Mission: Vengeance v1.0.0b (Updated)

VengeanceYet another mission to try out for 40K tournaments at my FLGS. I wanted to create another mission with a focus on annihilation but to give it a twist, as you’ll see below. It seems like a cool idea and I feel it will help balance various lists in KP missions. Feedback of course is welcomed.

Vengeance

Missions
Primary (15pts) – Vengeance. See below.

Secondary (10pts) – Seize Ground (rulebook pg. 91)

Tertiary (5pts) – Table quarters. Have more scoring units wholly in a table quarter than the opponent to claim each quarter.

Quaternary (+1pt) – For each unit of yours valued at 3 KPs or more alive at the end of the game. See Vengeance noted below regarding unit KP value.

Vengeance‚Ä®
This is kill points (KP), with the following modification. For every kill point a unit gains it becomes valued at an additional kill point. Example, Squad A kills off 3 enemy units and so Squad A is now valued at 4 kill points (1 normally + 3 for each KP they gained).

To be clear, whatever unit landed the killing blow that eliminated an enemy unit is the unit that becomes valued an additional KP. This includes an IC attached to a squad. If the IC landed the killing blow then the IC is valued higher, not the squad. Additionally, whatever unit that last shot at an enemy unit which failed morale and ran off the board, or was considered destroyed at the end of the game, becomes the unit valued higher.

Additionally, some situations may arise where it’s unclear who landed the killing blow. In these situations the unit that has a higher KP value is the unit gains the extra KP. If both units/models are valued the same then your opponent chooses which unit/model gets the KP.

* All objectives are completely impassable. They cannot be moved upon by anything whatsoever, no exceptions.

* If a mission is tied or neither player achieve it, with the exception of the quaternary, then both players split the points for that mission rounding up.

Deployment
Pitched Battle.

Game Length
Standard game length or time, whichever comes first.

Special Rules
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative

* NOTE: If you table your opponent then you may use the remaining turns, if there are any left, to achieve the missions.

  • therhino

    Not too bad. Any mechanic for deciding units that killed off a victim at the same initiative step in melee? Dice roll or something? Perhaps a boldprint disclaimer to actually distinguish between units’ attacks at each initiative step would be useful.

    • Ah, multiple combats, I overlooked that. That’s a tricky one if at the same initiative step. If two of my units swing at you at I4, even with distinguishing my two units, how can you say which landed the killing blow? You could keep the saves distinguished as you roll them but saves are done all at once. Two guys die from Unit A and two other guys from Unit B at I4, your unit is gone, now what? Never mind that the saves could be mixed, this guy is taking 2 saves from Unit A and 1 from Unit B. It could just get messy.

      It seems the best approach is to dice it in this case. There’s the option to let the attacker choose which of his units gains the additional KP but I see that being abused.

      • therhino

        You could use the rules for Power from Pain as a model for it. I don’t think it’ll come up quite enough to be abused. But I agreed, random amongst units attacking and causing damage at a given initiative step is the best policy.

      • Since the name of the game is Vengeance it’s all about who your opponent holds a grudge against. You could add the KP to the unit that already has the most since they’ve already pulled hate and would be most likely to be reviled by the enemy. In the event of a tie let the opponent choose who he hates more.

        • Makes sense. Good idea.

  • JustHippie

    I’m not so excited to keep track of all this. It seems everyone waits till the end of the game to figure it Kill points out in a tournament setting. I see a lot of controversy over whether a unit was worth 1,2 or more KPs.
    Don’t get me wrong, I like it but am afraid it will once again favor the long range and FAST units. So now my crushers end up being worth 3+ KP when they are already the target priority? Where as the Long range guy becomes worth more kPs but is hiding out back.
    Some play testing will be interesting for sure.

    • No doubt some people will completely fuck up and not track as they go. I’ll toss a note in there that says to track shit to make life easier. In some of my other missions people are required to track info and they seem to do that well enough. We’ll see.

      What mission doesn’t favor long range and fast units, I mean honestly? Those are two attributes that are always useful in any army and any mission.

      It’s a constant back and forth in the mission. Take your Crusher example. They rampage and take 2 KPs so they’re now worth 3 KPs and are destroyed. Assuming no other KPs have been acquired yet, that means the enemy is up 3 – 2.

      Now, the unit that killed those Crushers is worth 2KP. You go on and destroy that unit and now you’re up 4 – 3.

      Pretty obvious to see the back and forth that’s going to occur. On top of that, it’s going to force people to really select where those killing blows come from. Do I try and gun down this one dude left from a squad with my Grots and make them worth 2KP if they succeed, or do I pull back my Nobz to deal with it since they hold up better to being targeted?

      I see it, ideally, becoming a game of patience and strategy, moving beyond the typical “KILL THEM ALL!” mentality of normal KP focused missions. As you said though, it will take some play testing.

      • JustHippie

        It will be neat to play test and I’m interested to see how the KPs work out in a game. Maybe we should even add a little table on the bottom of the mission page to track units values(and have Dave hand out pencils with the mission sheets).

        • I agree that adding a tracking chart would be valuable. I also like the poker chip idea because it provides a nice in-game visual cue.

          • I’d have to find a simple way to do it since Dave has to copy and paste them into a simple text editor. I’ll see what I can come up with.

  • khorneinquisitor

    Do units made during game count towards KP if not on the table when fielded? If so, I can just feed single nurgling bases from Kugath to units to rack up their points. ;)

  • bkbutlerme

    Pretty cool. Give each unit a kill point poker chip on deployment, and as you kill units, you keep their chips (they stack..and travel with the unit). Clear and easy way to see what units are worth what. The strategy becomes one of getting and denying KPs…very interesting twist! Imagine doing it for three games as a poker-like event. Just collect chips…

  • Have you considered posting a PDF collection of these missions? I would find it useful, so others may appreciate it too.

    • Not a bad idea. Of course for now they are all listed here under Gaming->Missions. I never feel like they are final. Probably why I haven’t done it yet. Who knows what 6th will do with mission format.

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