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Showing posts with label Scenario. Show all posts
Showing posts with label Scenario. Show all posts

Monday, 7 December 2009

Scenarios: The running goblin, playing smaller games.


Hi, just thought I'd post up a scenario that I've been thinking up recently. It's for 40k. Here we go:

Board: play this on a 6' by 4' board.

Army sizes: 500-750 pts, only one required troops, only 1 hvy support slot, only elites slots, only 1 unit that can move 24+'' a turn or if you beak this rule you must decide which unit will move this far and all other units can only move up to a max of 18''.

Game length: as normal

Set-up: both sides set up as pitched battle only on the short board edges.

Turns: roll off each game turn at the very start, the winner goes first in each phase. As hinted above you take it in turns to move, then shoot, then assault, then choose combat etc.

Mission: place a goblin or simmilar model in the middle of the board, the goblin has the stat line of a grot but is armed with just a power weapon. The grot runs away from the closest unit, if this brings it within 12'' of another unit then it stops 13'' away. The minimum distance the grot can run each turn is 3'', this overrides the last rule. You can only attack the grot in close combat the grot as it has an imperator class force field around it! This is because of it's stolen generator.  If you 'kill' the grot then it does not die, instead it joins the unit as an active member, the unit takes 1 power weapon hit from the grot from each turn. If the unit is killed by close combat then the grot joins the killing unit, if there are multiple the killing player chooses. If the unit is killed by any other means other than close combat then the grot goes on the run again. The player in possesion of the grot at the end of the game wins.

So, what do you think. Have I missed anything. Please help me improve this scenario! Thanks for reading,

Jacob.

Saturday, 28 November 2009

Scenarios: Ya know, those attack ones!


So, a while ago I said something about missions that make you attack rarther than dance around. Here is the first 1:

The space craft smashed into the warp, hitting a roaming rack which had maintained it's atmosphere. The troops dropped out of there damaged space craft, only to find another race had done the same. Suddenly objects started dropping from the skies, both sides saw images of there most sacred lost items and rushed to claim them. Only as they arrived, the objects disapeared but each left material worth a small amount to each side like bolter shells for example.

Forces. As normal.

Set-up: pitched battle, special missionas shown below. Roll off for table sides as normal. Deployment zones are 12'' on from the long table edges.

Game length: as normal.

Rules: Each player has 3 objectives to place in his deployment area, these objectives can only be claimed by your opponent but can still be contested by your troops. Each objectives moves 3D6 inches in a random direction at the start of each game turn. If it hits a table edge it bounces off at a right angle. At the end of every game turn for every objective you control you gain 1 point. After 4 turns the armies become wise to the chaos tricks and the objectives disapear after counting up points. From then on 5 lesser daemons appear at the start of each turn, deepstriking onto the centre of trhe table or if that would cause a mishap result move the unit the minimum distance from the affending models/terrain. Roll off at the start of each turn to see who controls the units. As well as objectives you also must use kill points. Whoever kills the daemons also gains kill points for them (you may shoot/assault at them if you control them and in assault they will not strike back. You may also move the daemons out of assault). Whoever has the most points/killpoints at the end of the game wins.)

So, what do you think. Any good. help me alter it to make it fair. Thanks for reading,

Jacob.

Wednesday, 21 October 2009

Rambles: Stop dancing around and fight (40K light hearted ramble).









(If you didn't get it then I must tell you this is not serious).



Why, of why do we run around skipping and singing in our RHINOS that are meant to charge. You may as well call them Gypsy vans for all the rhino charging they do. Wave serpents and falcons are not much better. The falcon is a deadly predator but it must be pregnant and lazy for all the killing it does.



With the advent of 5th ed and full mechanisation in a lot of armies we have seen a lot less killing with men. Yes you still shoot with your lascannons and auto cannon teams but the majority of your force scoots about for the duration of the game then makes one little assault or grabs one objective. COME ON, take a leaf out of the khorne berzerkers book and CHARGE!!!



I mean I know it's a valid tactic if you want to win a tourney or something but in pick up games you need action to have fun. Come on people. Add 10 man assault marine units and some assault termies then back it up with deverstators. Overwhelm you opponents with the rapid fire of 30-40 marines.



Go with the fluff. If you go with the fluff that says you can sit back and fire then take objectives at the last moment then damn you, I hope you go to hell, have fun and CHAAAARRRRRGGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Yea that felt good. Come on. I know you want to win some times but agree with opponent to have a fighty game and attack them.



Because I think that there is A) not enough variety in our missions and B) a lack of scenarios at the moment. I am going to come up with some scenarios and additional missions so we can have some more variety. So, go from this:

To this:



Thanks for reading everyone, please tell us what you think. Remember this was light hearted banter and I did not mean to offend anyone. Thanks for reading,

Jacob.

Friday, 3 April 2009

Battles: First battle with new fantasy army and a chaos/Ogre capaign!

Hi guys, today it was toys/games day at school so me and my mate Stu decided to throwdown in a battle to set off a campaign. This is the scenario we played and an outline of the campaign:

Scenario: We had three gothic ruin corners (the ones that come with the imperial guard battle force) set up in a square in one corner of a 4' by 4' table then some scenery and 3 rock piles scattered around, each rock pile was worth 100 victory points . Stu had to have more core choices within 3'' of the ruins at the end of the game than I did to get an extra 200 victory points and I had to kill his bruiser to to get my +200 of course we also played the noral rules for killing a unit to get victory points. This was a 1000 pts game and we played open lists.

The army lists were:

Ogres:

Bruiser with wallcrusher big name, a great weapon that gives +3 strength, a cathayan lonsword the all the gnoblars and extra gubbins he can take (+ a dispel scroll).

Iron guts (3): champion, standard bearer and dragonhide banner.

6 bulls: full command and iron fists a banner.

50 gnoblars: groin biter.

4 lead belchers: thunderfist (champ).

Chaos:

A kickass exalted champ with axe of khorne, Blood curdling roar and a few other random bits including mark of nurgle.
A Tzeench sorcerer with spell familiar, book of secrets and second level.

12 warriors with full command and slaanesh.
12 warriors with full command and nurgle.
5 knights with full command nurgle and lances.

Overall I had 154 points pore than him so he got plus that many VP

The game ended in a tachnical draw because I killed his bruiser and gnoblars and all but 2 bulls + his iron guts and he killed a bunch of warriors and the knights, so I had about 120 more VP's tha him but that counts as a draw. I am still happy though because he now has to roll to see what happens to his bruiser campaign wise.

The rules of the campaign are pretty simple. We have a series of games we will make up with storyline inbetween. In some games if a character is killed he does not die in the whole campaign but has to roll to see what happens:

1. Wounded: the character comes back fine next game.
2. maimed: the character lose 1 attack next game (to a minimum of 1).
3.gutted: the character loses 1 point of toughness next game.
4. maimed and wounded: the character is maimed and wounded.
5. almost dead: the character has only half his wounds for the remainder of the campaign or only 1 wound for the next 3 games (players choice).
6. Dead: the character is replaced with a champion (of any squad this champ counts as an independant character) for the next 2 games but takes up the slot the previous character slot and costs the same amount of points as the previous character. After those 2 turns a new leader has been chosen and the charcter can return to the campaign.

More will be added to the campaign at a later date.
A

Sunday, 2 November 2008

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.

FTWchallengeNOV: I've made my scenario

I have already made my scenario and I will not give away what I have written yet but what I would like to know is if any of you have a decent scenario. If you do please post it here because I have a little plan (i.e. I may make a campaign out of it giving you the credit of course).

Sunday, 26 October 2008

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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