Exigence - or - Why I Felt the Need to Create this Blog

12 August 2012.

Wow. 6th Edition is here, and I feel like it incorporated many facets of our house rules here are the Lower Register.

Go us. GW, you can have those for free.

Plz look for some updates soon as I try to figure out how my precious BA will fit in to the world of Overwatch and Random Charging distances. Gotta say, so far, I am loving the idea of 5 attacks per Death Company Marine (2 base, 2 for charging, 1 for extra weapon).


-Hax out-

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Why Lower Register? Pedro and I started playing various wargames about five years ago, but found that we just didn't have time to complete standard games. We, along with our limited pool of playing partners, decided that we would become good at skirmish games that we could enjoy on a regular basis. So, over time we amassed a body of experience in Kill Team, Warmachine, Infinity, and other such games. This blog is the natural outgrowth of that experience, and our desire to share it with you all.

Kill Team Variant: Duel at Dawn




A Clash of Titans!


This is a Kill Team variant that depicts epic level heroes facing off against each other in dueling combat to the death.  A primarch finding his traitor brother in the middle of a raging battle, a lone Tau commander taking on some horror of the hive fleet, or a blood feud between battle-brothers.


Rules


Army Selection:  1 HQ selection.  Unlimited points total.  No retinues or supernumeraries allowed.  Additional models taken as wargear are allowed (Master of the Forge, Njal Stormcaller's Fenrisian Wolves, Servo Skulls, etc.)


Heroes of Legend:  Assign each HQ choice with 6 additional wounds*.  Also assign up to three additional USRs to each HQ choice.


First Scud of Day:  This scenario is fought using the "Night Fighting" rules.  Roll a D6 at the beginning of each player turn, on a roll of 5+, the sun has risen and "Night Fighting" rules are not used for the remainder of the game.


We End this HERE!  We End this NOW!:  "Fall Back!" moves, "Hit and Run" moves, and consolidation moves may always be taken to their maximum possible distance without rolling dice.  No move may ever place a model off of the the board edge.


Deployment:  Players total their points.  The player with the lowest points total their army chooses where to deploy and whether to go first or second.  After infiltrators are deployed and after scout moves are made, roll a dice, on a roll of 1, the player with the higher points total may choose to steal the initiative.


Battlefield:  Table quarters on a 4' X 4' or 3' X 3' playing surface, per normal per Battle Missions: Kill Team.  Place one large piece of terrain in the center of the table.


Victory Conditions:  Again simple.  Take out the opposing HQ choice.
















*Ok.  Why +6 as opposed to say *2 or *3 or +2 then *3?  I hear you.  It may seem a little arbitrary.  Well, trust me that I did some number crunching, and in the end it just felt that the arithmetic progression of addition was far less unbalancing than any geometric progression that I could come up with.  At its heart the WH40k game mechanic is one based on addition and subtraction, and not multiplication and division.  The point of this wounds addition is to extend the length of the essentially one-model game to allow for all other statistical game choices (read: special attacks and abilities) to come to the fore in game-play.