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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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| Tyrant of Moray ![]() ![]() Join Date: Nov 2006 Location: Eye Of Terror
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Blog Entries: 4 | *DISCLAIMER* I whole heartedly admit that I got the idea for this after watching "We Were Soldiers" so dont go telling me Ive stolen the idea! Scenario premis Ideas The inserting force needs to set up a forward base of operations inside hostile territory/A crashed transport is reinforced awaiting extraction/the begining of a tyranid invasion/a slaving raid is met by defending forces/a necron awakening is met by defence forces. Army Selection Each force chooses an army equal points value. Both sides must fulfill the minimum requirement for any force as laid down in their codex No vehicle may have a total armour value greater than 33 The attacker must split their force into 6 detachments these can be divided however they like. Deployment The attacker deploys in the dead centre of the table up to a radius of 12".He must deploy a minimum of at least one command and one tropps choice in the initial deployment (representing the first troops on the field) The defender deploys his forces along either of the short table edges up to 12" but they cannot be deployed closer than 18" to an attackers unit/model. the attacker gets the first turn represent the element of suprise. At the start of every attackers turn a reinforcement detachment (one of the remaining 5 that they split their force into) will atuomaticaly arrive (safely) in the inital attacking deployment zone. Victory Conditions The defending unit must have a points scoring unit inside the attackers deployment zone at the end of turn 6-this represents them taking control of the drop zone,anything else is a victory to the attackers. Special Rules The game is fought under the Dawn night fighting rules-starting in the dark and becoming light after turn 1 (representing the initial enemy insertion in the dark for complete suprise) Thoughts Limit certain troop types for each side ie: only1 fast attack for the defender Make the attacker note down what order his reinforcements will arrive in so they have to stick to that order Limit the over all points value as I feel with to many points this scenario wont work Over to you guys what do you think? |
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| Master Procrastinator ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: As a figment of my own deranged imagination, i don't actually exist anywhere. Or London, UK.
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Blog Entries: 1 | Yo to you Dude I have been think about such a scenario after watching that flick myself. It seems all to easy for the defenders to win by swamping the attackers before too many of them hit the table. Maybe have the defenders split into 3 equil waves with 1 starting on the table and the other 2 rolling for reserves? I'm thinkin that the whole assult on the mountain could be played out as a mini campaign with other missions such as "defend the creek bed", "search for wounded" etc. Will have to go away and watch the film again and get back to you. |
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| Tyrant of Moray ![]() ![]() Join Date: Nov 2006 Location: Eye Of Terror
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Blog Entries: 4 | I like the idea of several smaller scenarios-its pretty much a prebuilt campaign,just need to iron out a few rules for it (mentioned this to a mate today and sugested playing using the 40K in 40 min rules to keep it in a skirmish style,so we might test it over the weekend) As for the initial ideaI like the idea of splitting the defending force-perhaps forcing them to deploy at both ends as well to split what they have up even more (perhaps even randomise what table edge it arrives on?) |
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| Master Procrastinator ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: As a figment of my own deranged imagination, i don't actually exist anywhere. Or London, UK.
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Blog Entries: 1 | Quote:
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| Tyrant of Moray ![]() ![]() Join Date: Nov 2006 Location: Eye Of Terror
Posts: 1,273
Rep Power: 3 ![]() ![]() Thanks: 19
Thanked 97 Times in 45 Posts
Blog Entries: 4 | Have playtested the Insertion scenario several times now and ironed out the bugs. We have found it works best as a 1500 points battle (any more and the attacking force gets swamped in the first turn any less and there arent enough attackers to actualy last through the 6 deployment turns). The defender has no Heavy Support, Fast Attack or vehicles with a total armour value of 33 or greater but they get an extra 250 points to be spent on Troops and all Troops choices gain the sustained assault special rule. The attacker has 1500 points, no Heavy Support and only vehicles that can deep strike and have an armour value less than 33. Appart from these changes play the scenario as mentioned in the initial post. |
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