Sunday, May 23, 2010

A Kill-Team Tournament and FAQ?

In a few months my local store owner will be hosting a Kill-Team tournament. We have a lot of brand new players in the area so the owner wants to make it Troops only. This will make it somewhat bland, but a single Vendetta won't dominate like it normally does. It's not the most competitive but it does allow the new guys to participate. This means we have to come up with some kind of FAQ because there's a lot of gray areas in KT.

I also want to point out that this isn't an argument about the merits of a KT tournament, it is what it is but we might as well clear up as many gray areas as possible.

As much as I love to stick to RAW (rules as written) KT is a different issue than standard 40k. In some cases I think you have to go with RAI (rules as intended).

So here's a few things I think need clarification, questions that people have asked during some of our games, and I'd appreciate it if you can come up with more problems or solutions. These are just my first impressions, I haven't thought about them in depth yet and would appreciate as much input as possible.

1. Do squads have to deploy together and then move off separately, or do they deploy individually just like they were their own units?

Since each model is its own unit, they don't have to start off in coherency.

2. How do things like Orders and Exarch powers work, and other "benefits the squad" type rules?

RAW would suggest that since each model is its own unit it would only affect one guy. That makes upgrade characters kind of pointless (and defeats the purpose of Kill-Team, where it is supposed to be about individuality). A possible solution is to have the powers affect only models that stay within coherency of the character granting the upgrade power. That way you still get the benefit but trade off your flexibility and make yourself more vulnerable to blasts.

3. How do transports work?

Since each model is an individual unit, RAW would say that only one guy can be in it at a time. However, RAI would rule that it can fit as many guys as its normal capacity, and that you don't have to embark/disembark the whole squad at once.

4. How does the Doom's aura work?

Since each model is its own unit, each model has to make its own test. This might make the Doom too powerful (though he's always more powerful on paper) but I'm not sure how to balance it. Although in the last KT game I played with him my opponent simply meched up and the Doom couldn't do anything.

5. Reserves aren't used in the KT scenario. What about a unit that must start in reserve such as a drop pod?

Remember, Codex trumps expansion. So if it says that it MUST or MAY start in reserve, it can. Units that do not have that rule cannot go in reserve.

6. What about Ymgarl Stealers? Do they have to all go in the same terrain piece as a unit?

Each is its own unit, so you'd have to clarify in which terrain each individual model was hiding.

7. When half the Kill-Team is gone, what if there is no model remaining on the table with a LD value?

I would rule that you use the "standard" leadership of the army. Space Marines would be an 8, IG and Orks would be a 7, Eldar would be an 8 and so on.

8. What if your last models are fearless?

They still have to take the leadership test. It's not a morale test.

This is what I've come up with so far, some may seem obvious but others will likely require clarification if we're going to hold a tournament. If you've got any input, let me hear it! Whether you agree or disagree please provide your reasoning.

1 comment:

  1. That's a pretty decent starting list. I would not disagree with any of those rulings. You should maybe make up a full list of the "standard" Leaderships so that people can't argue about it if it comes up. It might help to define a rule indicating what constitutes the "standard" leadership, e.g., the lowest LD among the Troop units available in that codex, or something like that.


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