Page 1 of 3

Killa Kanz Rules and Missions

Posted: Fri Oct 16, 2015 1:53 pm
by jwoolf
Join us for a doubles tournament with a twist - trade in your donations of canned goods for in-game effects. Come play games with your buddies, help the community, and maybe win some door prizes while you're at it.

Where and when?

Saturday, November 7.
Redcap's Corner, 3850 Lancaster Ave, Philadelphia PA.
Doors open at 11, round one begins at noon.

Registration

Registration is $20 per team and includes three free reroll/raffle tickets for each player.

Change your fate, win prizes!

For every item of canned food you bring to the tournament, you'll receive a ticket. Tickets may also be purchased directly at the tournament for $1 each (cash only). At any point during your games (that is, after turn 1 begins) you may spend one ticket to reroll a single die. Failed saving throw? Spend a ticket, pick up that die. Snake eyes on a charge? Spend two tickets, reroll them both! It's simple: one ticket rerolls one die. As always, a die may only ever be rerolled once for any reason.

For every ticket you spend, you're also entered into a raffle for a variety of door prizes. Spend early, spend often, and remember it's for charity - it's not cheating if your friends and family contribute their cans to your cause.

All canned goods (and on-site cash donations, which will be used to purchase cans) will be donated to Philabundance, a food bank supporting the greater Philadelphia area. Philabundance is a highly-rated organization with a 95.88/100 rating on Charity Navigator.

Army Composition Rules

Each player may construct a list of up to 1,000 points using the following restrictions:

Compulsory:
1 Troops

Optional:
1 HQ
2 Troops
1 Elites
1 Fast Attack
1 Heavy Support

In addition, each player may select an additional choice from the following list: elites, fast attack, heavy support, fortifications. Both players may not select the same option.

Allies, formations, and super-heavy vehicles/gargantuan creatures/mighty bulwarks may not be taken for this event.

Additional Amendments
  • Regardless of faction, each player counts their teammate as an ally of convenience.
  • The Warp Storm table (Codex: Chaos Daemons) does not affect your teammate (unless specifically dictated by the table, i.e. other Chaos Daemons or marked Chaos Space Marines.
  • All D weapons (including Stomp attacks) apply a -1 modifier to the damage table.
  • Units attacking an enemy affected by Invisibility are treated as if they are WS/BS 1.
A note about Warlords: For this event, each player may nominate a Warlord - that's two Warlords per team!
Mission 1: Holy Wars

Deployment: Vanguard Strike

Objective Markers: Place an objective marker in the center of the table and then another objective marker in the center of each table quarter not in a deployment zone (forming a line of three markers down the center of the table between the two deployment zones).

Game Length: This missions uses Variable Game Length.

Primary Objective: Each objective marker is worth three victory points at the end of the game. Alternately, teams may choose to score one victory point for each objective marker held per game turn (to a maximum of nine points).

Secondary Objectives
Each team must choose one of the following:
Dawn Patrol: Score two points per scoring unit within 12" of your opponent's table edge at the end of the game (to a maximum of six points). The same unit cannot score both Linebreaker and Recon.
Take No Prisoners: Make a note whenever an enemy unit is completely destroyed by your Warlords or a unit to which they are attached. At the end of the game, score two points for each unit killed in this manner, to a maximum of six points.
...The Punishment Due: Choose a battlefield role other than 'Troop' or 'HQ.' At the end of the game, score two points per unit of the chosen type completely destroyed (dedicated transports are counted separately).

Tertiary Objectives: Slay the Warlord (1 point per Warlord), Linebreaker (2 points), First blood (1 point).

Mission Special rules: Night Fighting, Reserves.

Mission 2: Metal Militia

Deployment: Hammer & Anvil

Objective Markers: Place one objective marker in the center of the table and one marker in the center of each table quarter (five markers total).

Game Length: This missions uses Variable Game Length.

Primary Objective: The center objective marker is worth three victory points. Objectives in your opponent's deployment zone are worth 2 points. Objectives in your own deployment zone are worth a single point.

Secondary Objectives
Each team must choose one of the following:
Kill 'em All: Make a note whenever you kill an enemy unit with the battlefield role of 'Troop' (including dedicated transports). At the end of the game, score one point for each unit killed (to a maximum of six points).
Seek & Destroy: Your opponent nominates three separate units; you choose two of those so nominated. Each of the chosen (not nominated) units is worth three points if completely destroyed at the end of the game.
Jump in the Fire: At the end of the game, score three points if either of your Warlords are wholly within your opponents' deployment zone; score six points if both are.

Tertiary Objectives: Slay the Warlord (1 point per Warlord), Linebreaker (2 points), First blood (1 point).

Mission Special rules: Reserves. Do not roll for Night Fighting.

Mission 3: Raining Blood

Deployment: Dawn of War

Objective Markers: Place a Relic (see p. 147 of the rulebook) in the center of the table. Then, each player must place a single objective marker in their opponent's deployment zone.

Game Length: This missions uses Variable Game Length.

Primary Objective: The Relic is worth five victory points at the game's end; each other objective marker is worth two points each.

Secondary Objectives
Each team must choose one of the following:
Angel of Death: Make a note whenever you kill an enemy character (not just independent characters). At the end of the game, score one point for each character killed (to a maximum of six points).
Criminally Insane: At the end of the game, score three points if either of your Warlords are wholly within 6" of the center of the table; score six points if both are.
Altar of Sacrifice: Nominate two terrain features wholly outside your deployment zone. You score three points per feature you control at the end of the game. Controlling a feature is identical to controlling an objective, and the same unit cannot score both a feature and an objective.

Tertiary Objectives: Slay the Warlord (1 point per Warlord), Linebreaker (2 points), First blood (1 point).

Mission Special rules: Night Fighting (roll at the beginning of turn 5; if Night Fighting takes effect, it will last for the remainder of the game), Reserves.

Re: Killa Kanz missions

Posted: Sun Oct 18, 2015 8:29 pm
by Sigismundo
Hey Jason,

thanks for the missions:

some ideas I had about them:
Mission 1: If people take continues scoring they should not be able to score turn 1, also do you score at the end of your Turn or at the beginning of the turn? (so before or after I move?)

For the Punishment, what does it mean (dedicated transports are counted separately)? If you destroy them separately you get point or you never get points for them?


Mission 2: I think that the primary mission is to hard, to hold 5 objectives (to get 9 points) with a 2*1000 games will be almost impossible. If I would play this mission I would completely focus on secondary and tertiary and hope to score one or two on primary. Also as deployment is hammer and anvil, it needs a lot of speed to reach the other side of the board.

Mission 3: Sounds fair


Overall impression: I think this mission pack benefits a lot Spamming armies, as it is right now, I would try to take around 750points which are hard as steel kicking ass, and 250 points using every available slot with fast units to score objectives at end game.
As we are only playing 1000 points death stars will be not that common. My idea to counter this a bit would be to make the second mission kill points on primary and include objective holding as secondary. (Primary would than work with a table. for each 10% killed of the enemy army you get 1 point and who ever kills more units get an additional point,max 8 points + 1 for killing more, wipe out always = 9). Secondary could then be, (5 objectives on the board, each one you hold = 2 points), (nominate 4 objectives at the beginning, you opponent chooses 2 of them, each = 3 points), and maybe a continuous scoring like, each turn you hold at least 2 objectives you get 1 point, and if you hold more then the enemy get another point, max 6 points, scoring after turn 1 (like mission 1)

otherwise, thanks for the great job, I am much looking forward to do this! :mrgreen: :mrgreen: :mrgreen: :mrgreen:

Re: Killa Kanz missions

Posted: Sun Oct 18, 2015 8:34 pm
by Sigismundo
Also I think Void shields should be maybe limited to 1 or 2 shields, but 3 is just to much for many armies to take down (and our team in particular would not have that many problems with them)

Re: Killa Kanz Rules and Missions

Posted: Mon Oct 19, 2015 2:55 pm
by jwoolf
Hey Alex, thanks for the input. I will defer to Colin, who is in charge of everything having to do with missions and house rules. However I would ask that, if everyone (including Colin) agrees to any more rules changes, they would be the final changes as the event is quickly approaching!

Re: Killa Kanz Rules and Missions

Posted: Mon Oct 19, 2015 10:28 pm
by BigRedOne82
First, a couple of clarifications (Jason, can you add this to the summary at the top of the page please?):

- While each player has a Warlord, he is only affected by his own warlord trait, and not that of his partner.
- The modified FOC in use for this tournament has both the 'Ideal Mission Commander' and 'Objective Secured' Command Benefits.
- Mission Special Rules: 'Reserves' are in play for all three missions; 'Mysterious Objectives' will not be used. 'Night Fighting' is per mission write up.
- Re-rolls cannot be spent during *any* pre-game activities, including but not limited to: psychic powers, demonic rewards, table side or attempts to seize the initiative.

Re: Killa Kanz Rules and Missions

Posted: Mon Oct 19, 2015 10:52 pm
by BigRedOne82
Thanks for the feedback, Alex. I'll respond to your points in detail below:

Re: continuous scoring in mission #1--this was a fair point and an oversight on my part. Continuous scoring should start at the *end* of the choosing player's 2nd turn.

Re: dedicated transports are counted separately--you don't have to kill both the unit and its dedicated transport to score two points. Killing either scores two points, and killing both scores four points.

Re: primary mission for #3 is too hard--I've played many five objective games in the past, and usually with less than 2000 points available, so I don't agree here. I also don't like kill point missions of any kind, and the secondaries have been designed to provide a kill point element to all the missions if someone wants to play that way.

Re: distance to the far objectives in mission #3--I think this distance (30") is similar to a standard dawn of war deployment with a player-placed objective 6" from the baseline. I'm not against moving it up to the 24" line if everyone else feels strongly about it though.

Re: voids shields--in my experience (and I recently ran a void shield network for six games at NOVA), these aren't really that effective unless your opponent is spamming Grav, in which case shame on them for taking only one weapon type. But again, if people feel strongly about this, I could support adding the void shield network to the banned fortifications list, which would limit the number of shields to three. I feel that limiting someone to taking a VSR with only one or two shields is a slippery slope that leads to things like "Eldar jetbike squads can only take one scatter laser."

Re: Killa Kanz Rules and Missions

Posted: Tue Oct 20, 2015 10:26 am
by Oblivionh
I think Void Shield generators should have 3 shields. I have never had all three last past turn 1. I also play armies with enough firepower to make Rommel blush and grab his crotch. Hell I have enough firepower that I usually blow up the generator itself for good measure.

I agree that there are some armies that will have trouble bringing enough firepower to get the shields down though. Lot's of necron stuff isn't high enough strength to do much against that unless people specifically prepare for that. Yes the argument can be made that gauss helps them in this. I don't know a lot of other books as well as I know necrons so my argument becomes much shakier from here on out. I think orks will have trouble. Maybe Tau depending on the builds. Tau will be forced to min/max smart missile systems to be brought since a lot of their high strength shooting like rail guns are just one shot and it might not punch threw a void shield fast enough.

That said, the void shield generator is 1/10th of a persons army at a 1000 points. When viewed from 2000 points it becomes not so big of an investment when it is protecting 1900ish points. I think it also raises the question of "Can allies of convenience benefit from the allies shield?". This raises a similar issue as battle brothers and benefiting from that.

I am all for leaving it in but it might as well be tissue paper against most of the armies I play.

Re: Killa Kanz Rules and Missions

Posted: Tue Oct 20, 2015 12:15 pm
by tjkopena
Having gone through a period of playing one all the time, since the last spate of books came out I'd mostly dropped Void Shields as being super useful.

TJ, the shield would definitely protect the teammate's models under it. It's not a buff on models, it's an area effect. The way it's worded, even enemies would get protected if you yourself were shooting at them from outside. The 2014 PAGE Apocalypse actually had a really tragic/fantastic moment when a gargantuan Greater Bloodthirster marched across the table and finally walked into the Kingbreakers' shields, at which point it was itself being protected from the other Imperials' shooting.

Re: Killa Kanz Rules and Missions

Posted: Tue Oct 20, 2015 8:04 pm
by EL Presidente!!!!
Regarding the FOC - Justin noted that this structure puts the Space Wolves at a distinct disadvantage since this is a fundamental in the structure of the army e.g. The number of HQ's allowed as per the codex. Any thoughts?

Lovell

Re: Killa Kanz Rules and Missions

Posted: Tue Oct 20, 2015 9:58 pm
by BigRedOne82
Lovell, can't the Space Wolves take multiple (two?) HQs per slot? If that's the case, he can still build an army that fits the FOC but retains the flavor of the Space Wolves' mighty heroes.