Showing posts with label scenario. Show all posts
Showing posts with label scenario. Show all posts

Wednesday, October 28, 2015

Mass Carnage - Prelude


We're getting ready for a large (for us) 4-on-4 game as a change of pace from long-running leagues and campaigns.  Scott had the idea and has been the organizer.  We're going to do preliminary games with the results impacting the larger fight (extra VP), but also you can gain bonuses in-game that apply to the larger fight.  I took on that part, throwing together some new Mysterious Objectives.  The idea is for each preliminary battle to have six objectives, and roll on the specific tables instead of the rulebook ones.  Some will disadvantage you in the initial game (by making units disappear) but will benefit you in the next round (they come back).  Others are specific to the unit holding it at the end, so you might try to get a different unit on that objective or focus more on holding that and lessen your chances for the current game. Which is more important for the larger victory?  Players will need to choose.

In case it can prove inspirational, here's what I put together for us.  Some of the objectives are army-specific, based on the armies we will have involved (IG, DA and two Eldar vs. Nids, Daemons, Orks, and Necrons).  Down the road, I'd love to have all the objectives army-specific as part of a narrative tree.

Mysterious Objectives

Follow normal rules for identifying mysterious objectives, except use these tables instead of the one in the main rulebook.

Except where noted, effects will take effect in megabattle.

Except where noted, the unit holding the objective at the end of the game gains the benefit.

Gone…for now – several remove units from the current game, only to reappear for the megabattle.  These units count as destroyed for the preliminary battle.  In the megabattle, they can be added to your army at their full strength (as purchased for preliminary battle) for no cost and requiring no slot.  If the army they come from is the same as your primary detachment, count them as being part of that detachment.  If they come from an army that is not the same as your primary detachment, you can count them as being part of an appropriate detachment you have.  If you have no appropriate detachment, they can still be used but count as their own detachment.  If this unit would be required to fulfill a compulsory choice (you were taking X formation that requires one of these, and only one you have) they can count as filling that slot and become part of that detachment.  Note that the more powerful the unit is, the harder the preliminary game will become but the greater the benefit for the megabattle.

D6
1-2 Table A
3-4 Table B
5-6 Table C

Each objective can only be rolled once in a given battle.  If it is an army-specific objective, if the objective changes hands, use the corresponding # from the other army (ie if when discovered it was Ork objective 1 but Dark Angels take the objective count it as Dark Angels objective 1)


Table A
1 -Unstable Warp Core – Remove objective and remove unit with Gone…for now effects.  Unit must enter the megabattle by  Deep Strike as it returns from the time/space continuum.

2- Detailed maps – Choose one unit to gain Infiltrate.

3- Experimental ammo/power source/radioactive biomass – Unit’s ranged weapons gain +1 Str

4- This is not the time or place – When holding this objective and at least half strength, unit may elect to disengage and save itself for the next fight.  When attacked, after to-hit/to-wound/penetration rolls but before saves/damage results you may elect to remove the unit under the Gone…for now effects.  Objective remains but becomes a normal objective.  In megabattle deploy with Infiltrate (but not Outflank) after normal deployment but before any other infiltrators.

5 -Collapse! – The earth opens up and swallows the objective and unit.  Unit removed under the Gone…for now effects and objective removed.  If objective was in a terrain piece, remove terrain piece and mark outline.  If was in the open, mark 3” radius from center of objective.  Move any models from other units out of the marked area by shortest appropriate distance.  Marked area now considered vast pit and counts as impassable terrain.  No units other than fast moving flyers/fmcs can end move over the pit.  Appropriate units using appropriate move type (jump pack, skimmers, etc) can pass over the pit but may not end up over it.  In the megabattle, unit reappears from the depths – in the controlling player’s assault phase of turn 2 they enter play.  Position them in any unoccupied terrain piece at least 3”x3”.  If no appropriate terrain, next try terrain pieces with unoccupied ground floors.  If still no valid option, choose an occupied terrain piece.  If no enemy models are present on ground floor, deploy unit.  In any of these cases, the unit may not launch any assaults.  If there are enemy models on the ground floor, the unit is immediately placed in assault.  Due to the mutual surprise, the unit counts as having performed a disordered charge, but does count as having assault grenades and is not subject to Overwatch.

6 - Advanced medical supplies – Unit gains 6+ Feel No Pain.

 
Table B

1 - Vortex grenade – Character in unit (or designate one model if no character) has a vortex grenade.  8” range, assault 1 small blast Vortex, one use only.

2 - Virus grenade  - Character in unit (or designate one model if no character) has a virus grenade.  8” range, assault 1 Virus, small blast.  Virus – Models hit must pass toughness test or take a wound with no saves, FNP, reanimation protocols, etc. allowed.  For each model killed, next models in line take tests – continue until unit destroyed or appropriate tests are passed.

3 - Artillery Strike – In megabattle treat the artillery strike as a unit in Reserve, and start rolling for it turn 2.  When it arrives, fire it in your shooting phase as an unlimited range Str 9 AP 3 ordnance large blast, barrage, pinning attack (with no reduction for BS).  One use only.

4 - Fire Brigade – You are able to plan a distraction to disrupt the enemy in the megabattle.  After all units have been deployed in megabattle including infiltrators, you may designate one enemy unit and force it to instead go into Reserve.  If eligible for alternative deployment such as Deep Strike or Outflank the controlling player may declare that it will use that method if desired.

5 - Blades of Devoe – Unit’s melee attacks have Poison (4+).

6 - Meltabomb cache – unit is equipped with meltabombs.


Table C

1 – Army specific bonus 1

2- Army specific bonus 2

3– Army specific bonus 3

4 - Reinforcements – Your army gets +200pts to spend.

5 - Flexible formation – Your army may purchase an extra unit that would normally be outside of your detachment but is from the same source and count it as being part of that detachment (example: Combined Arms Detachment with 4 Fast Attack slots)

6 - Warp Entangers – Enemy units attempting to deep strike within 12” of the unit must reroll a Hit result and roll 4d6 for scatter. 


 Army specific bonuses

Orks
1 - Idol of Gork (or Mork)  - call an extra WAAAGGH!

2 - Buzzer squig nest – Nominate one of your blast weapons. That weapon can elect to fire buzzer squig containers instead of its normal shells each time it fires.  Use same range and large or small blast template as appropriate.  Str 5 AP5 ignores cover, Orkoid Ecosystem, Voracious.  Orkoid Ecosystem – buzzer squigs do not try to eat orks or gretchin; such units are immune to damage from the buzzer squigs.  This will allow you to place the templates over ork/gretchin models with no ill effect, and may even fire into assault.  Voracious – If target is T4 or lower, reroll failed to-wound rolls.  Swarm stays in place and moves per Vortex rules.

3 - Convertible STC – Any vehicle with the ard case upgrade still counts as open-topped when the ork player so wishes.

Necrons
1 - Phase shifter upgrade – One unit ignores difficult/dangerous/impassible terrain when moving, but may not stop in impassible terrain.

2 - Forgotten tomb world – One unit may enter from Reserve via Deep Strike with no scatter.

3 - We’ll be back  - Nominate one unit.  If completely destroyed, it comes back in Ongoing Reserves.  May happen multiple times.

Tyranids

1 – Synapse mutation – one model in unit becomes a synapse creature.  If already a synapse creature, synapse range extends +6”.

2 – Crimson Grox supply -  Unit gains Jump.  If already an FMC, gains +1 to Jink and can reroll failed grounding tests.  If the unit is Gargoyles, they can assault the same turn they deep strike.

3 – Unstoppable – unit gains 5+ FNP and if a MC, It Will not Die.

Daemons

1- Unspeakable Relic – The unit may reroll instability tests.

2 – Thread of corruption – Starting on turn 2, roll for the corruption as if it were a unit in Reserve.  No modifications or rerolls to this reserve roll apply.  When the corruption “arrives”, the Imperial Guard must roll a morale check for each of their units (Fearless does not test, rerolls apply, vehicles test at Ld10, transports with passengers embarked do not test on their own but follow result of their passengers)  Any unit that fails the test passes under the control of the Chaos Daemon player.  (If locked in combat, adjust them to be more than 1” away from formerly friendly models and then determine if other units are still locked in combat or not.)

3 – Stable Warp Path – The unit may deep strike with no chance of scatter.


Eldar
1 – Lost spirit stone recovered – One wraithlord may be upgraded at no cost to a Wraithseer.  It gains a 4+ invulnerable save and is a level 2 psyker, generating powers as if it was a Farseer. 

2 –Webway Portal – designate one objective as a webway portal.  Eldar units from your army arriving from Reserve with no more than 3 wounds or 2 HP may enter play moving from the portal if it is not enemy controlled or contested.

3 –Tapestry of Beigh – Oh – The unit recovers fragments of the tale of an ancient eldar victory.  The unit gains Preferred Enemy.

Dark Angels
1 – Relic of the Great Crusade – One independent character can count as having a special banner from Codex: Dark Angels.

2 – Legionary plasma coils – Dark Angels models ignore “Gets Hot”.  Any plasma weapons cost 5 points less (minimum zero).

3 – Work of the Fallen – The Dark Angels uncover evidence that the daemonic incursion was instigated by one of the Fallen.  Dark Angels units may count daemons as Chaos Space Marines for purposes of their special rules.

Imperial Guard
1 – Critical Intelligence – Information retrieved convinces high command to commit reserves.  Any destroyed Infantry Squad can come back into play as Ongoing Reserves on a 4+.

2 – Pre-fab defences  - The Imperial Guard player can bring an Aegis Defense Line with quad-gun or icarus lascannon at no cost.

3- Inquisitorial notice – the unit’s success has drawn attention and extra training for the upcoming battle.  The unit gains Preferred Enemy.




Monday, March 2, 2015

40K Scenario: Local Initiative


The situation at the front is fluid, and high command has authorized leaders at the scene to take the initiative in determining key locations and objectives.
 
This is an objective-based scenario where the objectives are placed by the players over the course of the game and can score points from them on multiple turns.

At the beginning of your turn check to see what objectives you control.  For each objective you control, you can either score 1VP or you can choose to destroy the objective.  After this, if it is turn 2, 3, or 4 you place one new objective on the table.  The objective placed must be within 3" of a model in a scoring unit, more than 12" from any other already placed objective, and more than 6" from any board edge.  If you cannot place the objective due to no scoring units or no valid place to put the objective it is lost, but if there is a valid placement it must be placed.

Standard rules around objectives, night fighting, random turn length are used and standard secondary objectives of First Blood, Slay the Warlord, and Line Breaker are in effect.




Friday, January 31, 2014

Diabolus Incursion - Mission 1 - Onslaught!


 

With the main Chaos fleets out raiding, the ships that remained - light system defense forces and already damaged ships undergoing repairs and refits - were no match for the sudden ork attack.  While a number of the ork kroozers and escorts were felled, the central hulk smashed aside all in its path.

Once the space-borne defenses were out of the way, the attack on the planet began.  Kannons of all sorts lashed the surface while swarms of dakkajets and bommas attempted to rule the skies.  Ramshackle landers descended even as tellyporta arrays sent elite mobs into the heart of the Chaos defenders.  Spaceports and other strategic sites were priority targets, with ork forces attempting to secure them to allow the larger landers easier access...

Tuesday, October 5, 2010

Capture and Control - Auto Tie? Or is it?

Who's that playing that nasty mission?


Capture and Control -Two objectives, one in each player's deployment zone.  Often berated as the "auto tie" mission from the basic book.  But does it really deserve this reputation?




To win you have to control one objective, and keep the enemy from controlling the other.  There are a number of ways to handle that second objective - control it yourself, contest it, or kill the enemy's troops so that he can't control any objectives. 





Sounds simple enough, and people apparently manage to handle Seize Ground, with 3-5 objectives, half of which might be a hair over 12" from the other guy's table edge, so why is Capture and Control seen as so difficult?

I think that a good part of it comes down to mindset, and difficulties in allocating forces. 

With only two objectives, players naturally consider them precious.  They have one right in their deployment zone, where they can have their entire army protect it, while the other one looks so far away, with the entire enemy army available to protect it.  It's natural to focus on holding your own objective - it's right there - and throw a little bit at the enemy in order to try to sneak in a contest at the end.  Both players wind up throwing token forces forward, where they bounce off of the mass of the enemy.  In effect both players are playing for the draw, not the win, so that's what they'll probably wind up with. 

But are there better ways to go about it?  Can you play for the win?  I think so.

Instead of focusing on controlling your own objective and making a stab at the other one, focus on getting the other objective and denying him yours.  Rather than concentrating on denial, send your army/firepower at his objective, and either have some small holding force, sufficiently mobile elements who will be able to loop back later in the game, or some Reserves to walk on and squat.  Bonus if these can also be Troops, to give you a backup.

If your opponent goes into typical 20/80 attack/defense mode, your 90/10 attack can sweep aside his attack force and then deal with his defenders.  If he goes full defense, try to find ways to turn his static stance against him - multi-assaults, blast/ord blast weapons, forcing morale checks on units stuck so close to the board edge, etc.  You don't have to kill his whole army, you just have to keep them from being within 3" of a certain point while hopefully getting something of yours into that area.  If your opponent also goes into full attack and you meet in the midfield focus on slowing them down - immobilize vehicles, take out jump troops/bikes, etc.,  reassess which objective you want to control and then get there "firstest with the mostest."

While the full on attack naturally makes one think of assault armies, firepower armies can do it as well.  The key for them is setting up in such a way that they can fire upon the area around the enemy objective, focusing on blowing the enemy off of it so that their own Troops can roll up onto it.  Consider setting up your own objective far away, but in range and LOS of your firepower base. 

Remember that you're positioning for turns 5-7.  The first four turns are prep work - taking out enemy troops and mobility, crossing the table.  If an enemy unit pops onto your objective turn 2, don't sweat it, just be sure you can get it off by the end of turn 5, or if it is only contesting, that you can control the other objective by the end of turn 5.

Next time you roll up Capture and Control, instead of groaning about an auto-tie, go all out and try to win!


Wednesday, March 17, 2010

Scenario: Bridgehead

Scenario: Bridgehead!

Note: Best played with an Imperial Guard attacker against a defender that is not all-deepstrike (like Daemons or all-pod marines).

High Command has determined to attack the enemy over a defended river crossing. Local units have been assigned to force the river and secure a bridgehead on the far side.

Table Setup: Any terrain may be used, with the inclusion of a river roughly in the middle of the table running the length of the board. Also place two bridges at agreed upon points.

Defender decides upon units that will use deepstrike/infiltration etc. Of their remaining units, set up half (round down) within 12" of their board edge and the rest arrive as Reserves. Attacker then sets up their force 12" from their own edge. Defender may elect to open fire and take the first turn if desired. If they choose to hunker down and let the attacker take first turn, defending units get a +1 bonus to their cover saves (to a max possible 2+) for the first turn only.

Scenario Special Rules:

Infiltration and Scout work as normal, with the exception that Outflanking can only be used to bring units in on your starting side of the river.

The River: The river is considered to be impassible terrain to infantry. The sides of the riverbank provide opportunities for ramps for the daring, so bikes may jump the river if they Turboboost, but must take a dangerous terrain test when doing so and may not stop on the river itself. Vehicles treat the river as difficult terrain, but dozer blades/rams other gear that allows rerolls/ignoring difficult terrain do not work against the river. Should a vehicle manage to get itself immobilized in such a way that passengers could not disembark without passing through the river, determine the access point closest to a legal non-river area for them to deploy to - take dangerous terrain tests and deploy survivors in base to base as close to the river/vehicle as possible. The unit is then considered Entangled. Walkers may attempt to wade across the river, treating it as difficult and dangerous terrain.

Bridges: Units that can fit on the bridge can cross it freely. The bridges may be destroyed in similar ways to a building - consider them to be AV14, and are wrecked on any penetrating or glancing hit. Should a sufficiently powerful blast land on a bridge be sure to check a hit against the bridge as well - be careful what you shoot at the defenders! If a bridge is wrecked any models on it must take an immediate dangerous terrain test or be destroyed. The bridge is thereafter considered difficult & dangerous terrain.

Optional gear:

Any attacking vehicle that is not already Amphibious may purchase pontoons to aid in the river crossing for +10 points. When crossing the river if the pontoon-equipped vehicle does not move faster than Combat Speed it may ignore the river's difficult terrain test. Clearly designate which vehicles if any have purchased this option.

Any attacking infantry unit may carry portable assault boats at no cost. Clearly designate which units if any have used this option. While carrying the boats the unit always moves as if in difficult terrain due to the extra load, except when crossing the river when they may move normally with no ill effects. Units in boats may not purposefully loiter in the middle of the river and must cross as soon as possible. Units may discard their boats at any time to return to moving normally, but once discarded the boats are gone.

Scoring: Defender gets one point for each enemy unit destroyed, falling back or immobilized. Attacker gets one point for each friendly unit (non-immobilized or falling back) either on a bridge or across the river when the game ends. Attacker also gets 2 points for each non-wrecked bridge they control.

Thursday, January 28, 2010

Secret Goals - Spicing up the Standard Missions

A while back I thought about a way to help spice up the standard missions (Capture and Control, Seize Ground, Annihilation), and thought I'd share it here too. 

Secret Goals

- Takes the standard mission objectives with a twist - you don't know what the other guy's goals are!

* Take counters/slips of paper with Annihilation, Capture&Control, and Seize Ground indicated on them. Best if have full set for each player. Each player secretly pulls one goal blindly. Keep the marker face down somewhere, to be revealed at the end of the game.

* Roll for deployment type/table sides. Then place 2+d3 objectives on the table. One must be in each deployment zone (players should start by placing these two) and can be within 12" of the table edge, otherwise follow the Seize Ground placement rules.

* Play game!

* At end of game, each player reveals their goal. To determine victory, compare results.
*Seize Ground - use all objectives to determine
*Capture&Control - use only the objectives in the DZs to determine
*Annihilation - use Kill Points to determine

*Does player achieve their goal? (More KP, objectives)
*Player 1 Yes, Player 2 No = Player 1 Victory
*Player 1 No, Player 2 Yes = Player 2 Victory
*Player 1 Yes, Player 2 Yes = Draw
(For these purposes, consider a draw for individual goals to be "no")

Example: Player 1 has Annihilation as his goal and gets 8KP to Player 2's 6. Player 2 has Capture&Control but each player controls one of the objective, resulting in a draw for that goal. End result - Victory for Player 1.

I think this would also work well in a tournament setting.  Each player gets a card with each goal type, and can choose which one to use for each game, but can only use each one once. Turn in your goal card with results sheet after each round.

I haven't had a chance to try it out myself, but think it would add an extra level to the game, as you don't know what the other player is going for, so have to watch out for all options.  You could also do a lot of faking-out, looking like you're going for objectives in order to draw the enemy out so you can kill them for your Annihilation goal, etc.  In a tournament setting, at least in the first couple of rounds you'll be able to choose the mission you think you'll have the best shot at against the opposing army - but so will the other player!

What do you think?  If you use it, please come back and let me know how it goes!
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