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Fall KILL TEAM LEAGUE!


scottshoemaker

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Yes, the Kill Team League is coming!  

Join this 6 week narrative event, play games, have fun, play missions, write the story!

Haven't played yet?  No freakin' problem! Come to Kill Team Boot Camp! See what it's about.  Not sure what to bring?  Bring your infantry models and build a roster!  Get the hook up! Prepare for the deadly game of cat and mouse that is Kill Team!

Kill Team Boot Camps: 

Tuesday, Sept 11 6:00 PM at the Ordo Clubhouse

Sunday, Sept 16 5:00 PM at the Ordo Clubhouse

Tuesday, Sept 18 6:00 PM at the Ordo Clubhouse

 

League begins Tuesday, Sept 25 6:00 PM at the Ordo Clubhouse

 

  • Free to join (with exception of WoW game night fee)
  • This league will be 6 weeks in length, and require 1 match per week.
    • Additional games are encouraged, they just don't change the first match of the week for the league.
    • League weeks will run Tuesday-Mon, starting Sept 25th
      • Sept 25th - Oct 1st
      • Oct 2nd - Oct 8th
      • Oct 9th - Oct 15th
      • Oct 16th - Oct 22nd
      • Oct23rd - Oct 29th
      • Oct 30th - Nov 5th
    • Makeup games for a missed week are allowed. All games should be completed by Nov 5th.
    • We will try to have the mission for the week posted EoD Sunday before the league week start (i.e. Posted Sept 23rd for week of Sept 25th.
  • Weekly games can be played anytime during the week (best chances for a matchup will be Tuesday's. Sunday's will also support players at WoW).
    • Try to play people that you haven't played yet and also need a game for that week.
    • If someone needs an opponent, it's ok to play someone who has already played their official game to get that 1 person their completion for that week (i.e. I already played my game, but Jeff needs his. We can play to get Jeff his credit, I already got mine).
    • Avoid playing the same folks multiple times during the league if possible (if required, a 2nd match against the same opponent during a league is acceptable, just not ideal).
    • HAVE FUN! 
  • We'll be following somewhat normal campaign design for Kill Team (page 202). Each team will start with 6 resources in our case. Resources will be lost/gained from weekly matches.
    • Kill Teams are 100 points in size (standard), playing on a 30"x22" standard board for now.
    • Changing your Kill Team at any time is allowed. Don't feel stuck with your team. Play with all your options. You can even try other factions if you'd like.
    • Fill in missing guys from your command roster (don't play a match down a player), this is supposed to be fun, not brutal.
    • Replacing deaths from your roster is free, they would just lose any experience gained (with fire teams on page 205 being an exception to experience loss).
    • Make sure to terrain up your table properly. Try to add 2nd levels or more too (avoid terrain light tables)
    • Victory will be determined by highest number of resources at the end of the league.

 

The narrative:

Imperial team: Letting out a long sigh you think, "Another guard duty assignment. I can't understand why these Black ships need such overpowered prison guards. How dare they besmirch the honor of my squad. We should be out fighting the Xenos filth. Babysitting is beneath us...what was that?" The ship shakes violently and you call your squad to battle stations. "Finally, a fitting challenge!"

Non-imperial team: An imperial guardsman approaches your cell. "Welcome prisoner to your last meal. Shouldn't be long now. You and your compatriots should see a proper execution soon. We'll be meeting up with another ship soon to carry out your sentence." Warning klaxons sound in the distance and the ship shakes violently. The imperial guardsman who was taunting you trips near the cell door. You grin as that imperial dog's blood drips down the door as you withdraw your crudely made shank from his neck. You smile and think, "Maybe death isn't coming for us today..."

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9 minutes ago, Sgt. Rock said:

Woohoo! I was hoping for something like this. Question: if we miss a game night, will we be able to make it up elsewhere during the week? I'm working screwy hours right now, and I can't 100% guarantee that I'll be available every single Tuesday night.

Great question, Scott and I are working out the details, but YES is my answer and i'll make Scott stick to it :ph34r:. We're going to try and make this fun and not feel like work :yourock:

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4 hours ago, Dark Trainer said:

Great question, Scott and I are working out the details, but YES is my answer and i'll make Scott stick to it :ph34r:. We're going to try and make this fun and not feel like work :yourock:

That's great news for me also. Tuesdays are a beyootch for me to be able to get to. Sundays should work. So I have several teams that I only have models to reach 100 points, but have Tau for a full 20 man roster potentially.  I'm guessing Tau would be my best choice for the league due to casualties and such?

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3 hours ago, paxmiles said:

Hey, are there kill team rules for Inquisition?

This is what I see so far:
Adeptus Mechanicus
Genestealer Cults
Adeptus Astartes
Orks
Astra Militarum
Tyranids
Drukhari
Deathwatch
Harlequins
Tau Empire
Necrons
Heretic Astartes
Asuryani
Death Guard
Grey Knights
• Thousand Sons
 
Upcoming factions with the space release:
Elucidian Starstriders
Gellerpox Infected
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Darn, that's what I thought. Maybe I'll use this as an excuse to paint up my tyranid warriors (which are also chaos spawn...). My Warriors have 1 pair scything talons and 1 pair rending claws, how many can I field?

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1 hour ago, Dark Trainer said:
This is what I see so far:
Adeptus Mechanicus
Genestealer Cults
Adeptus Astartes
Orks
Astra Militarum
Tyranids
Drukhari
Deathwatch
Harlequins
Tau Empire
Necrons
Heretic Astartes
Asuryani
Death Guard
Grey Knights
 
Upcoming factions with the space release:
Elucidian Starstriders
Gellerpox Infected

And Thousand Sons

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On 9/7/2018 at 12:39 PM, paxmiles said:

Darn, that's what I thought. Maybe I'll use this as an excuse to paint up my tyranid warriors (which are also chaos spawn...). My Warriors have 1 pair scything talons and 1 pair rending claws, how many can I field?

Warrior is 20 points, no additional points for that configuration.

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On 9/7/2018 at 11:48 AM, paxmiles said:

Hey, are there kill team rules for Inquisition?

Depends on what you mean by "Inquisition," really.  Two of the Chambers Militant are already in the game with the Deathwatch (Ordo Xenos) and Grey Knights (Ordo Malleus). The Adepta Sororitas aren't in the game (yet) but could represented in a "close enough" form by running an Adeptus Astartes Kill Team that mostly used standard Marines. For a Kill Team made up of Inquisitorial Stormtroopers, just run them using the Tempestus Scions from the Imperial Guard's Kill Team rules. The various odd-ball specialists that you'd find in an Inquisitor's retinue -- Death Cult Assassins, Crusaders, Astropaths, and other strangeness -- could mostly be used to represent certain specialists within the existing Kill Team rules.  

The upcoming Rogue Trader Kill Team looks like its going to be have a lot of customization options for individual troopers and might serve as a very good base for a custom Inquisitorial Kill Team.

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Did get a chance to peek at the rules. Looks like flesh hooks are free, so Rending claws, scything talons and flesh hooks on 5x tyranid warriors and that's the whole kill team. Then within that, I need 4 *different* specialists, one of which is also my leader. That sound right?

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47 minutes ago, paxmiles said:

Did get a chance to peek at the rules. Looks like flesh hooks are free, so Rending claws, scything talons and flesh hooks on 5x tyranid warriors and that's the whole kill team. Then within that, I need 4 *different* specialists, one of which is also my leader. That sound right?

More or less. You don't actually need to have any Specialists other than the Leader. 

Also, bear in mind that there's a distinction between your Kill Team and your Command Roster.  The Command Roster contains the models from which you will pick a Kill Team, once you know the Mission.

  1. The Command Roster only has two restrictions (p62):
  2. All the models must have the same Faction Keyword
  3. It may only have up to 20 models (it only have 12 models at creation if youre playing in a Campaign).

The Command Roster has no other restrictions. So it can actually include multiple Leaders, duplicate Specialists and other such "limited" models. So you're Command Roster can have three Leaders, four Gunners, a Medic, a Veteran, and eleven regular non-specialist grunts... or whatever.

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1 hour ago, Brother Glacius said:

Can someone cover the rules for replacing casualties? Can you replace specialists and the like?

Honestly, still working through it. However, I believe the book states you can recover lost units before a match. The thing I would imagine is anyone who has skilled up to level 2 specialist, etc would reset to level 1? Figured this was most casual for the league.

Any other thoughts on this?

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You can add new Models to your Command Roster almost completely freely. The only restrictions are that you can never go above 20 Models on your Command Roster, and every Model you add at a given point must be used in your next Game after that point. You aren't specifically replacing anyone, so if your Specialist bites it, you can recruit a new Specialist identical to how the old one started out, but they start over from scratch.

Non-Specialist Models are organized into groups called Fire Teams, and new additions to a Fire Team can get brought up to the experience level of the previous ones so long as there's someone left to show them the ropes.

The Roster aspect of the Campaign system is pretty casual. The detail is all in how you level up your Specialists, and how the various Missions affect your Resources.

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