hostage senerio REVISED after playing it out with the new revisions here is where we are
DEPLOYMENT
the hostage taker deployes in the location of the hostage usually in a building at the center of the board within 12 in of a ruined building or whatever you are holding the hostage in. The hostage is a random unit not being used and will represent a ambasator. 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.
attackers deployment is 6 inches from every board edge. on a rectangular board that is less than three feet wide they attacker must take the far two board edges only
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.
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.
OBJECTIVE the hostage takers objective is to keep the hostage
The attackers objective is to take there man back at all cost. if the hostage taker can get a troop in base to base contact with the hostage they have met there objective. However if the hostage is shot in the excape they game is determined by VP. the attacker must bring the hostage back to his deployment zone (there he is safe and can not be harmed)
GAME END
the game will last for 6 turns
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 weapon must be found in there codex and is limmited to a 10 point weapon and can move and fire D3 times during the game in the event it is heavy.
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.
Fleet: up to two of the attackers squads may be upgraded with a fleet movment for a additional 20 points regardless of rather they normally are allowed one. these squads may not be fast attack squads or vehicles and MUST be found in there codex under the troop section
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. the one rule left untested is that it was seguested that we use four points on the map as entry points and use them as places entery points for attacking units. not entirelly sure how it is going to work but we are goingt o test it.
Last edited by lynxrpken; 03-24-2008 at 02:34 PM.
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