Wednesday, July 21, 2010

Mini Campaign: The Sin of Alacrity (p.2), Rules and Mechanics


Yesterday, I introduced the context of our campaign, and today I’ll outline the more specific rules and game mechanics that we used for the initial encounter. As mentioned previously, we wanted to ensure that the results of this game would resonate throughout the first stages of the campaign and, if anything, to add a bit more pressure to the already tense KT ruleset. We wanted, in other words, to put a lot on the table right from the very start (figuratively and literally).

THE RULES:

FORCE ORGANIZATION: Select 3 standard 200pt Kill Teams that deploy independently from each other at randomly determined locations.

No model with total Armor Rating over 33, including Walkers (Thanks Big Jim); No Reserves –everyone either arrived on the boarding capsule or stayed at home; No Specialists Rule -described as an alternative rule in the Battle Missions Book; and No HQ as normal.

Each individual KT must follow the standard KT Force Organization requirements (0-1 Elite, 0-2 Troops, 0-1 Fast), with the House Rule exception described below. One point of interest here: we were playing a modified scenario tailored toward Objectives along the Alacrity’s Central Spine. As such, the Troops choice became an essential component to the game.

HOUSE RULE: For out KT games, Pitmann and I ignore unit minimums with a single condition designed to avoid obvious and unsporting abuses. We allow selection of less that one unit’s required minimum in each FO category, provided that a second special weapon, personality, or unit is not selected until the first meets all standard requirements listed in the codex. This helps make each Team a bit more characterful in absence of HQ choices, and also helps make 200pts a more readily achievable number.

For example, you will note that the Onorevoli’s Recon Team Gamma is structured with two notable exceptions to “normal” Kill Team play. First, I’ve selected only a single Terminator, who is acting as the mission captain for this team (in this way, we’ve managed to bring back a kind of “HQ” selection into the game without actually bringing back overpowered HQ choices). Second, I’ve selected six Tactical Marines and the sixth is carrying a Meltagun. This is just fine by our way of thinking. I could not, however, get a second melta on the tabletop without first fulfilling the rest of the unit obligations for the Tactical Squad (ie: purchased the full 10 marines and started purchasing another unit).

MISSION OBJECTIVES: After Deployment is finished, each individual team rolls D6 to select a mission, 1-6 as appropriate (this explains the "2" by the pictured objective, and these will be outlined in much greater detail for Friday's). The objective remains secret from the opposing player and is unique to that Recon Team within each army -ie: another Recon Team from the same army cannot ever control (but may contest) that objective; however, the enemy may select the same mission as you. An objective can only be claimed by a Troops choice, but may be contested by any model, as in standard 40K.

(Duplicate rolls will change a single die to “1.” Double-ones allows the player to choose one alternative objective from list for either Recon Team, controlling player’s choice; triplicate rolls equals a “1” and allows the controlling player to choose the remaining two objectives as desired. We figure that anyone rolling three straight ones deserves all the help he can get).

GAME CONCLUSION: each individual Recon Team must keep track of starting numbers, and will take Leadership Tests at its breaking point as normal. Contrary to standard KT games, however, the larger contest will not end with a failed test, but will do so only for that specific Recon Team: imagine that the individual remaining members of that patrol fade back to the designated collection point upon realization that they cannot sustain the effort.

The Game Ends:
-if on any given turn, one player holds (uncontested) all three of his objectives.

-if one player has lost two entire Teams for any reason.


So. That’s the basic mechanics. Friday, I’ll describe at some length the nature and consequences of the Mission Objectives.

4 comments:

sonsoftaurus said...

Interesting halfway-house between KT and regular 40K!

Look forward to seeing this develop.

Magilla Gurilla said...

Wow! While I like the idea of multiple kill teams on a cool board like your Space Hulk board; I do not think this would work for me for one simple reason...
....to many kids running around!!!

I would lose track of something.

However, I do like the idea...maybe on a smaller scale...hmm.

Big Jim said...

I like what you guys are doing with the rules here! Great stuff.

It is awesome to see gamers making the game their own, creating rules to suit the way they want to play.

I have decided to combine the best parts of both versions of Kill teams for our games here. We will definitely be using the purchasing individual models mechanic, it just makes too much sense not to.

-Jim

b.smoove said...

@ Sons of Taurus. Indeed. It is something like a half-way house. We thought it needed to be suitably dramatic to launch a campaign, but also wanted to remain rather informal and (mercifully) fast. I'm quite pleased with what we found -if I may.

@ Mags. It was a lot to tally. I made little reference sheets for each of us with a list of the objectives, a slot for each team, their goal, their break point, etc. That made it easier, but I don't expect the presence of four little ones stomping around would have helped. Moreover, we waited until my little guy was out cold.

@ Big Jim. I like what you're doing and can't wait to see more.
Cheers.