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Old 03-13-2008   #10 (permalink)
Sir_Servo
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Default Re: new senerio hostage negoation

OK here are some of my observations thus far on the senario

Quote:
Originally Posted by lynxrpken View Post
DEPLOYMENT
the hostage taker deployes in the location of the hostage usually in a building at the center of the board within 6 in of a ruined building or whatever you are holding the hostage in. the hostage is the attckers HQ unit or elite squad as the hostage taker chooses( this is because if you where really taking a hostage from your rich victem you would not say i'll take your daughter or gardiner you pick) the hostage taker picks. the attacker does not pick the board edge as they would in a normal battle but rather can if they choose attack from all sides or any combination there in.

Chooseing an actual model out of your opponets army is a bit over powered. Oh look you have that nice 200+ point hq I will take that and now you have 10% less points than I do. Instead I recomend just using an extra model from the oppents army. It could be considered a high ranking Ambasider, or For Chaos maybe a important infiltrater that you want to get back to further the corruption of Mankind, etc. etc.

attackers deployment is 6 inches from every board edge

I think the deployment needs to be reworded a bit. The Hostage taker should be known as the Defender leaving your opponent to be the attacker. So here it goes

The Defender deploys all units before the Attacker. The defenders deployment zone depends on the size of the game for every 2,000 points the defender gets a 18" cricle around the Hostage to deploy in. For example a tournament board is usually on a 6'x4' board and is 1500-2000 points so a 18" deployment zone would be perfect. If you play a larger game you will need a larger board and therefore the deployment zone increases.

The attacker deploys his forces with in 6" of any/all board edges.


special rules. the attacker decides on night fight or regular battle. this is because if I took a hostage the swat team would ultimatly decide what time to break the door down. attacker is limmited to one deep striking unit and no infaltration.

I love this, however I think the defender needs something to balance this out, perhaps they get to set up the terrain?

In a true hostage negoation both sides have to make decisions quickly and thus react to there respective enimys possitioning and tactics in a very short time. to represent this in game play we use a 15 min turn clock to compleate all activites including CC. rule revision for other player is that if you are in CC with someone on your turn and the clock runs out they can defend their CC possition even if you did not finish rolling before your turn ends and there clock starts this means if I am rolling CC I get 6 hits and my clock ends before I roll wounds I can not finish CC and roll wounds but the other player has a chance to defend before there turn begins.

I appreciate what you are trying to do with this, but it makes it kind of confusing and what happens when there is a rules question or if you play larger battles. I think this should be an optional rule and not part of the senario

OBJECTIVE the hostage takers objective is to keep the hostage

Attacker must get into Base to base contact with hostage then it becomes part of the unit. Once this is achieved they must then get the hostage to thier own deployment zone

attackers objective is to get there hostage back and get him to the nearest board edge. however the hostage becomes a viable target once he is released ( he is relaeased once any of the attackers units come into base to base contact with him). if the hostage is shot in his excape the attacker looses his objective

See above

GAME END

the game has a variable ending and can end as soon as 5 turns are compleat (we played with 4 turns on a 4x4 table 1500 points) standard variable game linth chart is used. if the hostage is not released and removed to a board edge in the allowed time he is automaticly shot by the hostage takers. also the game will end automaticly if the hostage is shot in the excape

I think letting it go for a full 6 turns is a bit more fair for the Attackers. This gives them time to root out the defenders and they still get a few turns to get the hostage to thier deployment zone


OPTIONAL SPECIAL RULES

S.W.A.T. menaing special weapons and tactics are the units called in by the poliece to handle this type of situation they are armed with the best weapons and have access to the best gear. to represent this in the game the attacker may choose up to one squad to access one weapon they are normally not be allowed to carry. the secected squad is limmited to one of the weapon they choose. this means in the case of IG forinstance you could give a sniper rifel to the HSO's staff it does not mean that a antitank support squad could carry a 4th lascannon( this rule is the only one that is not tested but I think it is fair)
further the unit operating as the swat unit must be named at the begining of the game and as long as there weapon is ap4 or above the move or fire rule does not apply to them for up to D3 turned rolled for at the beggining of the battle.

I like being able to equip a squad with a weapon that they can't normally have, but the second part about letting them move and fire and such is just to clunky. I also think that it should have to be an Assault, Rapid Fire, or Close Combat weapon. Points should be taken from the oppropriate army list and armies are restricted to weapons that they are normally allowed to field. No giving your guardsmen Gausrifles.

WE HAVE U SURROUNDED: this is the rule that allowes the attacker to surround the hostage taker with his deployment he may however choose to attack from 1 or more board edge.

Unless I am reading this incorrectly, isnt this just about deployment?

STORM THE BUILDING: Up to two units attacking the building may(edited) opt to make a sleet movment the turn they would enter the building during there shooting phase. this movment must be taken by all units uning it simultaniously. you may however attack from multipal entry points if there are multipal points on the structure.
edit++++++

Fleet is a very powerful tool and I don't think it should be given freely. Prehaps giving it as an option for the attacker to upgrade 2 units to have fleet at a cost of +50 points per unit

OVERWATCH yes we are brining it back for those of u unfamilliar with it. it basicly means u can choose to not move fire or shoot with as many squads as you like during your turn. all units you do this to must be declaired as overwatchers. instead during your opponets turn if they move a unit in firing range of the unit which is overwatching you may opt to fire upon them. this is to simulate the fact that in this type of situation both sides are on edge with a hair trigger and very jumpy.

Love Overwatch! Enough Said
There is my two cents,
Servo
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