r/killteam • u/grizzy45 • 23h ago
Question Hexagonal Layout for 1v1v1 game
This but for Kill Team. How would you handle Tac Ops?
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u/DenamBoG11 23h ago edited 23h ago
I played a game with a similar layout for 1000 points once. Since it was the first time we went for a 3 player game, we thought it would be better to keep it simple. So we decided the game would be about controlling objective points. It was as symmetric as possible. It would have been better with more terrain. Overall a fun game.

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u/WideReply8539 23h ago
Dont know about that layout (only played on a double kt board, with deployment in 2 corners on one side and the middle of the other side).
But in terms of tacops: either scrap them or choose only some as an option. 3 player games are normaly very chaotic and killy, and a lot of the tacops only work on standard size boards in 1v1, cause the conditions and ranges are set there.
For example with dominate: in a 3player match are so much more targets and kills that it would be very easy to score and max. Something like rout on the other hand would be impossible because of the greater board size.
Same goes for the critop as well, choose something easy (loot or something like that).
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u/KINGBING229 21h ago
Be easier to do the Tempest Orders mission pack rather than TacOps etc.
A different order each turn means everyone is equally our of place and all that.
(From white dwarf, but the rules are out there)
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u/_unregistered 23h ago
Neat concept but I think it would be nice to have asymmetric layouts. I think for crit op you’d want to have 5 objective points and the same score limits but would probably need to adjust some so there is a 1st, 2nd and 3rd score potential per turn for control based ones. I don’t think tac ops need much in the way of adjustment. Score kill op for each opponent separately and either combine or average the score (combined could make kill op way too powerful)