I played a really good game recently where we used a modified version of the NOVA format by replacing victory points with kill points as a victory condition. However, the kill points were actually selected by each opponent and were limited to five. Mike Brandt, over at
Whiskey & 40k, introduced me to this system and I have to say I really like it!
The basic concept is that, before the games starts, you and your opponent each pick 5 units from the others army list that will be worth a kill point. You can put limitations on this, like no more than 2 dedicated transports or a unit with a dedicated transport must always be taken together as 2 kill points, etc. There are also different ways to allow selection of these kill point units (i.e. before/after deployment, secretly before game starts, secretly until game ends, etc.).
Using kill points in this way required a different set of tactics, as now you had priority targets to take out and your own kill points to protect. The game itself was great and I lost in turn 5 because one of my kill point units broke and refused to rally by the end of turn 6.
For the next game, I will have each player secretly choose their opponents kill points before deployment. Then, once both sides are fully deployed, each player reveals the kill points chosen to their opponent. This way, there is no advantage gained either by a) knowing what your own kill points are and deploying them accordingly (holding everything in reserve, bunkering them in transports, etc.) or b) knowing how your opponent is deployed then selecting the most vulnerable units as kill points.
The cool thing about this system is the simplified creation of new scenarios based on mixing up the kill point selection. Here are a few mission examples:
- Taking Scalps: Both players fully deploy. Each player marks a copy of their opponent's list with 5 kill points. At least 2 of these must be non-vehicle units. Lists are folded over and set aside so that kill point selection remains a secret throughout the game.
- Assassinate: Both players fully deploy. Each player openly selects 3 kill points from their opponents list. The other 2 kill points are assigned to the highest leadership independent character or, if no ICs are available, an HQ unit selection with the highest leadership (Ex. guard company command squad). If their are 2 (or more) ICs or HQ units with the same leadership, randomly determine the target AFTER both sides have deployed.
- Priority Targets: Before deployment, each player secretly marks their opponent's list with 5 kill points (no more than 3 may be dedicated transports). After both sides have deployed, the kill point selections are revealed.
There are many more possibilities that a 5 kill point system opens up. The mechanic is fairly simple, but the permutations should keep the game fresh without encumbering players with oddball victory conditions (that I usually manage to forget).