Monday, June 24, 2024

One Hour Skirmish Wargames : Kill Team

This is  a path I started down -it's fun, but I don't *love* it. Still, I figured I'd put it here for those who want to run with it.

In the files section of the One Hour Skirmish Wargames Facebook group, John Lambshead has a "patch" for 40K style power armored infantry. This patch adds an "Infantry Armor Penetration" value which I'm not really fond of - not for the reason he isn't satisfied with it, adding numerical modifiers a la the AFV rules, but because  I think in the 40K universe, as I understand it, you wouldn't have anyone on game table who *couldn't* hit a powered armored infantry person.

That's the assumption I'm starting from -which eliminates the need for numerical modifiers(except for vehicles, but I don't know anything about 40K vehicles, and since my goal is a Kill Team sized game, I'm not concerned with them). Using the dubiously legal (undoubtedly illegal) Waahpedia as well as my copy of Fire Team,  I set about porting Kill Team stats into OHSW terms - i.e. card draws.

Well there were two exceptions to that.

The first is movement. Kill Team uses some weird symbol based measurement system - I guess so GW can sell official Kill Team-approved rulers. They are easy enough to convert to inches though. Whatever the value in inches is for that model in Kill Team, that's the movement rate for the model in OHSW.

The second is action points. Kill Team and Fire Team both have these - some figures can take 3 actions, some 2, and I assume there are others with 1s or 4s but I haven't seen one. I won't go into how they work in those games, but I think saying the Kill Team action points is the number of actions that model may use in a single OHSW player phase works - subject to the usual way OHSW action points work

It means that Necrons won't ever get to move twice and attack, whereas assault intecessor marines can move twice and attack (assuming  the player draws a high enough card that phase). I think that fits with what I've gleaned from Fire Team as being true to the source.

Now some rambling I should have started with.

In Kill Team/Fire Team it's the weapon that determines how many attacks (seems reasonable, at least for guns), but also how likely the figure can hit the target (Weapon Skill or Ballistics Skill).  The latter really should apply *to the model* with the opportunity for it to vary among models of the same type. But, I guess we'll assume in the Grim Dark Future, anyone who differs from the desired standards, for good or ill, is eliminated. The Emperor protects. 

When it comes to defensive saves, the unit type matters - presumably all examples of the unit have the same armor or lack thereof.  Again, there is no room for highly dexterous or accident prone individuals despite the appearance that their could be.

OHSW has individuals and so OHSW Kill Team does too. Those abilities just add/subtract to the cards drawn - which, btw, is going to be significantly more than say, a WWII game.

Rambling over. At least that rambling.

What follows is not scientific, but in a few play tests, it worked. You will want to aim for something like 10 turns though,not 4 or 5!


OHSW KT : Grim Dark Skirmish Mod

Regular One Hour Skirmish Wargames rules apply unless otherwise indicated.

  

Table Size: 30” x 20”

Movement: Whatever the value in inches is for that model in that game owned by that company (KT), that's the distance of one move action for the model in OHSW.

Action Points: KT APL becomes the number of actions that model may take in a given OHSW player phase.

Rule Change: In close combat, attacker draws melee attack cards, and defender draws their defense cards. As a result, melee is ONE-SIDED.

Attack Dice:

Number of Attack Dice in KT

# “shots” in OHSW 

6

4

5

3

4

2

3

1


Weapon or Ballistic Skill:

Skill

Cards Per Shot/Melee Attack

4+

1

3+

2

2+

3

1+

4



For Melee weapons, multiply the attack dice “Shots” by the Cards Per Melee Attack for number to number of cards for that weapon (see examples way below).

In KT, figures have both Defense (number of dice to roll) and Save (a target value for those dice).

Defense: 

Defense in KT

Extra Defense Cards OHSW

1

0

2

1

3

1

4

2

5

2

6+

3



Save:

Save in KT

Even More Extra Defense Cardsn in OHSW

6+

0

5+

1

4+

1

3+

1

2+

2

1+

3

 

Wounds:


Instead of tracking wounds, Wounds in KT give a bonus when checking for results at end of turn (Downed Check):

Wounds  <9 = 1 extra card to test if out of fight.

Wounds >=10  = 2 extra cards to test if out of fight.



Example Data Cards for OHSW KT:


Armored Space Trooper with Heavy Bolt Pistol and Chainsaw:

Move: 6”  Actions: 3  Defense: 3 cards

Downed Check: 2 extra cards

Heavy Bolt Pistol: Range: 6”, 2 shots, 2 cards per shot

Chainsaw: 6 cards (because 3 attacks, 2 cards per)


Shiny Living Metal Hibernating Robots:

Move: 4”  Actions: 2  Defense: 2 cards

Downed Check: 1 extra card

Electric Rifle: Range-infinite, 2 shots, 2 cards per shot

Short Range Double Barreled Electric Rifle

Range-6”, 3 shots 2 cards per shot [based on Fire Team data card]

Bayonet - 2 cards (because 1 attack, 2 cards per attack)


Hive Alien Grunt:

Move: 6”  Actions: 2   Defense: 1 card

Downed Check: 1 extra card

Fleshdigger: Range - 6”, 2 shots, 1 card per shot

Claws: 1 card (because 1 attack, 1 card per)


Disease Ridden Evil Space Troopers with  Bolt Rifle and Scary Knife

Move: 4”  Actions: 3   Defense: 3 cards

Downed Check: 2 extra cards

Bolt rifle: Range - infinite, 2 shots, 2 cards per shot

Scary knife: 2 cards (because 1 attack, 2 cards per)


Disease Ridden Evil Space Troopers with  Belcher  and Scary Knife

Move: 4”  Actions: 3   Defense: 3 cards

Downed Check: 2 extra cards

BElcher: Range - 6”, 3 shots, Blas, 3 cards per shot,

Scary knife: 2 cards (because 1 attack, 2 cards per)


Disease Ridden Evil Space Troopers with  Plasma pistol and Energy Claw

Move: 4”  Actions: 3   Defense: 3 cards

Downed Check: 2 extra cards

Plasma pistol: Range - infinite, 2 shots, 3 cards per shot

claw: 6 cards (because 3 attack, 2 cards per)



2 comments:

  1. Yeah, I think you-ve recreated the cumbersome nature of Kill Team in another set of rules. I'd just play it in OHSW and leave it at that. For power armor, I don't think you need to introduce much math. For combat resolution against power armor, just say that if you only beat the PA Fig, nothing happens. If you double it, it goes down as normal. This makes PA a way to stay fighting, not just avoid dying [which you could easily do by saying PA Armor figs are only removed on a heart, not a diamond] Overall, recreating a GW product is likely a waste of time - if you want all the modifiers and chrome, just play KT. My thoughts, anyway. Alex

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    1. I am inclined to play OHSW as written, but my son was hesitant to give up all of the special rules for the models that they have in Grimdark Future Firefight (I don't own, nor will I spend the money on, Kill Team). So, that was the impetus for this effort. It was fun, and worked well enough, but as I said, I don't particularly love it. I'll stick with Grimdark Future Firefight for games with him, and OHSW as is, when I play solo. Or stat my other forces out for Fire Team! (I saw someone on Boardgame Geek did it for Death Guard).

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