Author Topic: Bi-Weekly Kill Team Events at Battleground Plainville begin January 2nd, 2011  (Read 7255 times)

Chase

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Battleground Games & Hobbies - Plainville

Format: 200 Points
Date: Every other Sunday starting January 2nd, 2011
Time: 3:00pm

Address:
25 Taunton Street
Plainville MA 02762
508.316.1195

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Contact:
Please contact me at ChaseLaq@gmail.com


These Kill Team Events are intended to be very casual and very fun.  We are targeting them towards new players and players that are truly looking for a casual, goofy game.  Winning is not the focus.  Fun is.

Kill Team games allow us an interesting, viable way to get players involved with the game without having to know all the rules or requiring them to have 1250+ points worth of models.







Kill Team Rules

Statement of Purpose:
Kill Team events are about small groups of soldiers fighting in restrictive environments, far from the front lines of more traditional battle. There are no generals; there are no artillery batteries; there are no endless trenches and wide-open killing grounds. A team of elite Catachan fighters hunts Ork kommandos in a steaming jungle. Ultramarine special forces cleanse a hive city neighborhood of a Tyranid infestation, street by blood-stained street. A Tau Stealth team plays a deadly game of cat and mouse with Eldar pathfinders in the shadows of a forgotten outpost. It’s every fighter for himself, and the only choice is to kill or be killed.

Army Selection:
Each player chooses a 200 point army, using a modified Force Organization chart:
0-1 Elite
0-2 Troops
0-1 Fast Attack
Restriction: No vehicles may be selected (including walkers and dedicated transports).

Deployment:
Battles will take place on a 4’ by 4’ table. Before the game, players will roll-off to see which player may deploy first. The winner of the roll-off deploys his entire army in one table quarter, anywhere more than 9” from the table center. His opponent will then do likewise in the opposite quarter. Neither side may place any units in reserve (with the exception of units capable of Daemonic Assault).

First Turn:
Roll a D6. On a 2 or more the player that deployed first has the first turn. On a roll of 1 the enemy seizes the initiative and goes first.

Game Length & Victory Conditions:
Each battle will be limited to 40 minutes. There is no turn limit. Instead, the battle continues until one side has been reduced to half its starting number of models or less. Once a player's army has been reduced to half strength he must take a Leadership test at the start of each of his turns; if he fails the test then his army flees and the other player wins the battle. If the test is passed then the battle continues, but the player will have to take another test at the start of his next turn.

The Leadership test is always taken using the highest Leadership of any of the player's surviving models. Apply a -1 modifier to the second test that a player has to take, a -2 modifier to the third test, and so on. This Leadership test may not be modified by any special rule or piece of wargear; the test will still be taken by an army made up of Fearless models, the penalties will accrue even for Stubborn models, and no rerolls are allowed.


Special Rules:

Every Man for Himself:
All models operate as individual units, even if they were chosen as part of a squad or squadron. Units must follow all codex rules when selected for the army list (abiding by minimum squad size, etc.), but each model is deployed individually. In addition, when a model shoots or fights in an assault it may split its attacks up amongst any eligible targets if desired.

If a model possesses a rule or piece of wargear that normally affects its entire unit (Chaos icons, bosspoles, dok’s tools, etc.), it will only function for that model. Keep this in mind when building lists.

Units who determine random abilities before the battle (such as Possessed Chaos Space Marines) will still do so as a unit; each model will have the same result.

Specialist Troopers:
Each player is allowed to pick up to three different models in their army as being "specialists" that benefit from one of the universal special rules in the Warhammer 40,000 rulebook. These specialists must be chosen before the event, and the selected rules and models must be identified on the army list. Each specialist counts as having one of the universal special rules (Fleet, Tank Hunter, etc.). This model should be distinct from other, similar models, and conversion to reflect the chosen special rule is encouraged. All specialists on the same side must pick different universal special rules, and you may not give more than one specialist rule to each model.


Codex-Specific Clarifications:

Chaos Daemons:
-The Daemonic Assault rule will be used, and the army will begin in reserve. When dividing the army into two groups for Daemonic Assault, treat all models as individual units. Thus, an army consisting of six Plaguebearers and six Bloodletters, the twelve models could be divided in any combination, so long as the number of units (models) in each group is as equal as possible. Those models which remain in reserve will enter the game individually.

Chaos Space Marines:
-Only one squad of Chaos Spawn may be selected, and it will count as a Fast Attack choice.
-Greater Summoned Daemons may not be selected.

Imperial Guard:
-The Combined Squad rule will be ignored.

Necrons:
-The phase out rule will be ignored.

Tau:
-Drones must stay in coherency with their controllers. Drones and controller act
as a single unit. Drones are still counted as models for the purposes of determining if the army is at half strength.
-The 1+ requirement on Fire Warrior Teams will be ignored.
-Pathfinder Teams may be taken without a transport.
-Kroot may still Infiltrate, even if a Krootox Rider was selected. The Krootox Rider does not have the Infiltrate special rule.

Tyranid:
-The Instinctive Behavior rule will be ignored.

Witch Hunters:
-Sisters of Battle will make Faith tests as if they were independent characters (i.e. based on Leadership, not unit size).


« Last Edit: December 22, 2010, 10:42:14 PM by Chase »
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Chase

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Players who's home base is the Abington store should keep an eye out for a more serious Kill Team event in the not-so-distant future.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

the_trooper

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You know I have to ask-

Can I bring my Renegade Guard from the Forgeworld IA5 book?

Chase

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Yup.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Ed

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Ok so no armor but can we use MC?

Chase

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I don't know what MC stands for.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

the_trooper

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Monstrous Creatures.

Think Daemon Princes, Big (the big GW base) Tyranids, Greater Daemons, Stracken, etc.

Ian Mulligan

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Would infiltration still work?
beep bop boop

Chase

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Monstrous Creatures.

Think Daemon Princes, Big (the big GW base) Tyranids, Greater Daemons, Stracken, etc.

I'm sure Daemon Princes must not be allowed.  Are they HQ's, Heavies, over 200 points, or something?  I'm sure Sam and Paul would have wrote it up so they weren't allowed.  

The bigger Tyranids are all Heavy Support things, right?  Heavy Support stuff isn't allowed.

Greater Summoned Daemons aren't allowed.


This question is way out of my league.  I'll have Sam or Paul answer it for real.
« Last Edit: December 24, 2010, 05:13:24 AM by Chase »
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Chase

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Would infiltration still work?

I believe so.  I'll have Sam or Paul confirm.
"In the absence of orders, go find something and kill it."
- Field Marshal Erwin Rommel

Sam

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Monstrous Creatures do work, as long as they abide by the Force Org restrictions. Tyranid Harpies are allowed; Daemon Princes (an HQ choice) are not.

Infiltration still works, and is awesome, given the Spearhead-style deployment. Since every model acts as its own unit, you can deploy a force of infiltrators to completely surround the enemy, forcing them to split up. Whether that's a good idea or not depends on how well your infiltrators do on their own.

Ian Mulligan

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How would we be handling units that must start the game in reserve?
beep bop boop

Sam

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Rather than make a blanket statement, I think it's going to be a case-by-case thing. For instance, Chaos Daemons are clarified in the rules above, and things like Drop Pods are disallowed (because of the "no vehicles" rule). Other units might just start on the table. What did you have in mind?

Ian Mulligan

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Guardsman Marbo.
beep bop boop

Sam

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Since Marbo embodies everything awesome about Kill Team, I think we'll let the "He's Behind You!" rule function as written. Marbo continues to be Marbo.