Post by Krusty (zack) on Jul 3, 2011 14:59:29 GMT -5
So theres been talk of interest in doing a kill team style event. as things are now, travis has given ben and I the OK to run an event like this for a lock-in, i believe the one in september.
As we have it written up now, we have a rule set based on the Kill Teams in the new Battle Missions book, however with more additions and clarifications. For those of you that are unfamiliar, these games are played at small points level on a smaller board than usual, and each model is effectively a unit on its own. We plan on having 4 rounds using a 'best 2 out of 3' scoring for each, with bonus points available every game. Also to switch things up a bit, we will be playing 2 rounds with 200 pt forces, and 2 with 250 pt forces. As of now, the only restrictions we have tenatively in place are that there will be no vehicles, or models with toughness 6+ allowed.
We have a preliminary write up containing all the details in the process of being formatted for people to look over, so if you would like to be one of the people to see it when finished, let me know and i can email or PM it too you when its typed up.
So... we need preliminary thoughts to try and make this a great event. Most importantly, how many of you would be interested in an event like this? Also, what would you all like to see, or not see, in this kind of event? Do you think it is fair to make painting a requirement since forces are supposed to be relatively tiny? Just let us know what you think so we can try and make this as fun as past events have been.
********EDIT********
these are the rules as they stand now for this event. anything here is subject to change before the event; let us know if you see any problems, see that we missed something, or just want to make any general complaints. ;D
Kill Team lock in (Sept. 17)
This lock in will be based on the rules for kill teams, found in the gw battle missions book, but will the following changes.
You will need two (2) Army lists, one at 200 points then one at 250, so please have both list made up prior to coming. your army list for 250 pts must include the same models as the 200 pt list, however options/wargear may be changed. (if you bring a melta gun guy in your first list but dont have the points for it in your second one, he may be replaced with a bolter guy.)
The force org is 0-1 elites, 0-2 troops, and 0-1 fast. NO Vehicles and NO monstrous creature units can be taken, all other choices must be normally allowed/bought as usual from the codex. No special/unique units will be allowed (including unit upgrades).
Also after some playtesting, we have decided that no army may have more than 25 models at the 200 point level, or 35 models at the 250 point level, because you will need to finish your games in a reasonable amount of time.
Each model taken in your army will effectively be its own unit. (IE each model moves, shoots, and assault as if it were its own singular unit.)
Models with multiple attacks may split shooting//assault attacks between viable targets, as long as its is declared before any measurements are taken, and following all normal targeting rules. (range, LOS, etc.)
During each game you are allowed to give three models any USR that they can use (i.e. bike units cannot take fleet). These are declared before any rolls of any game.
you may also take the three following rules:
killing blow: when this model rolls a 6 to wound, the wounded model will die outright if saves are failed (even if immune to instant death), you do not get feel know pain off this attack
inspiring leader: as long as this model is alive, the army my re-roll its first failed Rout Test (explained later).
soulless void: this model has a psychic hood, that has a range of 18"
Games:
Rounds:
There will be four (4) rounds played, each consisting of three (3) games against the same opponent.
The winner of 2 of the 3 games (or 3/3) will be the winner of the round, which will determine win/loss points for the round.
All 3 games must be played each round, because bonus points will be available each game.
It is expected that each round will consist of an hour to an hour and 15 minutes of play time.
GAMES 1 and 2 WILL BE PLAYED WITH 200 PT LISTS.
GAMES 3 and 4 WILL BE PLAYED WITH 250 PT LISTS.
Deployment zones:
Games will be played on 4'x4' tables.
The person who wins the roll to deploy first/go first MUST choose a deployment zone that they have no deployed in yet that round. (I.E., you will never be able to have the same deployment zone twice in one round.)
Rounds 1 and 3 will be played with a Spearhead style deployment; a 2'x2' table quarter, staying 12" from the center.
Rounds 2 and 4 will be played with a pitched battle style deployment; all models must be within 12" of the board edge opposite of their opponent.
(Yes, we understand that this will result in games being played 'sideways' across a table for some games, but with the low model count and small board size, this shouldnt be a problem.)
Mission:
The main objective in each game will to be to annihilate your opponent. The player who runs the opposing force off the table first will be the winner of a game.
Special Rule: Rout Test:
Once your army has been reduced to 50% of its starting models or less, you must begin to take a Rout Test. Rout tests are taken at the beginning of a players turn when they have 50% or less models remaining. The test is a leadership test, using the highest leadership still on the table, with a -1 modifier for each test already taken that game. If failed, the remaining models of that players force are removed as casualties, having fallen back to the safety of their main forces.
Bonus Points: GET THE STUFF!
Each GAME, there will be 2 objectives (round 40mm) that may be grabbed for additional points. The 'stuff' can be taken by any model that is in base contact during its shooting phase, instead of any other action during that shooting phase. THESE OBJECTIVES MAY NOT BE GAINED DURING TURN 1.
In games with spear head deployment, the objectives will in each empty deployment zone, exactly 12" from each edge of the table. In pitched battle games, they will be on the center line of 'no mans land' (24" from board edges being deployed from), one objective exactly 12" from each side board edge.
In addition to being worth extra points, bonus points may or may not grant bonuses in later rounds of the tournament.
Scoring:
Winning a round will be worth 10 points, Losing a round will be worth 3 points.
The potential 6 bonus points you can grab each round will be added to this score.
Painting:
**ANY ARMY IN WHICH EVERY MODEL IS NOT PAINTED (3 color standard) WILL AUTOMATICALLY HAVE A -15 MODIFIER TO ITS BATTLE POINTS**
(the model counts are small enough to where this should not be a problem for anyone, especially given the time until this event.)
There will be prizes for the best looking armies at this event, most likely judged by player voting.
Clarification for codex specific//wargear questions:
Any wargear/items that effect a 'unit' (such as narthecium, eldar 'conceal/defend/etc, chaos banners, etc.) will effect the unit that the wargear was BOUGHT with, as long as the bearer is still alive.
(example: a player brings a squad of 5 chaos marines with a khorne icon, and a squad of 5 unmarked chaos marines. while the bearer of the icon is alive, the models that were bought as a part of that squad will benefit from its effects. as soon as he dies, the benefit is lost. the members of the other squad will never benefit from that wargear.)
Necrons:
Well Be Back rolls are made as normal, however since each model is its own unit, it does not need a similar type model on the board to stand up, they simply get up where they were killed.
Well Be Back rolls will be made AFTER Rout tests, if applicable. (Yes, it is possible that you will have to take a rout test one turn, and then be above 50% and not have to take one the next turn.)
Grey Knights:
We have decided that for fun of the game, a GK player may bring a unit of henchman, although it normally requires an inquisitor. However, no more than 3 of the same type of henchman may be taken in that unit.
Psychic Powers: psychic tests from grey knight powers such as hammerhand may be used as normal, effecting the entire unit that was bought together. If there is no Justicar or Knight of the Flame that would normally be effected by a Perils of the Warp result, a model of that unit must be declared, before rolling, to suffer the effects of the possibly Perils.
A unit of grey knights may choose to either use a 'unit-wide' power such as hammerhand, or instead use the powers of their force weapons. If the player chooses to use the force weapon power, a single test is made for the unit, and the entire unit benefits from the power if successful.
Tyranids:
After playtesting, we have decided that synapse will work as normal. However, the Instinctive Behavior rule will be ignored, meaning no model will have to test against Feeding or Lurking at the start of a turn.
Blood Angels:
All individual models from a unit normally effected by the Red Thirst must test to see if it has taken effect on them. (i.e. every individual unit of a tactical squad.)
Tau:
Pathfinders may be taken without the Devilfish transport usually required by the codex.
As we have it written up now, we have a rule set based on the Kill Teams in the new Battle Missions book, however with more additions and clarifications. For those of you that are unfamiliar, these games are played at small points level on a smaller board than usual, and each model is effectively a unit on its own. We plan on having 4 rounds using a 'best 2 out of 3' scoring for each, with bonus points available every game. Also to switch things up a bit, we will be playing 2 rounds with 200 pt forces, and 2 with 250 pt forces. As of now, the only restrictions we have tenatively in place are that there will be no vehicles, or models with toughness 6+ allowed.
We have a preliminary write up containing all the details in the process of being formatted for people to look over, so if you would like to be one of the people to see it when finished, let me know and i can email or PM it too you when its typed up.
So... we need preliminary thoughts to try and make this a great event. Most importantly, how many of you would be interested in an event like this? Also, what would you all like to see, or not see, in this kind of event? Do you think it is fair to make painting a requirement since forces are supposed to be relatively tiny? Just let us know what you think so we can try and make this as fun as past events have been.
********EDIT********
these are the rules as they stand now for this event. anything here is subject to change before the event; let us know if you see any problems, see that we missed something, or just want to make any general complaints. ;D
Kill Team lock in (Sept. 17)
This lock in will be based on the rules for kill teams, found in the gw battle missions book, but will the following changes.
You will need two (2) Army lists, one at 200 points then one at 250, so please have both list made up prior to coming. your army list for 250 pts must include the same models as the 200 pt list, however options/wargear may be changed. (if you bring a melta gun guy in your first list but dont have the points for it in your second one, he may be replaced with a bolter guy.)
The force org is 0-1 elites, 0-2 troops, and 0-1 fast. NO Vehicles and NO monstrous creature units can be taken, all other choices must be normally allowed/bought as usual from the codex. No special/unique units will be allowed (including unit upgrades).
Also after some playtesting, we have decided that no army may have more than 25 models at the 200 point level, or 35 models at the 250 point level, because you will need to finish your games in a reasonable amount of time.
Each model taken in your army will effectively be its own unit. (IE each model moves, shoots, and assault as if it were its own singular unit.)
Models with multiple attacks may split shooting//assault attacks between viable targets, as long as its is declared before any measurements are taken, and following all normal targeting rules. (range, LOS, etc.)
During each game you are allowed to give three models any USR that they can use (i.e. bike units cannot take fleet). These are declared before any rolls of any game.
you may also take the three following rules:
killing blow: when this model rolls a 6 to wound, the wounded model will die outright if saves are failed (even if immune to instant death), you do not get feel know pain off this attack
inspiring leader: as long as this model is alive, the army my re-roll its first failed Rout Test (explained later).
soulless void: this model has a psychic hood, that has a range of 18"
Games:
Rounds:
There will be four (4) rounds played, each consisting of three (3) games against the same opponent.
The winner of 2 of the 3 games (or 3/3) will be the winner of the round, which will determine win/loss points for the round.
All 3 games must be played each round, because bonus points will be available each game.
It is expected that each round will consist of an hour to an hour and 15 minutes of play time.
GAMES 1 and 2 WILL BE PLAYED WITH 200 PT LISTS.
GAMES 3 and 4 WILL BE PLAYED WITH 250 PT LISTS.
Deployment zones:
Games will be played on 4'x4' tables.
The person who wins the roll to deploy first/go first MUST choose a deployment zone that they have no deployed in yet that round. (I.E., you will never be able to have the same deployment zone twice in one round.)
Rounds 1 and 3 will be played with a Spearhead style deployment; a 2'x2' table quarter, staying 12" from the center.
Rounds 2 and 4 will be played with a pitched battle style deployment; all models must be within 12" of the board edge opposite of their opponent.
(Yes, we understand that this will result in games being played 'sideways' across a table for some games, but with the low model count and small board size, this shouldnt be a problem.)
Mission:
The main objective in each game will to be to annihilate your opponent. The player who runs the opposing force off the table first will be the winner of a game.
Special Rule: Rout Test:
Once your army has been reduced to 50% of its starting models or less, you must begin to take a Rout Test. Rout tests are taken at the beginning of a players turn when they have 50% or less models remaining. The test is a leadership test, using the highest leadership still on the table, with a -1 modifier for each test already taken that game. If failed, the remaining models of that players force are removed as casualties, having fallen back to the safety of their main forces.
Bonus Points: GET THE STUFF!
Each GAME, there will be 2 objectives (round 40mm) that may be grabbed for additional points. The 'stuff' can be taken by any model that is in base contact during its shooting phase, instead of any other action during that shooting phase. THESE OBJECTIVES MAY NOT BE GAINED DURING TURN 1.
In games with spear head deployment, the objectives will in each empty deployment zone, exactly 12" from each edge of the table. In pitched battle games, they will be on the center line of 'no mans land' (24" from board edges being deployed from), one objective exactly 12" from each side board edge.
In addition to being worth extra points, bonus points may or may not grant bonuses in later rounds of the tournament.
Scoring:
Winning a round will be worth 10 points, Losing a round will be worth 3 points.
The potential 6 bonus points you can grab each round will be added to this score.
Painting:
**ANY ARMY IN WHICH EVERY MODEL IS NOT PAINTED (3 color standard) WILL AUTOMATICALLY HAVE A -15 MODIFIER TO ITS BATTLE POINTS**
(the model counts are small enough to where this should not be a problem for anyone, especially given the time until this event.)
There will be prizes for the best looking armies at this event, most likely judged by player voting.
Clarification for codex specific//wargear questions:
Any wargear/items that effect a 'unit' (such as narthecium, eldar 'conceal/defend/etc, chaos banners, etc.) will effect the unit that the wargear was BOUGHT with, as long as the bearer is still alive.
(example: a player brings a squad of 5 chaos marines with a khorne icon, and a squad of 5 unmarked chaos marines. while the bearer of the icon is alive, the models that were bought as a part of that squad will benefit from its effects. as soon as he dies, the benefit is lost. the members of the other squad will never benefit from that wargear.)
Necrons:
Well Be Back rolls are made as normal, however since each model is its own unit, it does not need a similar type model on the board to stand up, they simply get up where they were killed.
Well Be Back rolls will be made AFTER Rout tests, if applicable. (Yes, it is possible that you will have to take a rout test one turn, and then be above 50% and not have to take one the next turn.)
Grey Knights:
We have decided that for fun of the game, a GK player may bring a unit of henchman, although it normally requires an inquisitor. However, no more than 3 of the same type of henchman may be taken in that unit.
Psychic Powers: psychic tests from grey knight powers such as hammerhand may be used as normal, effecting the entire unit that was bought together. If there is no Justicar or Knight of the Flame that would normally be effected by a Perils of the Warp result, a model of that unit must be declared, before rolling, to suffer the effects of the possibly Perils.
A unit of grey knights may choose to either use a 'unit-wide' power such as hammerhand, or instead use the powers of their force weapons. If the player chooses to use the force weapon power, a single test is made for the unit, and the entire unit benefits from the power if successful.
Tyranids:
After playtesting, we have decided that synapse will work as normal. However, the Instinctive Behavior rule will be ignored, meaning no model will have to test against Feeding or Lurking at the start of a turn.
Blood Angels:
All individual models from a unit normally effected by the Red Thirst must test to see if it has taken effect on them. (i.e. every individual unit of a tactical squad.)
Tau:
Pathfinders may be taken without the Devilfish transport usually required by the codex.