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Help on running a KT mini campaign


WarriorFish

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I've pitched an idea to get a return to some evening gaming - Kill Team being perfect for this with fewer models required, and quicker games. With a total of four players (only half with experience of KT) I'm aiming for something smaller scale to get a taster of the game, and the continuous element compared to pick up games. As such I'll probably ditch a few things to get us started like the pre-battle scouting stuff, and I'm not planning on having too many games. The idea is to get a taste and some experience of roster play after all, and we can assess and make plans once we're done with this :smile.:

 

It'd be nice to have everyone play each other (6 games total), I'd also like to have escalation in points as people get more experienced teams and learn the game but I don't think these will go together without making the campaign longer than I want. So I've come up with the following ideas:

 

Round Robin

Everyone plays each other once at 100pts. A final fourth four way game at increased points once everyone has learnt the game? This last game would allow for some more toys, as well as playing with levelling up models.

 

Random Robin

Three games, against randomised opponent each time with increasing point values (e.g. 100, 125, 150) before throwing all final lists in to a four player battle. This way lists can expand and experiment with Elite options as a more interconnected set of games.

 

For winning that might be a bit more complicated. Seems simple enough to grant a Victory Point for every win. I like the idea of final game which is a four player grand battle, end on a spectacle as well as get a multiplayer game in. Perhaps this could be worth 2 VPs? That way it gives an option for the top spot to be unseated, but without rendering previous results moot.

 

 

How do they sound? Are there any ideas from others who have done something similar or ran small KT events? What about tips for managing rosters for these game approaches (I've only played one off KT games so far)? I think I'm leaning towards the round robin for the first stint, keep things a bit simpler to get the ball rolling. Any suggestions and tips very welcome :thumbsup:

 

In case anyone is interested, lists will involve some Grey Knights, Tyranids and Blood Angels I imagine. There's possibility for others though, not least in that I've not decided what I might take yet :tongue.: I really enjoyed my TSons team, but I'm finishing up some more Stormies now and have those Skitarii sitting around...

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If you are using the roster system, I'm not sure you need the bump in points.

 

The way the rules are worded, you start with a roster of up to 12 models.  Then, before each game you can add models (up to a maximum roster of 20) provided you use those models in the upcoming game.  Not only does that allow players to use the appropriate models against the appropriate opponents (for example, in the campaign I was in with my Astra Militarum, I would swap all my plasmaguns for flamers when facing orks, genestealer cultists or another AM player), but it also allows people to try out different loadouts and strategies.

 

So, I wouldn't go up in points until later in the campaign, but instead at first have people try out the roster system.

 

Otherwise, what you said sounds good, though personally I prefer the first round robin system - gives everyone a chance to play against different forces and players.  

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I know very little about Arena unfortunately, I thought it was about more competitive play so assumed it might be a bit different?

 

The roster could be useful to keep things fresh, I was wondering about keeping things fair as well as interesting which is why I was considering the random opponents. However with a roster in play and sticking at 100pts (or maybe a little more?) everyone can mix and match fairly against opponents. Or not, if you're Thousand Sons with few options :P

 

Just to confirm that I'm right on this; for rosters the points are irrelevant and you can add whatever you like. The points only matter for building the team for a game?

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Last year we had a small campaign here in the south of Sweden. We started at 100p and slowly built up towards 200p, missions were a mix of standard and homebrew and it was fun as hell. If you're aiming for an evening of KT play, round robin sounds great. You could have reoccuring evenings with points upped by 10 each evening for a fun little campaign. 

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You could even introduce more freedom into the campaign. Roll match-ups on sunday, then they have the entire week to play a game and then the results get added up the next sunday or something and the new match-up roll is made. 

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Excessus has a lot of good ideas there. Arena isn't necessarily more competitive but to me it feels more balanced as both sides of the board are mirrored so deployment zones are the same. It is also inside a space so a bit more friendly to close combat as one side can't just set their whole team as ready in the shooting phase and ruin the other player. Also most missions are objective holding. I like it a lot. 

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Sounds interesting, might give it a go once everyone has got some KT experience under their belts :thumbsup: I think I'll go with a round robin using set points, maybe increase the points for a final four player brawl game with no VPs to be had or something so everyone can play with what they've learned.

 

I'll let you know what I settle on, and how it goes of course! Thanks all for the assistance so far it has helped a lot :smile.:

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Just to confirm that I'm right on this; for rosters the points are irrelevant and you can add whatever you like. The points only matter for building the team for a game?

 

Not sure about Arena, but that's how it works in regular killteam - other than the cap on how many models you can have in the roster, there are no restrictions - you can have multiple instances of the same specialist (say, 2 leaders) as well as selections that would violate the datasheet if fielded at the same time (say, 2 sergeants from the same datasheet).

 

The main restrictions are on how you can add them to the datasheet, rather than once they are there.  This is particularly true for fireteams.  As noted, in order to add models to a roster, they have to be fielded in your next battle.  Unless you disband the fireteam and start again from scratch (0 XP), you need (at least) 1 existing/experienced model for every new model.  So, for example, my AM list had a specialist infantry squad fireteam of 3 plasmaguns (and no other models).  I want to add 3 flamers, however unless I disband the existing fireteam (and therefore lose their XP), I can only add 1 flamer in my next game, as I need to field at least 1 of the existing team for each new model, and the specialist infantry squad can only have up to 3 gunner models with  "special weapons" .

Edited by Dr_Ruminahui
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I know very little about Arena unfortunately, I thought it was about more competitive play so assumed it might be a bit different?

 

The roster could be useful to keep things fresh, I was wondering about keeping things fair as well as interesting which is why I was considering the random opponents. However with a roster in play and sticking at 100pts (or maybe a little more?) everyone can mix and match fairly against opponents. Or not, if you're Thousand Sons with few options :P

 

Just to confirm that I'm right on this; for rosters the points are irrelevant and you can add whatever you like. The points only matter for building the team for a game?

Correct
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Thanks guys, it always seemed a bit odd that you could add models willy-nilly so I kept thinking I'd got it wrong but the onus is on you to pick models that are useful so there's some measure of requirements in that regard :) I'll need to read the roster rules again to make sure I'm on top of them to explain to the others :tu:

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