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Post by The Warboss on Sept 1, 2009 9:46:52 GMT -5
I am going to post some new scenario ideas I have discovered, let me know what you think of each one. Any changes you might like to see let me know and if we all agree on it I will change the scenario.
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Post by The Warboss on Sept 1, 2009 10:14:51 GMT -5
Kill Point Tally
Unless otherwise noted in the scenarios the Kill Point Tally is as such:
HQ units are worth 2 KP Elite units are worth 2 KP Troops units are worth 1 KP Fast Attack units are worth 1 KP Heavy units are worth 1 KP Any unit that does not take a slot in your force org chart (ie: emperors champion, techmarine, imperial priest etc…) are worth 1 point
Dedicated transports are worth 1 KP but only if the squad it was purchased for is killed as well.
Models created in game are worth no KP
Total these to make your Kill Point Total
Scoring is standardized as follows
Primary Objective is worth 20 points Secondary Objective is worth 15 points Tertiary Objective is worth 10 points
Add the Battle modifiers (if any to this total)
Then add Kill Point Total
This is your score please turn this number into your Tourney organizer
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Post by The Warboss on Sept 1, 2009 10:17:11 GMT -5
Mission: Annihilation OVERVIEW The plan is simple, find the enemy and destroy the enemy. Leave no stone unturned and leave no survivors. LINE OF RETREAT Units that fallback will do so towards the owning player’s long table edge via the shortest possible route. GAME LENGTH Random game length—At the end of turn 5 roll a die on a 3+ a 6th turn is played. At the end of turn 6 roll a die on a 4+ a 7th turn is played. The maximum game length is 7 turns or when time is called. DEPLOYMENT ZONES (Pitched Battle) Standard 12” deployment Follow all special deployment rules listed in their relevant codex i.e. Codex Deamons. SPECIAL RULES Infiltrate, Deepstrike, Reserves, Nightfight (turn 1 only) OBJECTIVES Primary 20 points Kill Points. The player with the most kill points as defined in the 5th edition Warhammer 40k rulebook wins the primary. Secondary 15 points Victory Points. To secure the Secondary objective a player must score at least 250 more victory points than their opponent. See the Warhammer 40,000 5th edition main rulebook page 300. Tertiary 10 points Eliminate the opponent’s troop choices. This includes any dedicated transports taken as part of a troops selection. Tactical Bonus Points (These points are automatic if your opponent has no choices from the corresponding force org area.) +1 Battle point if your opponent has no surviving Fast attack Choices +1 Battle point if your opponent has no surviving Heavy Support Choices +1 Battle point if your opponent has no surviving Elite Choices
Mission : Unplanned Assault OVERVIEW This sector is currently unoccupied. Your mission is to scout the area quickly and determine if there are any positions or resources worth capturing. Engage the enemy if necessary. LINE OF RETREAT Units that fallback will do so towards the owning player’s long table edge via the shortest possible route. GAME LENGTH The game will last a minimum of 6 turns. At the end of turn 6 roll a die, on a 4+ a seventh turn will be played. The maximum game length is 7 turns or when time is called. NOTE: If the game does not reach the end of turn 4 for any reason, NEITHER PLAYER CAN CLAIM POINTS FOR THE PRIMARY OBJECTIVE. DEPLOYMENT ZONES (Modified Dawn of War) The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. The Players roll-off, and the winning player chooses to go first or second. The player that goes first then chooses one of the long table edges to be their own table edge. They then deploy up to 2 Troops units (not choices) and 1 HQ unit half of the table, with all models more than 6" away from the table’s middle line (this is their ‘deployment zone’). The player must also declare whether each unit of their remaining force will be “in reserve” or moving on turn1. The opposing player then deploys up to 2 Troops units and 1 HQ unit in the opposite half (again, with all models more than 6" away from the middle line). The player must also declare whether each unit of their remaining force will be “in reserve” or moving on turn 1. Please note, there is no minimum distance between opposing models during initial deployment other than restrictions from deployment zone size. So yes, it is possible to start 12 inches away from the enemy. Finally, make any scout moves. The player that chose their deployment zone first starts game Turn 1 with their first player turn. The opposing player may attempt to seize the initiative as described in the Warhammer 40,000 5th edition rules (page 92 - Main Rulebook) Armies follow all special deployment rules listed in their relevant codex i.e.Codex Deamons. SPECIAL RULES Deepstrike, Reserves, Night Fight (the entire game is fought using night fight rules) OBJECTIVES Primary 20 points Unplanned Assault—At the beginning of the 4th game turn roll a d6 and consult the table below. If the players do not complete 4 full game turns both players score 0 primary battle points. 1-2 Table Quarters. The table is divided into 4 equal quarters, to claim a quarter you must have a scoring unit wholly in the table quarter and it cannot be contested. The player with the most table quarters wins. 3-4 Seize Ground. Capture terrain elements, to claim a terrain element you must have a scoring unit touching the element and it cannot be contested. (I.E. enemy models touching the same element) The player with the most terrain elements wins. 5-6 Field of Battle. Have the most scoring units wholly within 12” of the center of the table. Units cannot be contested, simply count the number of scoring units for each player, the most wins. Secondary 15 points Victory Points. To secure the Secondary objective a player must score at least 500 more victory points than their opponent. See the Warhammer 40,000 5th edition main rulebook page 300. Tertiary 10 points Destroy all of your opponents HQ choices. Tactical Bonus Points +1 If your most expensive HQ unit is not fleeing or dead at the end of the game. +1 If your most expensive unit is not fleeing or dead at the end of the game. +1 If you have more scoring units left at the end of the game than your opponent.
Mission: Capture and Control OVERVIEW The field of battle has several vital objectives. The enemy is trying to seize these vital objectives, you must prevent this. LINE OF RETREAT Units that fallback will do so towards the owning players long table edge via the shortest possible route. GAME LENGTH Random game length—At the end of turn 5 roll a die on a 3+ a 6th turn is played. At the end of turn 6 roll a die on a 4+ a 7th turn is played. The maximum game length is 7 turns or when time is called. DEPLOYMENT ZONES (Spearhead Table Quarters) The table is divided lengthways and widthwise into four quarters, by drawing an imaginary line through the middle of the short table edges and long edges. Begin by placing 4 objectives. Both players roll off, the player who rolls highest places the first objective. No objective may be placed within 12” of another objective or a table edge. The Players roll-off, and the winning player chooses to go first or second. The player that goes first then chooses one of the Table quarters to be their deployment zone. They then deploy their forces in their quarter with all models more than 12" away from the table’s middle point. The opposing player then deploys in the opposite quarter (again, with all models more than 12" away from the middle point). Finally, alternate deploying any infiltrators and making any scout moves. The player that chose their deployment zone first starts game Turn 1 with their first player turn. The opposing player may attempt to seize the initiative as described in the Warhammer 40,000 5th edition rules (page 92 - MainRulebook) Armies follow all special deployment rules listed in their relevant codex i.e. Codex Deamons. SPECIAL RULES Infiltrate, Deepstrike, Reserves OBJECTIVES Primary 20 points Each objective captured is worth 5 primary battle points. To capture an objective you must have a scoring unit with at least 1 model within 3” of the objective and it cannot be contested. Contested objectives are worth 0 points. Individual scoring units may capture multiple objectives if the above criteria are met. Secondary 15 points Victory Points. To secure the Secondary objective a player must score at least 750 more victory points than their opponent. See the Warhammer 40,000 5th edition main rulebook page 300. Tertiary 10 points Control the table. To secure the tertiary objective you must have at least one unit in every table quarter. The unit need not be scoring. For units that are split between multiple table quarter roll randomly to see what table quarter they hold. Tactical Bonus Points +1 If your opponent controlled none of the primary objectives. +1 If your opponent ‘s most expensive HQ is dead or fleeing at the end of the game. +1 If your opponent has fewer than 4 units left at the end of the game
Mission: Reconnaissance in Force
A vital objective has been passed down from High Command. Your job is simple, hold it until we can reinforce it under the cover of darkness. Good Luck.
Deployment: Triangular Deployment, 18” from opposite corners. Place a single objective marker in the center of the table, if there is no terrain feature present in the center of the table place one there ( only requirements are that it is large enough to conceal 10 models and grants at least a 5+ cover save).
Special Rules: Deep Strike, Infiltrate, Reserves, Outflank, Random Game Length, Eclipse
Eclipse – From turn 3 on the table will be using the Night Fighting rules.
Primary Objective: 20 points For every full game turn that a scoring unit holds the center of the table (one model within 3” of the center of the table, without any enemy units within 3”), that player gets 1 objective point. The player with the most objective points at the end of the game wins this objective. Secondary Objective: 15 points Kill Points, the player with the most Kill Points wins this objective. Tertiary Objective: 10 points Kill the enemy commander (the most expensive HQ model). If all HQ models have identical point costs, have your opponent nominate one model from their HQs to be the commander. This model cannot be a dedicated transport, Bonus Conditions: +1: No enemy models in your deployment zone at the end of the game +1: Hold the most terrain features (scoring unit within 3” of a terrain feature, and no enemy units within 3” of that terrain feature
Mission: Influence of the Warp
….. Sir did that Leman Russ just disappear and reappear on the ridge line? Yes, soldier it did. Apparently the Emperor wants us to put it over there.
Deployment: Short Table Edges (18” from each short table edge). Each player places an objective counter outside their deployment zone, then scatter this counter twice using 2d6 plus a scatter die. The final position may be anywhere on the table. If it scatters off of the table, mark where it leaves the table and wrap around the table to the other side and continue the scatter.
Special Rules: Deep Strike, Infiltrate, Reserves, Outflank, Random Game Length, Tears in Reality
Tears in Reality – Each player, at the beginning of their own movement phase, may select one unit and redeploy that unit anywhere on the table using the Deep Strike rules. Roll a scatter die and 2d6. Even if the scatter die is a Hit, if the 2d6 result is doubles, the unit is removed from play and counts as destroyed. Units that are redeployed in this fashion MAY assault on the same turn. Note that if a unit suffers a Deep Strike mishap and is placed in reserve, it may not assault on the turn that it arrives. No method of preventing deviation will work – i.e. icons, teleport homers, locator beacons, etc.
Primary Objective: 20 points Take and hold- You must hold both objectives, with a scoring unit. There are no draws, the player with the most number of scoring models within 3” will claim the objective. Secondary Objective: 15 points Recon – The player with the most units in the enemy deployment zone wins this objective Tertiary Objective: 10 points Kill the most expensive enemy unit. If both players achieve this objective, the result is a draw. Bonus Conditions: +1: No friendly models in your deployment zone at the end of the game +1: You redeployed (either successfully or not) at least one unit using the Tears in Reality rule.
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Post by lucaslad on Sept 2, 2009 15:46:28 GMT -5
My only thing is the units created ingame do not give a kill point. The things that are "Created in Game" are flat out nausiating to kill or can be "Created" more than once. I feel if it can take an objective and score kill points then killing it should give me at least 1 KP.
I just wish i could vote for all the new missions. Is this what we'll be playing on the 19th?
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Post by The Warboss on Sept 2, 2009 20:17:03 GMT -5
Units created in game can not hold objectives, period.
However, it does not apply to: * Without Number, Tyranids * Send in the Next Wave, Imperial Guard * Other special rules that apply specifically to troop based choices, as they are able to hold objectives.
And to answer the next question that might be on the tip of your tounge, yes, tyranids using the without number special rule can come back as many times as they can during each game, you get 1 KP each time the unit is destroyed and/or removed from the table (either by destroying it or voluntarily, as the Send in the Next Wave rule permits the IG player to do) and yes, it can still hold an objective even after it has been brought back.
There are units that specifically state that they can never capture table quarters or hold objectives as well. The individual rules that are in the units entry still apply.
Please verify at the end of any games that are counting table quarters to ensure your units can, indeed legally contest or claim that quarter, if it applies to the mission being played.
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Post by pnzrnorm on Mar 12, 2010 11:58:15 GMT -5
Can any of these scenarios be modified a little bit for Kill Team type games?
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