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Found 6 results

  1. This is the final mission, league continues until Nov 5. Get those games in and report them in the threads. Increased to 115 points for final round of experienced vets! Mission PDF: https://drive.google.com/file/d/16d0cuPtNlekCJxi9CySiHMUeKkiPxUjb/view?usp=drivesdk Kill Team League Mission 6: Extraction 1) Narrative: You wrap up your new gifts and prepare to head to your extraction point. Apparently someone else is in your way. Time to crash through the enemy lines. You see the extraction ship descending now, make your move! 2) Battlefield: Setup the standard 30”x22” mission board with terrain of your choosing. No objective markers required, you’re trying to escape through the enemies lines. 3) Deployment: (one on one, two on two, or 4 player free for all) – Mission on page 59 of rulebook a. Scouting phase (page 49), pick a secret strategy by hiding a D6 and reveal at the same time as opponent. 4) Objective: Escape to the extraction zone: Any player can move their models off the battlefield edge directly opposite their own deployment zone in the Movement phase, if that model’s move is sufficient to take it wholly over that battlefield edge. A model that does so has broken through the enemy lines and made it to the extraction zone. That model takes no further part in the mission (it is not considered to be out of action). 5) Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6. 6) Victory Conditions: +5 VP’s if your leader escapes to the extraction zone +2 VP’s per friendly model that escapes to the extraction zone (max of smallest team size) +1 VP per enemy model taken out of action (max of smallest team size) +3 VP’s if enemy team is broken +1 VP for fully painted kill team OR newly painted model for the kill team Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost. For narrative purposes: At the end of the game roll a D6 for your kill team. On a 1 your extraction ship is blown out of the sky and you're never heard from again On a 2-5 you escape the planet through heavy anti-aircraft fire On a 6 you planted a crude nuclear device that explodes in the capital as you escape the planet
  2. Welcome to your Kill Team league, week three! Time to gather your resources! I had to post this from my phone, so here's a link to the mission PDF below. Saw a smaller turn out Tuesday. Remember you can play both and go back and make up weeks missed, even play players that have played already! Time to retake what's yours! PDF of Mission: https://drive.google.com/file/d/15exPkdHOl05x4jwcLiE41Jl3WNHB1u0B/view?usp=drivesdk As usual I need you to post the following data in this thread by Oct 15th EoD. Your name Your board name Opponents name Opponents board name Results for each player Total VP for both players Win/Loss for both players Plus or minus resources per player Optional: Elaborate on the mission, the story, feedback, etc. Mission: Kill Team League Mission 3: Siphon resources 1) Narrative: Now that we have a place for a base of operations, we need to gear up to survive. You order your team to scout the area and secure any intelligence they can find. 2) Battlefield: Setup the standard 30”x22” mission board with terrain of your choosing. Setup 5 objective markers. One in the center field, and other four in the center of the remaining four quadrants (as shown in diagram below). Number each marker one through five. To start the game, only the center objective is ‘active’. 3) Deployment: (one on one, two on two, or four man free for all) a. Scouting phase (page 49), pick a secret strategy by hiding a D6 and reveal at the same time as opponent. 4) Objective: Score the active objective marker each turn to siphon resources or deny your opponent scoring. · Only one objective marker is active during a game round. At the end of each game round (in initiative order) players can choose to score it or change the active marker. o If choosing to score it, that player’s model must be base contact with the active marker and gain 1 VP. Immediately roll to ‘move’ the objective marker (it cannot remain at the same location). o If choosing to change the active marker, (no base contact required) roll a D6. On a 1-5 that marker becomes active. On a 6 the power relay flashes wildly and nothing happens. 5) Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6. 6) Victory Conditions: +1 VP per enemy model knocked out of action (max is equal to smallest team size played this mission) +X VP’s for each active objective marker you scored during the game +3 VP’s if enemy team is broken +1 VP Offer a snack or drink to your opponent after scoring the active marker some time during the game +1 VP for fully painted kill team OR newly painted model for the kill team Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost.
  3. Copied from my phone, but here's the week 5 Mission. League is still 110 points PDF link: https://drive.google.com/file/d/1ZCbnFOjg3fFafkt-e6ly_6NkLUzilat2/view?usp=drivesdk Kill Team League Mission 5: Take prisoners 1) Narrative: Having made contact with high command to get extracted. You decide to kill some time and capture some rivals to bring with you as gifts for your leader… 2) Battlefield: Setup the standard 30”x22” mission board with terrain of your choosing. No objective markers required, your enemies are the objective! 3) Deployment: (one on one, two on two, or 4 player free for all) – Mission on page 57 of rulebook a. Scouting phase (page 49), pick a secret strategy by hiding a D6 and reveal at the same time as opponent. 4) Objective: CAPTURE your enemies: An enemy model is captured by your kill team if it is taken out of action for whatever reason whilst it is within 1" of a model from your kill team (excluding shaken models) and there are no other enemy models (excluding shaken models) within 2" of your model. Enemy models that go out of action after the battle ends in a campaign game do not as captured. 5) Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6. 6) Victory Conditions: +3 VP for capturing enemy leader +1 VP per enemy model captured (non-leader) +3 VP’s if enemy team is broken +1 VP for fully painted kill team OR newly painted model for the kill team Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost.
  4. We're in the last half of the league, here's this weeks mission. Don't forget to record your games on the threads for each week. INCREASE to 110 points to accommodate your experienced teams Here is the PDF for the mission: https://drive.google.com/open?id=1fiFxmcreHN60YUlWOd6PQT9D3eI8xHvQ Kill Team League Mission 4: Man the comms! 1) Narrative: Having these resources will help us greatly. We need to try and contact our home world to initiate rescue protocols. Sadly, our communication equipment is in pieces. We need to get this hunk of junk assembled and hope our call for help is received. Only time will tell… 2) Battlefield: Setup the standard 30”x22” mission board with terrain of your choosing. You will need 1-3 objective markers, but not deployed on the battlefield. They will be used as comms relays you build during the mission. 3) Deployment: (one on one OR two on two) a. Scouting phase (page 49), pick a secret strategy by hiding a D6 and reveal at the same time as opponent. 4) Objective: - Score the comms relay by sending a signal for help each turn or destroy enemy comms relays. Building the comms relay: · It takes two turns to build a comms relay (can build more than one). At the beginning of your movement phase a model can choose to remain stationary and build the comms relay. Deploy an objective marker face down. At the start of the following movement phase, flip the objective face up to show the tower’s completion. Sending the signal: · If the comms tower is active (face up) and has a friendly model in base contact; at the end of that morale phase score +1 VP for that turn. Only 1 VP can be earned this way for that turn, even if multiple towers are active. Destroy enemy comms relay: · Move in base contact with the comms relay and you MUST direct an attack at the tower. Any melee attack auto hits and destroys the tower. Can split attacks to CC as long as one is directed at the tower. · Gain +1 VP for each enemy comms relay destroyed 5) Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6. 6) Victory Conditions: +1 VP per enemy model knocked out of action (max is equal to smallest team size played this mission) +X VP’s per time your comms relay sent the signal +X VP's for each enemy comms relay you destroy +3 VP’s if enemy team is broken +1 VP for fully painted kill team OR newly painted model for the kill team Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost.
  5. Welcome to your Kill Team league, week two! Time to continue the slaughter! I had to post this from my phone, so here's a link to the mission PDF below. I'll try to update the page later. So far we have a couple of teams that earned double resources last week, let's put them in their place! 😉 PDF of Mission: https://drive.google.com/open?id=1TBQNydTsLzUdDHigvF0YX63SiKi26DlW As usual I need you to post the following data in this thread by Oct 8th EoD. Your name Your board name Opponents name Opponents board name Results for each player Total VP for both players Win/Loss for both players Plus or minus resources per player Optional: Elaborate on the mission, the story, feedback, etc. Mission Kill Team League Mission 2: Where the heck are we? Narrative: In orbit you see a great space battle playing out as multiple ships explode brighter than stars. The landing jets of your escape pod burst to life in an attempt to slow your decent to the surface of the planet below. Upon exiting your landing pod you realize your team is exposed and must seek a cover. Looking up, you spot other landing craft descending. You think, “Time to secure a place to lay low.” Battlefield: Setup the standard 30”x22” mission board with terrain of your choosing. Setup a ruin or some small building that can be occupied in the middle of the board (around 6”x6” or smaller). Deploy 1 objective in the middle of the board (inside that ruin). A team inside the ruin, has discovered the control room! Any team inside the control room with no enemy models inside, can turn on the ‘spotlight’. During the movement phase they can use the spotlight to highlight a single enemy model. When highlighted it allows 1” increase to shooting range and charges against that model. Deployment: (one on one, two on two, or four man free for all) Scouting phase (page 49), randomly select a secret strategies using a D6 You cannot setup traps in the center ruin Objective: The center objective is the hideout your squad seeks. You want to control this by the end of the match. During the match, the control room spotlight might assist you. Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6. Victory Conditions: +1 VP per enemy model knocked out of action (max is equal to smallest team size played this mission) +5 VP if your team controls the control room with no enemy models inside it OR, 2 VP if you have more models inside the control room at the end of the game +3 VP if enemy team is broken +1 VP Call out “Die you Imperial/Xenos scum” after killing a model some time during the game +1 VP for fully painted kill team OR newly painted model for the kill team Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost.
  6. Welcome to your Kill Team league, week one! Mark your command roster, get to your dice, and roll for the slaughter! Each Player starts with 6 resources and will need to track their resources and when missions complete. Both players reply to THIS thread with your mission results by EoD Oct 1st (if scheduling problems let me know via PM). I need the following: Your name Your board name Opponents name Opponents board name Results for each player Total VP for both players Win/Loss for both players Plus or minus resources per player Optional: Elaborate on the mission, the story, feedback, etc. PDF of mission: https://drive.google.com/open?id=1wnbFZKKSAGbR4EcX6RQY-UA9wvybGBQA Kill Team League Mission 1: Abandon ship! Narrative: The cold stale air of the black ship is a bleak reminder of your glory days as an elite attack squad. Staring at your other squad mates you ponder when the execution will come. Without warning, the prison ship you are on lurches violently. Warning klaxons begin ringing and the imperial guards outside your cell flee their posts in terror. You realize the great space ship is under attack and seems to be losing the battle. During the chaos, your door buckles on its hinges and you manage to escape the cell. The nearby armory proves useful as you dawn some weaponry and make a break for the escape pods…you see others have a similar idea. A grin crosses your face as you think, “time to thin the herd…” Battlefield: Setup the standard 30”x22” mission board with terrain of your choosing. Setup 10 objective markers for both teams, two per location. That means 10 markers in 5 places, as shown below in red. Each dual objective should have one marker per team. Any model getting within 3” of a board edge must roll a D6. On a 1, HULL BREACH you’ve been sucked into space and that model is instantly out of action. Evil_Bryan sells a great objective marker set that works well with this mission (multiple colors, 15 markers, etc). Deployment: (one on one, two on two, or four man free for all) If playing 4 players, make sure to setup four objective markers per location instead of two. Objective Your objective is simple, get to the escape pods! When one of your models moves across an objective, you pick up ‘your’ team’s escape pod code and set it aside (cannot be lost or dropped once obtained). Each objective secured by a team will grant 2 team members the ability to escape the doomed ship at the end of the mission. After the game ends and ALL casualties accounted for (including testing if flesh wounded go out of action). Any surviving team member not able to get in an escape pod is considered out of action and rolls as a casualty with the rest of the wounded. Battle length: 4 turns. After turn 4, roll a 3+ to continue. Turn 5 a 4+, and ends after turn 6. Victory Conditions: +1 VP per your team’s objective markers captured (max 5) +1 VP per enemy model knocked out of action (max is equal to smallest team size played this mission) +3 VP if enemy team is broken +1 VP for acting out the narrative during the game (at least once) +1 VP for fully painted kill team OR newly painted model for the kill team Winning team gains 1 resource, losing team loses 1 resource. If winning score is double or more a losing team’s score, double the spoils (+2/-2 resources). If a draw, no resources gained or lost.
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