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Lost Egg
23-01-2014, 07:26
OK so me and another chap from my LGC played a couple of Kill Team games the other day, in both games neither player knew the mission and we didn't know what our opponent was brining.

I played a Dark Eldar Scourge KT and he had a tac & assault marine combo KT. For both missions it became clear quite quickly that my opponent had the edge, how could I compete with that many marines and assault chappies to boot, reducing my speedy-winged movement advantage.

Anyway, both games were still fun and while I won the first game, just (the game ended right in time for me), the second game was a massacre with no DE left by turn 3! As I say though twas still fun with banter flying across the board. :D

All this got me thinking about the missions and whether it would be better to have numbers or elites... Then it struck me, if you want elite KT's kicking the snot out of each other then probably the various free downloads are better suited to deliver this; don't get me wrong, I think the simplicity and speed of GWs KT booklet still works, its just a case of flavour and detail.

But...what if we envisaged GW's KT booklet as more of a chance for 'standard' infantry squads to kick the snot out of each other? Here I'm thinking of those short stories in rulebooks and whatnot where you have a Kroot carnivore pack hunting down an Imperial Guard squad, or perhaps you want to recreate a mini(ish) version of Battle on the Farm (from the Rogue Trader rulebook).

This then got me thinking about classic smack downs from artwork, stories and battle shots...here's some ideas:

Atlantioc Eldar Guardians vs. Blood Angel Tactical Marines
Imperial Guard Squad vs. Kroot Carnivore Pack
Crimson Fist Tactical Squad vs. Ork Boyz
Imperial Guard Catachan Squad vs. Termagaunts
Space Wolf Grey Hunters (or Blood Claws) vs. Tyranid Warriors

I think it could be fun with the specialist rules adding a sense of character to a few members of the squad; "Brother Jago is the best shot in the squad".

It could be an interesting way of proving who had the best standard troopers!

You could give it a Combat Patrol edge so each player has to take a transport, at least for some missions.

What y'll think?

Mauler
23-01-2014, 14:58
I think this thread needs more attention! I played my first 6th Ed Kill Team game this weekend as the first step in a progressive campaign and it was excellent fun. In a classic "The Elite Few" matchup I fielded five Dark Angel Veterans of mixed armaments + Land Speeder against my mate's 10+ cultist Inquisitorial Retinue with a daemonhost and assassin. My Angels had gotten a whiff of a Fallen aiding in the works of a radical Inquisitor and sent in a small force to investigate. This was followed up by a 500pt game with the forces expanded to include a few Chaos Marines + cultists, we plan on escalating the next game with some daemons to 1k then 1.5 & 2k, the next one may well be a Zone Mortalis game as my Angels break through into the labs of the Inquisitor and try to put a stop to the workings before he is corrupted into a Herald or Prince.

Very underrated game type IMO!

Theocracity
23-01-2014, 15:46
I haven't played KT in a little while, but I do really appreciate its style.

I'm planning a KT game as a possible finale to a narrative campaign - the cornered Ork warlord has retreated to his inaccessible mountaintop fortress, only accessible by rickety cable cars. An elite force of Guardsmen are sent in to clean him out and win the war - basically Where Eagles Dare (http://images.moviepostershop.com/where-eagles-dare-movie-poster-1968-1000255636.jpg) with Orks instead of Nazis :). Now I just have to figure out how the rules and terrain are going to work....

Charistoph
23-01-2014, 15:53
The Cable Car is a Transport and must be used to move from one area to the other. Neither side may shoot directly at it because they know it's their only conveyance in or out, but it counts as an Open-Topped Transport with a Capacity of X and Armour 8-8-8, HP 3. Units may shoot at a unit in the cable car, but are counted as having a 5+ Cover Save. To-Hit rolls of 1 against mounted units then count as an automatic hit on the Cable Car which are then resolved as normal.

OR, build the terrain as if the Cable Car stop is where any Reinforcements may come in, with a limited starting number and limited number able to come in from Reserve.

Theocracity
23-01-2014, 16:15
The Cable Car is a Transport and must be used to move from one area to the other. Neither side may shoot directly at it because they know it's their only conveyance in or out, but it counts as an Open-Topped Transport with a Capacity of X and Armour 8-8-8, HP 3. Units may shoot at a unit in the cable car, but are counted as having a 5+ Cover Save. To-Hit rolls of 1 against mounted units then count as an automatic hit on the Cable Car which are then resolved as normal.

OR, build the terrain as if the Cable Car stop is where any Reinforcements may come in, with a limited starting number and limited number able to come in from Reserve.

Ooh, good call! I like the first one - the idea of them shooting as they come in is neat. It should probably have a fixed movement rate, too. Maybe I could set up a control unit where the car could be stopped, so the guardsmen have to shoot at the grots trying to get to it. Either that or have a car on the other line full of boyz shooting as they go past!

Mauler
23-01-2014, 16:34
That sounds brilliant! "SMITH, TAKE OUT THAT GROT BEFORE HE...DROK!"

Grand Master Azrael
24-01-2014, 09:46
Is the Kill Team Rules in the Battle Missions book still the current KT rules?

Charistoph
24-01-2014, 14:19
Is the Kill Team Rules in the Battle Missions book still the current KT rules?

Mostly. There are Leader Traits ala Warlord Traits. The Specialists are given specific lists to work from instead of just any USR. And there are missions you roll for ala the BRB missions with about 3 setups. Those are the differences that stand out.

Lost Egg
24-01-2014, 20:19
Some cool ideas there chaps! I love games and campaign with a bit of character, makes them much more interesting. :D

Fangschrecken
25-01-2014, 18:54
You could make the cable cars vehicles that move up an down the mountain at a fixed pace. They sort of act like a 3rd neutral player that goes at the end of each turn. Or it could make more sense to call them moving terrain that is open ground but offers cover to those inside it. Guard and Orks have to hop on the terrain before the end of the turn or it'll move on without them and they'll have to wait for the next one. Have a cable car station at one of the long ends and the mountain top at the other. Orks are limited in how many models they can put at the base of the mountain. You could also do the control box idea and have it somewhere inside the cable car station. Maybe also have a radio/coms relay between the two so you can cut off communications with the mountain top. That way if you smuggle a couple guardsmen aboard they can try and hide without the Orks knowing anybody got on that car.

I'm imagining orks piled high in a cable car going down the mountain shooting at every passing car to make sure nobody iz home. Unless they can't see the guard and get bored. Then they could suffer from animosity and start hitting each other while the guard slip by. Only to get off at the top station infront of a mob of orks waiting to go down. It's got everything, heroism, bad guys, lasers, grenades, subterfuge, kill teams, and dashedly confused orks.

Grand Master Azrael
26-01-2014, 00:18
I'm planning on designing a Kill Team assassination-style mission.

Lost Egg
26-01-2014, 07:32
Cool, so does one player have a HQ and bodyguard with their opponent taking 2 Elites?