
New updated Colosseum Map for 11th
After the Patreon preview from PlayOn I have updated my colosseum map. You can find it below!
https://steamcommunity.com/sharedfiles/filedetails/?id=3665896724

After the Patreon preview from PlayOn I have updated my colosseum map. You can find it below!
https://steamcommunity.com/sharedfiles/filedetails/?id=3665896724
Hi Everyone. Nick here from Playon. We are hard at work at an exclusive series of a KOTC Tournament series so these rules will be public very soon. So I thought I would share the new rules for KOTC 2.0
We may still tweak these slightly so this should still be considered Prototype but they are unlikely to change much. The "official" release will be in September when player packs go live for a couple of events we are running. But they are unlikely to change much.
We've had a bunch of play testing and been running quite a few games in house and are really enjoying the new rule set.
From the beginning, the KOTC rule set was designed to allow people to play small games of 40k in fast easy way. We DID NOT want to have the challenges of combat patrol where you were essentially playing a different game of 40k with rules that didn't travel over. AND we want people to be able to build their own lists. So these rules were designed around that in mind and keeping it as close to regular 40k as possible.
MAIN CHANGES FROM KOTC 1.0 to 2.0
Arena walls can now be traversed like normal ruins as per the 40k rules (infantry beasts and swarms can go through walls)
KOTC armies are now 600 points rather than 500
You can only take a single t9 unit rather than unlimited.
You can take any detachment of any detachment point cost however you can only have one detachment.
The player that spent the least on detachment points gets to choose the twist.
Players play primary mission based upon their force disposition.
Deployment zone is now 8” from the board edge rather then 9”
Terrain
We have a new terrain set we are developing that will hopefully be available for sale soon. We are planning 3d moddeled set and an MDF set. We are also looking into an upgrade set. Details hopefully soon. But should be available by LVO at the end of September.
Main terrain Changes
-Bigger footprints inside the arena
-2nd floor for Plunging fire
-Bigger terrain footprint in corners.
-Shooting lanes for home objectives
Most terrain is Dense terrain with the solid key word
There are four terrain area objectives. A home obj for each player, and one expansion obj for each player.
The centre objective is an area terrain with NO terrain on it, meaning that it DOES NOT block line of sight.
The arena walls touching the terrain area objective are also part of the foot print, which means touching the arena walls on any side will count as touch the corresponding objective.
OPTIONAL VARIENT. Place a piece of dense terrain (we recommend a statue or similarly imposing piece) in the centre of the Centre objective marker. It now can block line of sight and provide cover as per the 40k rules.
Using a previous edition set.
Though these rules were designed with the new 11th edition 40k rules in mind and a refinement of the terrain seize and placement, the original KOTC set of terrain can still be used to play this edition effectively with some adjustments.
Rotate the walls 45 degrees so that the openings are to the corners of the board.
Reposition the L shaped inside the arena ruins to block each entrance. Positioning the corner of each ruin to be 4” away from the centre of the board.
Note that the inner portion of the 4 outside objective circles (home obj and two expansion obj) are not used.
ARMY CONSTRUCTION
Make a 40k list using all normal list building requirements for an incursion sized game with the following modifications
600 points or less.
1 Detachment only, however No Detachment point limit
Nothing over t9 Only a SINGLE t9 unit allowed
Must have two infantry units
Must have one a Warlord
Each data sheets aside from Battleline and dedicated transports can only be taken once. Battle line and Dedicated transports can be taken twice.
No Epic Heroes.
GAME PLAY
Players make their lists and choose detachments etc just like how it is described in the main 40k rules. Before deployment but after seeing your opponents army the player who spent the least amount of detachment points for thier army gets to choose the twist. If it is a tie roll off. Roll for attacker and defender, deploy and start the game, as described in the 40k rules. Deployment zone is 8” from your board edge. Both Players must play tactical secondaries.
Game is played on a 36" by 36" board
FAQ
Q. If something has an ability to change its toughness to t10 can it still be taken?
A. If it changes its toughness value in the list building stage (such as from an enhancement or by an attached leader) than it is not allowed. If it gains it through an ability after the game has started it is allowed.
Q. What is the distance to climb over the main arena wall for a non Infantry beast swarm or mobile?
A. Assuming the model is at the base of the wall, it would have to spend 7 extra inches to get to the other side. (3.5 inches up and 3.5 inches down)
Q. How many enhancements are allowed?
A. Treat the game as an Incursion level game from the 40k rule set. All list building requirements aside from the caveats listed above should be followed.
First game just fluffed for me totally, bad miracle dice, bad dice in general, and suddenly I had lost my retributor squad and Zephyrim with jumppacks canonnes, leaving me with a BSS and Sepharim squad. I conceded 19-39 in battle round 3 for me.
Second game my opponent started, moved forward into the battlefield, I kept my Zephyrim and Jumppacks Canoness out of reserves, and in battle round 1 my Sepharim, Zephyrim and Jumppack Canoness REMOVED emperor's champion and intercessor squad. My retributor squad destroyed half of his Crusader squad. That was my high of that game.
In battle round 2 his terminators deep striked into the middle and killed ,my Zephyrim and Jumppack canonnes. His Crusader squad removed all guns from my retributor squad, but not before my heavy flamers removed 3 more models in that unit, and my seraphim and BSS just couldn't make a dent in the terminators and I could not find a way to play around them, so my tactic was to charge BSS and Sepharim to keep the terminators occupied and "only" able to make damage in melee. I kept that objective under my control for 2 battle rounds like that, keeping him from scoring.
Slowly but surely the terminators killed the BSS and when the sword brother and neophyte left from the crusader squad they fell quickly.
I enjoyed playing with my friend, but oh boy I feel like the sisters are missing some kind of native UMPF, and oh my god those terminators were just a brick wall to handle.
I think next time I'll skip the imagifier with the BSS the improved saves did not help me a lot with all the AP of my opponent
After BR2 my miracle die failed me, I got 1,1,1,2,2,6,6
So 2 of 6 of them were actually useable.
So me and my friends are planning to do some king of the colosseum games and wanted to know what list others have come up with
So far I've gone full destroyer cult
450 points
Hexmark destroyer
Skorpekt lord + technomancer with 3 Skorpekt destroyers
Flayed ones
Lokusht Heavy destroyer
My friends mainly play custodies orks and black templars