40k Skirmish Variant: Recon Squad!

I’m pumped to announce the official release of Recon Squad, our unofficial skirmish variant for Games Workshop’s Warhammer 40,000!

Recon Squad

Get the rules!

Colin, myself, and a bunch of PAGE people have been working on this for almost exactly a year now. We’ve used it through two decently sized events (December and January) as well as several playtest sessions since the last set of big revisions, so I think it’s solid. Thanks to everyone that’s contributed, Luke Walker for the great cover art, and everybody else that’s given it a shot in events so far.

We’ll be putting up more Recon Squad related material shortly, namely a great narrative campaign and mission pack. If you’d like to be notified when those are up, join our 40k announcements list!

Basics

Veterans will recognize Recon Squad as very similar to traditional Kill Team games. For those unfamiliar with that style of skirmish games in 40k, it’s a variant for very small, fast, tactical battles of individual troops. In this case armies consist of at most 200 points and are very restricted in the roles and stats available. Once on the field, each model acts individually, running about on its own to fight the enemy and capture objectives. I personally wouldn’t want to play this way all the time, but it makes a nice change of pace and can pack a ton of strategic depth. More people should give it a chance as it’s a really neat way to play 40k. It can also be a good way to introduce new players to the basic game mechanics and models.

Motivations

Just as it’s cool to occasionally throw down all the models you own on the table at once, it’s also really rewarding to occasionally focus on just a handful of models. Traditionally that’s been the domain of Games Workshop’s official Kill Team variant of 40k. Earlier versions were kind of weird, but the versions released throughout 5th edition 40k worked well, and were tight, free 3-page PDFs. The latest, for-sale eBook though is disappointing: Overpriced, terrible formatting, sloppy rules, and poor adaptation to 6e/7e despite being released at the end of 6th/just before 7th. It’s not terrible, but it’s not great. I have a review of some of the problems here.

Sentinels were *made* for this format.

Sentinels were *made* for this format.

Recon Squad is our response. We think it’s a tighter ruleset, better adapts 7th edition to skirmish play, and has more balance. As just a few examples, it explicitly addresses Brotherhood of Psykers/Sorcerors, makes Astra Militarum orders useful, and limits grenades and hordes. None of that is addressed in the current Kill Team. Obviously our Recon Squad variant is heavily inspired by the traditional Kill Team rules, but it is its own animal and a lot of thought has been put into tuning it for modern 40k and casual to competitive play.

A lot of emphasis has also been put on access. Obviously as a free PDF anybody can check it out. One of the problems with Kill Team as a $12 eBook is that it’s difficult to use it in a tournament or campaign—nobody wants to be forced to buy another book just to enter. Recon Squad doesn’t have that problem. As importantly, it’s also easy to jump in and play. Unlike some other unofficial 40k skirmish efforts, e.g., The Heralds of Ruin’s excellent ruleset, it uses the same list building as always. The core mechanics also aren’t changed other than breaking units apart into individual models. So veterans can easily throw down a quick skirmish, and newcomers can play Recon Squad with their handful of models and apply what they learn directly to standard 40k.

Design

A few of the design considerations in Recon Squad are worth touching on.

On a simple note, our “Everyone Falls The First Time” rule adds in a basic ability to jump over short gaps. It also restores the ability for models to jump down from large heights in return for possible injury, which was removed in 6th or 7th edition. These rules aren’t strictly required, but are very useful to help models move around on the super dense boards many people will want to play on in this skirmish setting. Boards generally still shouldn’t be completely jammed with terrain as shooting will become very ineffective, but there should be more terrain than usual and it can be a lot of narrative as well as gameplay fun to construct very detailed, rich environments that wouldn’t work in standard 40k.

A very elaborate example of a Recon Squad board.

A very elaborate example of a Recon Squad board.

More importantly, the “Frag Bag” rule limits how often a model can throw grenades. In standard 40k the relatively recently added rules for using grenades in shooting attacks aren’t a huge deal: You’re not frequently in range, and only one model per unit can do it at a time, so the effects are muted. In skirmish though each model is their own unit, and they’re frequently in range. Marines in particular become supercharged because they’re all running around with a free S8 AP3 assault gun due to their krak grenades. Recon Squad explicitly curtails that.

Similarly, Brotherhood of Psykers/Sorcerors needs to be explicitly addressed as the army unit is broken up into a bunch of 1-model units running around. We’ve gone with allowing one model in such a unit to act as a psyker each turn. The main basis for this is that making each model an independent psyker would be an overpowering buff. At the same time, discounting it would render many units completely powerless, as Kill Team does. Our “Cast A Spell On You” rule tries to strike a balance between the two.

Horrors and orks goin' at it.

Horrors and orks goin’ at it.

We’ve also broken with traditional Kill Team rules a bit in the force organization and army restrictions allowed. An HQ slot is given, and the limits on wounds and armor are both bumped up. This permits a number of non-traditional units, but squads are still kept within reason and a number of fluffy builds are enabled. For example, a common Tyranid complaint with Kill Team is that it doesn’t permit Lictors because they have 3 wounds, though they are otherwise an extremely appropriate selection by both narrative and gameplay. Space Marine Captains and Terminators are also both permitted in Recon Squad. Running a squad of 5 bare Terminators to hunt down xenos is super fluffy and probably isn’t actually overpowering despite the traditional ban—it’s probably actually not even a great squad. They’ll be real tough to kill for most troops, but special weapons combined with specialist traits will make short work of them and with so few models the squad will have significant trouble holding objectives, or even getting to them before being mobbed. Similarly, 100+ points on a Captain that could easily die to an ignores cover-meltagun or relentless-lascannon is probably a poor investment but could certainly interest someone.

Which brings us to the rule we were most conflicted about: Squads are capped at 20 models. This does eliminate some fairly narrative builds, like a basic Astra Militarum Platoon. The rationale though is simple math. Above twenty models and most factions will really struggle to do enough damage each turn to have any chance of breaking the squad or not being simply physically blocked off every objective. Even at twenty models the opponent has to eliminate a considerable number each turn to whittle it down significantly. While it’s unfortunate to force the Imperial Guard, Orks, and some others to focus less on their most basic troops, it’s not out of narrative character for Recon Squads to be composed of more elite troops. This restriction also goes quite a ways to addressing one of the main balance problems in Kill Team play, and isn’t something addressed at all in the traditional or current official rules.

For the Emperor!

All in all we think Recon Squad is a pretty solid ruleset, and have been happy with how it’s worked out in our events so far. There’s little new to learn to play except the tactics, and those tactics are pretty deep. In our campaign last Saturday Colin and I had a super tight match between his Fallen and my Kingbreakers that was among the most chess-like 40k I’ve played in some time as Sergeant Harmon and his Ghosts (Sternguard) ran the traitors down among the ruins of an Imperial shrine. So grab your favorite plasmagunner, make him an Ignores Cover specialist, and get him out there to fight for the Emperor!

Check it out!

Fallen and Kingbreakers have a standoff in a ruined Imperial chapel.

Fallen and Kingbreakers have a standoff in a ruined Imperial chapel.

Apocalypse Planning

One of the challenges in hosting a Warhammer 40,000 Apocalypse game or similar mega-battle is simply the sheer size of it. With some 9,000 to 50,000 points or more on the table and a handful to dozens of players, these fights need a lot of space and potentially a huge gaming table. This article goes over some recommendations and rough calculations on table sizes and space requirements for such events.

Part of the deployment zone for the Forces of Order in the 2014 PAGE Apocalypse.

Short Edges

The biggest determinant in the required venue space is of course the game area itself. Easiest to establish of that is the short axis. In a pinch, Apocalypse battles can be played on a 4′ wide table just like standard 40k games, particularly at the lower end of the points spectrum and with relatively regular armies. However, the table should be wider once there’s more than ~9,000 points or so in play or players start fielding more apocalyptic units like Titans and large flyers. Apocalypse is where all those weapons with 48″, 72″, or infinite range really shine! Increasing the width also creates more surface area and lowers the density of models on the table, affording more mobility and tactics, without having an excessively long table.

Critically, deployment zones generally must still be kept at least 24″ apart. Otherwise a vast array of game assumptions start to break down. Most obviously, much under that and many assault units will be able to reliably enact Turn 1 charges. Less obviously but just as important, many short-range, high power shooting units that would normally be forced to move into no man’s land for maximum effect will be more able to simply camp out and shoot from Turn 1. Consequently, on 4′ wide table there isn’t really space to increase deployment zones beyond the standard Dawn of War 12″. At higher points values there may simply not be enough space to deploy everything in that space, particularly with a fair bit of terrain or players bringing hordes or large quantities of superheavies.

On the flip side, deployment zones generally must not be much more than 24″ apart. Beyond that and the opposite assumptions start breaking down: Assault units won’t get into combat quick enough, and short-range shooters won’t be able to move forward and start pounding.

A pause in the action to score the ongoing battle and a view of half the 6×17 table in the 2014 PAGE Apocalypse.

Similarly, for tables much beyond 6′ wide, many units and even whole factions just won’t have the mobility to reliably cross the table and contest objectives or assault the enemy. Asking armies to advance units much more than about 5′ across the board in a 4–6 turn game—fighting bad guys all the while, diverting around units of both sides, and slogging through terrain—is a tall order. That’s true even of armies with many transport, deep strike, outflanking, and other mobility options, but especially true of the less fortunate factions.

As another critical but potentially overlooked note, beyond 6′ wide it will be very difficult to manipulate models at the center of the play area. Most people can somewhat reasonably reach about 3′ across a game table.

All in all, 5–6′ wide probably makes the most sense for medium to large scale Apocalypse tables. That enables spacious 18–24″ deployment zones, retains the 24″ no man’s land buffer, and makes crossing the board a transport and mobility challenge but not overly so.

Theaters of battle and deployment regions for the 2014 PAGE Apocalypse, on a 6×17 table.

Long Edges

The long edge of the table is much more flexible. There are several variables that can be adjusted to grant some leeway: Greater or lesser density of models, more or less terrain, etc.. Some battles may also just require less space depending on the factions in play: A classic Ork vs Imperial Guard showdown will have insanely more models and require much more space at a minimum than a Grey Knights vs Chaos Terminators matchup.

A rough but good rule of thumb is 1′ in table length per 750–1500 points on a side. Even at the low end this is quite a bit more dense than a standard 40k game, though using a wider table compensates greatly. That increased density does have some consequences on mobility and tactics. However, it strikes a balance between relatively standard play and effective movement with the sheer feasibility of the physical table size and associated venue space. Much more dense than this and games will be very cramped. Much less dense and an extraordinarily large table and venue will be required.

Another way to think about this calculation is that the table realistically needs 2–4′ in length per player on each side. Anything less will be too cramped to be comfortable or efficiently playable as they keep bumping into each other and have no room to move around, as well as having absolutely no personal space for a long day of gaming. Anything more and, again, a massive table and space would be required.

In the early going of the 2010 PAGE Apocalypse, a mid-size mega-battle.

Logistical Space

Beyond the core table dimensions, a good amount of space is needed for players to move around as well as to set out models, books, food, and other items.

To be able to comfortably move around and have some personal space, players realistically need 2 to 3 feet of space surrounding the table. Both the long edges and at least one short edge, ideally both, require this buffer.

In addition, 2–4 square feet per player or 3,000 points is needed to arrange reserved or removed models during play. This doesn’t necessarily need to be immediately by each player’s zone. It could be tables or shelves off to the side. Shelves in particular will minimize the venue space required by utilizing vertical space. Similarly, benches, boards, or crates under the table can provide this logistical space in an efficient manner. The latter is typically not ideal though due to more difficult access, limited light, models getting kicked or otherwise krocked, and higher chances of simply forgetting about reserves!

Beyond all that, a few miscellaneous tables or other surfaces should be available to set down food, scoring sheets, rulebooks, and other communal and miscellaneous materials.

Total Numbers

Taking that all together, some very rough but reasonable figures for differently sized games are:

  • 3 players and 9,000 points per side
    4×6 to 6×12 table
    8×12 to 15×20 venue
  • 6 players and 18,000 points per side
    5×12 to 6×24 table
    9×18 to 15×32 venue
  • 10 players and 30,000 points per side
    5×20 to 6×40 table
    9×26 to 15×48 venue

A view down the whole 6×17 table in the early going of the 2014 PAGE Apocalypse.

Successful dimensions for some of the more notable Apocalypse battles held by the Philadelphia Area Gaming Enthusiasts club include:

  • 11 players total, ~11,000 points per side, 5×16 table in a large ballroom—notes:
  • 14 players total, ~13,000 points per side, 5×15 table in a dance/theater parlor—photos, notes
  • 11 players total, ~21,000 points per side, 6×17 table in a large unfinished basement—report, notes
  • 17 players total, ~25,000 points per side, 6×20 table in a large unfinished basement (planned)—notes

Each of these matches featured great tabletop action with epic fighting and room to maneuver, had enough space for both models and humans to survive, and made great use of a variety of venues.

Conclusion

All of these are of course rough and flexible numbers, but hopefully they provide some useful guidance for planning Apocalypse games.

This guy would have never made it across the table to start bashin' our dudes if we'd simply made the no man's land 8 feet wide...

This guy would have never made it across the table to start bashin’ my dudes if we’d simply made the no man’s land 8 feet wide…

Beta Station!

I believe Daryl to be dead, consumed by the pint-sized monster he’s raising, but a couple months ago I sat down and finally finished writing out a complete set of rules for our project now long, long in the making:

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Along the way that’s become:

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Beta Station is a fast playing, casual exploration and sci-fi shoot ’em up boardgame. Take the part of a cavalier relic hunter in a derelict space station, searching for lost technology and fighting off hidden terrors and competing treasure seekers in an exciting tabletop adventure!

I’d been fighting the name change for a long time, but in producing this latest iteration and started to think about some future directions I decided it wasn’t worth risking trademark, legal, and search collisions over the Relic Hunter title. Seemingly nothing is camped out on the Beta Station name.

Yesterday I spent an early morning arts and crafts hour putting together a new prototype:

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Assembly was straightforward, though there is a fair amount of cutting just given the quantity of chits and tiles. For the next prototype I need to add cut line guides to both the chits and tiles. The former have none at the moment, so I basically just eyeballed it. The latter do but they get lost in the heavy black wall bleeds on some of the tiles. I also plan to add some doubled-over player markers, so you could use them as stand-ups rather than laying flat like all the chits.

Tom W has the prototype now, with strict instructions to guard it with his life. Hopefully him, Charles, whoever can get together and play some games without me in order to gauge the clarity of the rules writeup. Later this summer I hope to put together another set or two, playtest the rules writeup a bit, update on current manufacturing options and cost, and then get serious about plans for a small Kickstarter. Worse comes to worst, written rules were the last missing component to at least get the game out there as a print & play. The Beta Station prototype is indeed already available as such and I plan to have it remain so as part of drawing in people to the eventual Kickstarter.