View Full Version : Has anyone played with skirmish rules in 6th ed yet?

Ruination Drinker
19-07-2012, 00:42
A bunch of guys that I used to play with like to use skirmish rules because they claim to have something called a "life" and can't spend three-four hours on one game a week. They invited me to play in their Planetary Empires game which will be what I assume, more of the same 500-800 point games for conquest of a whole planetary tile.

I've never used skirmish rules before because it just isn't my cup of tea, but since the change over from 5th to 6th ed. some new wrinkles might have emerged that might make skirmishing fun.

Any thoughts on this, skirmishers?

19-07-2012, 01:05
The new rules for wound allocation and cover saves means there's more tactical consideration in smaller games.

Weaker vehicles makes smaller games a bit more balanced while rules for challenges, grenade-tossing and such adds some needed spice.

Inquisitor Kallus
19-07-2012, 01:23
sounds good. how do you think kill team scale games would fare in 6th?

19-07-2012, 08:28
40k, previous edition and current are fairly fast games to play.

Not sure what takes some people so long. Perhaps all the banter and talking (which is fine unless you don't have enough time) slow the game down.

It's not like they're playing fantasy.

19-07-2012, 15:21
Yikes 3-4 hours for a single game. I generally play 2k point games and they take abou 1-3 hours depending on how much talk, army sizes etc.

19-07-2012, 16:26
Staying out of the book cuts down on time unless the same people have "a life" and can't manage the time to get savvy with the rules.

19-07-2012, 16:54
You don't need to be "savvy with the rules"; you just need to be capable of making a snap decision and sticking with it for that game, rather than referring to the rulebook every time you can't recall something.

On the other hand, why rush? It's not like you get extra victory points for finishing quicker. :) Wargaming is a social activity - some people ike to socialise during that time.

Playing the Kill Team mission effectively removes the Wound Allocation and Look Out, Sir! rules from the game, by making every model an independent character. It also lets you experiment with different terrain set ups and a smaller board.

19-07-2012, 16:57
A quick guess would be that it's less about not having the time to play, and more about not having the time to paint and/or the money to pay.

@OP: Give the small games a try, you might just like 'em, and if not, getting closer to them gives you a chance to corrupt them into the "bigger games" side of the hobby (just make sure you're progressive about it. Haste creates suspicion, suspicion creates crazy mobs with torches and pitchforks).

19-07-2012, 17:27
oh I agree. Playing with friends means we just smudge through scenarios that would require 5 minutes of rules lawyer crap.

Damien 1427
19-07-2012, 17:59
sounds good. how do you think kill team scale games would fare in 6th?

I would argue that, just from glancing, Kill Team seems to be transfer across rather well. I would imagine it'd work far better than it used to.

19-07-2012, 18:31
I always wondered why they dropped kill team, unless it was a silly decision to discourage small army collections.

Damien 1427
19-07-2012, 19:15
I always wondered why they dropped kill team, unless it was a silly decision to discourage small army collections.

Oh, it's still around. I think it's still around in Battle Missions, a variant is in the rulebook on page 363 (Battleforce Recon variant Suicide Squads), and Warhammer World are running a Kill Team campaign day in December.

19-07-2012, 20:54
There used to be a rules-set for smaller games (400 points per side) called 40K in 40 Minutes, which basically just entailed new rules for army composition and scenarios. I was a bit disappointed to see there was no mention of this in the new rule book, so I drafted some ideas for how to rejuvenate the rules which you can find in its own thread here if you're interested: