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Showing posts with label Attack campain. Show all posts
Showing posts with label Attack campain. Show all posts

Sunday, 2 November 2008

Attack campain: It has been written.

Hi guys just letting you know that I have written another campaign and I have finished the attack campaign. This is how you score points in it.

For every victory point/killpoint you score throughout the campaign you gain 1 campaign point and for winning you gain an extra 5 points, if no victory/kill points were used then the winner gains 7 points.

After the campaign play one last battle. This battle is to represent the defenders boarding the attackers battle barge. Play as a killpoints game on a ship looking board, this is your chance to make a scenario if you want, but this is a very important rule, for every point the winner won bu he may take an extra 100 points over his opponent.

The winner of this wins the campaign.

Here is a link to all the attack campaign: http://gamelisenceworld.blogspot.com/search/label/Attack%20campain

Scenario: get away with the loot.

Get away with the loot.


Board: play on a 6ft by 4ft board with trees scattered around and a few rocks and baricades. Place 3 beacons 4-6 inches away from one short board edge.


Armies: play with the attackers having 1000 points and the defenders having the same.
Rules: the attackers have to reach the beacons to teleport out but the defenders will run out and stop them. The attackers deploy all of their forces on the opposit side to the beacons, they can only win if they can get to them and escape, after 2 turns the defenders will arive but they will not be able to move until their turn three. Attackers go first. if a attacker is in contact with a beacon at the end of his turn then he rolls a dice on a 3+ he and his unit are removes his unit and gains 1 victory point. For every unit the defenders cut down then they gain one victory point.

Sunday, 26 October 2008

Attack campain: letting you know.

Just letting you know about the Attack campaign, it is a W.I.P. Series of scenarios that I have written up as a series, all posts listed under that label are in the campaign in this order: Orbital Strike, Take the bridge and then within enemy lines. I will be making more scenarios and will let you know.

The attackers are supposed to be space marines using the same list but only using part of it at times and the Defenders just need to be consistent and should be Xnoes but with a little imagination it could work any way, the marines are hard to substitute but would work with chaos daemons or any other variations of marines well.

Good luck ad tell me if you play any of the games.

Scenario: Within enemy lines

Within enemy lines.

Sides are 1500 points.

Play on a 6' by 6' board with the attackers setting up in the middle with all their ynits having at least one unit within 12' their HQ, defender setup around the edges of the board with all units having at least one model within 2 inches of the board edge.

Terrain is scattered around.

The Attackers are holding a piece of important data and the leader has this. The Attackers gain 5 points for getting their data off the board edge and 2 points for killing the enemy HQ.

The Defenders gain 5 points for getting the data and an additional 2 points for killing all enemy troops.

Scenario: Cross the bridge.

Cross The Bridge.

Play on a 7' wide 3' long if your looking at the side of the board. The sides are 1500 points.

Attackers have a 12 inch deployment area across one of the short sides and Defenders have a 24 inch deployment area on the other side.

Extending between the 2 areas is a bridge that is 12 inches wide 12 inches up from the defenders deployment area is a blockade spanning the width of the bridge, this counts as a static tank with AV 13 all round. Under the bridge is Lava if a model comes into contact with the lava it dies, if it has multiple wounds it automatically loses one and then roll an armor save on the rest of the wounds.

Shunting: if a model charges another model on the bridge then it can make a shunt attack, this is instead of any other attack that can be made but you may try to hit as many times as the attacks you have. Roll to hit and then roll one D6 and add your strength, whoever rolls higher can move their opponents model the many inches, this means you can fling them into lava.
Tanks cannot be shunted.
If a unit is split up by shunting it must try and gt back together or may choose to fight on and all models separated from the largest group die, independent characters are not subject to this rule.

Late attack: at the end of turn 3 if the blockade is still their then it is removed because of an orbital attack that was late.

Run over: If a tank comes into base contact with another model then it may attemt to run it over, it inflicts D6 S10 AP2 attacks on a unit with 10 models or less and 2 D6 attacks on units with more than 10 models. If the tank kills more than 75 percent of a unit then it may attack again.

Winning: If the attackers have a scoring unit in the Defenders deployment zone by the end of the game then they win if they do not then the defenders win.

Wednesday, 1 October 2008

Scenario: Orbital strike rules

Hi guys I have something a little special this time as I'm opening a new item and it's scenarios!
So here's the first:

Background: The great Terran Hands are about to launch one of the greatest attacks that has ever been known upon the great Ork city Stegrabon Lead by the great leader Traquil Dawn.

The Orks of Stegrabon are getting ready to leave their planet when they find their being attacked by some flying red bullets "Or are they tose transporty things called Dop Pd's" never the less the great warboss Tarargrin Tanshnak cried his great war shout" Give me blood ........ Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh!!!"

And so it began.



Orbital Strike.
These rules are supposed to replicate a Space Marine attack on an Ork city, although you could use Deathwing and any other race with lots of deep striking, Orks could be any xeno.
Part one.
Marines: In this game the Space Marine player may take: tactical squads with drop pods, assault squads deep striking a leader in a drop pod, deverstators in drop pods and basically any other man in a drop pod or deep striking. They may take up to 1500 points. Must include a master and at least 5 terminators.
The Marines also get a special attack for no points that happens once the Ork player sets up, the Marine player may place up two 8 strength 10 ap1 large blast markers anywhere on the Orks, this is to represent the orbital attack and is supposed two be leathal. As well as this the marine player may roll a D6 on a 4+ he may roll another D6 and then drop that many templates on their opponent( if the result on the D6 is 5 or 6 then it is treated as a 4), these attacks are at S10 AP 1.
Orks: The Orks may choose up two 2000 points worth of models chosen from codex: Orks, this must include a warboss in mega armour and a retinue of at least 5 mega armoured nobz.
The Orks also have the advantage of heavy weapons, they may place up two three weapons chosen from the following list.
Scrap cannon: S8 AP3 ordnance2 large blast. Static. 64 inch range
Mega shooter barrel: S5 AP4 Heavy 6. static. 48 inch range
Mech's massive slingshot: S10 AP1 Ordnance1 large blast. Static. 72 inch range only one shot per 2 turns.
Terrain and board: This battle should be played on a 5ft by 6ft table, their should be an open topped fort wall at 18 inches up on one side of the board with either a breach or a broken down gate in it that should be at least 8 inches wide. Other terrain can be trees and barricades set up outside the courtyard/fort.
Deployment: The Ork forces set up first. they can be set up anywhere on the board, the big machinery they have chosen may only be set up within the fort. The warboss and nobz must be inside the fort.
the Marines arrive in drop pods or by deep striking. ( use 5th ed codex )
Objectives: The Marines get 2 points if they have more troops choices over the breach than their opponent, they also get 2 points for killing the enemy warboss, they get 1 point for each big piece of machinery that they kill and they get 1 extra point for each full ork unit destroyed.
The Orks get 2 points for holding the breach, 2 points for killing the master and 1 point for each marine unit they kill.
The player with the most points wins. (I know the point system seems like it will always be the marines that win but think of all those drop pods to kill).
Thanks for reading this, questions and comments are welcome.
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