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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 03-24-2008   #1 (permalink)
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Default Scenario - Hit and Run

FOC: 1 HQ, 2 FA required
2 FA, 3 Troop, 2 Elite, 2 HS optional

Mission: a lightning fast raid to deplete the enemies numbers

Special Rules: Victory Points, Deep Strike, Infiltrate
Prior Recon: All DS rolls add +1.

Victory points rule the day

Wipe out as much as possible while sustaining minimal casualties.
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Old 03-24-2008   #2 (permalink)
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Default Re: Scenario - Hit and Run

Quote:
Originally Posted by SteveBerenyi View Post
FOC: 1 HQ, 2 FA required
2 FA, 3 Troop, 2 Elite, 2 HS optional

Mission: a lightning fast raid to deplete the enemies numbers

Special Rules: Victory Points, Deep Strike, Infiltrate
Prior Recon: All DS rolls add +1.

Victory points rule the day

Wipe out as much as possible while sustaining minimal casualties.

Short, Simple, and to the Point. I love it. The only sugestion that i have is let the Defender have a differet FOC. Make this a lightning fast raid on a fortified position, or on an enemy encamp ment. Perhaps something like this...

FOC: Defender
1 HQ, 1 Troop and 1 HS compulsory
1 HQ, 2 Elites, 5 Troop, 1 FA, 3 HS Optional

My two cents,
Servo
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Old 03-24-2008   #3 (permalink)
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Default Re: Scenario - Hit and Run

nice scenario- as Servo said its short and sweet, how about a downside to the Prior Recon rule though. Like the deep striking has to be tied to a certain piece of terrain (i.e. a wood or ruins etc) that was scouted out previously, similar to orbital bombardments.

Is the scenario supposed to represent 2 lightning fast forces attempting to strike the soft parts of an enemy force but coming up against each other, between the 2 armies? If so maybe you could have the troops and heavy support as reserves, responding to the call for aid against the enemy fast assault force? just a thought
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Old 03-24-2008   #4 (permalink)
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Default Re: Scenario - Hit and Run

so revision:

Attacker:
FOC: 1 HQ, 2 FA required
3 FA, 3 Troop, 2 Elite, 2 HS optional

Defender:
FOC:
1 HQ, 1 Troop and 1 HS compulsory
1 HQ, 2 Elites, 5 Troop, 4 HS Optional

Mission: a lightning fast raid to deplete the enemies numbers

Special Rules: Victory Points, Deep Strike, Infiltrate
Prior Recon: All Attackers DS rolls add +1
Fortified position: The defender makes no reserves rolls as all of his troops know the position. but can Bring in his reserves as he choses.

Victory points rule the day

Wipe out as much as possible while sustaining minimal casualties.
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Old 03-24-2008   #5 (permalink)
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Default Re: Scenario - Hit and Run

Quote:
Originally Posted by SteveBerenyi View Post
so revision:

Attacker:
FOC: 1 HQ, 2 FA required
3 FA, 3 Troop, 2 Elite, 2 HS optional

Defender:
FOC:
1 HQ, 1 Troop and 1 HS compulsory
1 HQ, 2 Elites, 5 Troop, 4 HS Optional

Mission: a lightning fast raid to deplete the enemies numbers

Special Rules: Victory Points, Deep Strike, Infiltrate
Prior Recon: All Attackers DS rolls add +1
Fortified position: The defender makes no reserves rolls as all of his troops know the position. but can Bring in his reserves as he choses.

Victory points rule the day

Wipe out as much as possible while sustaining minimal casualties.
I really like this FOC.

Fun thing about alt. FOCs is that its really easy to use them in Campaigns and makes for different play styles.

I'd try it out... 'cept me and my friends don't have enough options.
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Old 03-24-2008   #6 (permalink)
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Default Re: Scenario - Hit and Run

quick question- the scenario says the defender can bring his reserves on without rolling but the special rules for the scenario dont include Reserves and it doesn't say what units can be kept in reserve by the defender.
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Old 03-26-2008   #7 (permalink)
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Default Re: Scenario - Hit and Run

So.....
Special Rules:
Reserves (Attacker) Deepstrikers May Be Kept In Tactical Reserve
Reserves (Defender) Heavy Support Choices May Be Kept In Tactical Reserve.
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