For fluff, we need more Bat-Reps by narrative Bat-Rep writers I think only more exposure would help with that ^_^;;
You and I have both done Bat-Reps for this, however I don't think they'd be as good as an actual Tabletop Bat-Rep.
I've tried to adapt one of our batreps into a fluff piece, so that might show up next update. More would be nice though.
With Regards to the Missions, I think you/we should playtest them first before throwing out longer standing ones. I personally do not like Recon, but thats probably my playstyle showing
I'm not throwing any out yet, just noting down what missions there are. Nothing will be thrown out until every mission has been tested. And to be honest, I'm not keen on recon either, even if it is the only one the kill team has won so far.
Recon is from the original rules.
Yes, recon is from the original, but that doesn't guarantee it'll stay in. It's a bit fiddly remembering how far around the objective each model has gone and it's also probably one of the hardest missions. I only won because I took vespid and could simply Hit and Run my way around it. Even then I think I lost all but one model.
Diversion sounds very fun in theory, wouldn't mind playing that, just need someone to play it with.
If you have VASSAL then I'd be happy to give you a game at some point. Just let me know when you're free and we can organise something.
I might have a try at a bit of fluff if that's cool. Just a couple paragraphs.
Awesome. Either post it here or post me a link when it's done.
For playtesting purposes, I'm going to post the newer missions here:
The Defender must place a model anywhere on the board to be the prisoner. The Defender may not deploy any of their models within 3" of the prisoner. The prisoner has the following profile:
| Prisoner |
| 3 || 4 || 2 || 3 || 1 || 9 || - |
|Unit Type: Infantry || |
The Prisoner may not be attacked or perform any actions until a member of the Kill Team moves within 3" of him. After that he counts as part of the Kill Team in all respects.Objectives:
the Kill Team must move the Prisoner off any board edge. The Defender must prevent this.
The Kill Team receives 2 victory points if at least one model moves withing 3" of the prisoner and the prisoner is still alive by the end of the game. They get a further 1 victory point if the prisoner manages to leave the board.
The Defender gets 3 victory points if they prevent any Kill Team models from getting within 3" of the prisoner, or 2 victory points if they kill the prisoner.
After the Defender has deployed, the Kill Team player must nominate one board edge to be their "Home" edge. Rather than being able to move on from any board edge as normal, all but one Kill Team member must arrive from the home board edge. The last model moves on from the opposite board edge.Objectives:
the Kill Team must move the lone Kill Team member off the home board edge. The Defender must prevent this.
The Kill Team receives 2 victory points if the lone Kill Team member escapes from the home board edge, or just 1 if it is still alive and on the board at the end of the game. The Defender gets 2 victory points if they can kill the lone Kill Team member.[/spoiler]
Both players set up as normal.Objectives:
the Kill Team must cause as much havoc as possible. The Defender has to drive off the Kill Team as quickly as they can.
The Kill Team gets 1 victory point for every Klaxon counter the Defender has at the end of the game, and 1 victory point if the alarm is raised.
The Defender gets 1 victory point for every Kill Team model they manage to kill.Special Rules:
If one side is completely annihilated, they do not automatically lose as would normally be the case. Instead, the game continues until the random turn limit is reached. This can result in the Defender losing a few Klaxon counters due to the Kill Team effectively "Laying Low", or give the Kill Team some time to blow up any special terrain such as an explosive for more Klaxon counters.
[spoiler=Hold the Line]Setup:
The Kill Team player must place an objective anywhere on the board. They may then deploy their entire Kill Team anywhere on the board.
The Defender deploys nothing, and instead may move their entire force on the board at the start of turn one (assume they won all control rolls with by rolling sixes for that turn only). None of the Defender's units may arrive within 6" of another. The Defender gets first turn and starts with 1 Klaxon counter which may not be lost for any reason.Objectives:
the Kill Team must keep the Defender from holding the objective at the end of the game, while the Defender must locate and control the objective.
The Kill Team gets 2 victory points if the objective isn't controlled by the Defender at the end of the game, and a further 1 victory point if the Kill Team is controlling it (all Kill Team members count as scoring). The Defender gets 3 victory points if they control the objective at the end of the game.[/spoiler]