather than numbers. The table is divided into quarters and each player deploys his forces into the two quarters diagonally opposite to each other one half in each quarter. Play until one side breaks.
4. Objective Mission*. Pitched Battle. Same restriction on objective placement as mission 2 except objectives can be placed anywhere on the players half of the table. Play until one side breaks.
5. Ambush. Same as above but if you were the attacker in the previous mission you are now the defender and vice versa.
6. Standard Mission. Play till one side breaks. This will use a pitched battle deployment (12inches)
*There will be two objective missions. Held objectives essentially increase the point’s value of your kill team possibly meaning your opponent needs to kill more of your team to force you to start making break tests. There will be three objectives on the table and each held objective increases your Kill Teams point value by 25 points i.e. you hold two objectives your Kill Team is now worth 250 points meaning your opponent has to kill 126 points of your team to start making you take break tests instead of the typical 101.
Any model can hold an objective by being within 3 inches of it. Any model can contest an objective by being within 6 inches of it.
Points Scoring:
Points will be awarded for wins and losses as usual:
5 points for a major victory (opponent breaks)
4 points for a minor victory (opponent breaks but you were also down to making break tests)
3 points for a draw (should no one have done anything in the one hour time limit… shame on you !)
2 points for a minor defeat (you broke but opponent was making break tests too)
1 point for a loss (you break)
The Painting Comp!
Being that Kill Team makes use of a very small number of models it’s a great opportunity to have a force that really shines. Kill Team encourages the player to fully convert their force to show all the apt wargear and Universal Special Rules that you put on them.
Although the painting will not take part in deciding who came first, second or third I thought it would be great to have a painting aspect to this event. The players themselves will decide amongst them via vote which team wins out on the day on the aesthetics front.
Cool conversions and sweet paintjobs will be the order of the day and if you go as far as a scenic base for your force then all the better!
End of Day Shenanigans:
As usual with the tournaments I run there will be some all in gaming at the end of the event meaning team based Kill Teams with interesting set ups and scenarios. It is not mandatory for participants to participate in these games but you will be missing out on some great fun!
Specifics
Date: Saturday the 5th of June starting at 10:30am and running through to early evening.
Where: Movie Nights of course!
Price: $10
Prizes: First place will have the honour of a place on the Greenacres Gamers 40k perpetual trophy. All participants will receive a Dog Tag on Chain with 1st, 2nd , 3rd and best painted places having a suitably colored rubber silencer. All other places get a black silencer.
There is NO catering at this event although there are the usual fantastic drinks and snack prices at the store.
Players: There is only room enough for 12 players at this stage but should interest be there I can whip up more gaming tables.
Players List:
Could all entrants please confirm their entry within the next week, Friday the latest!
Ash (in)
Shippy (in)
Michael (in)
Craig (in)
Jimm (in)
Adrian (in)
Shane (in)
Drew (in)
Liam (in)
Ryan (in)
!!!ROOM FOR TWO MORE!!!
Post your interest to confirm!
Random Stuff:
Some answers to some of the stuff I have been asked.
o Yes, you can shoot one enemy and assault another.
o You must designate all targets for a models shooting phase before rolling any to hits.
o To work out a models points value in order to work out how close you are to breaking take the base unit selection points value and divide it by the number of models you have taken. Any special gear etc gets added to the value of that model. For unit entries that include sergeants etcto the basic cost the sergeant costs the same as a regular troop etc.
o You take break tests when you suffer AT LEAST half your killteams points value.