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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 11-19-2006   #1 (permalink)
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Default scenario; low on supplies

mission type; standard mission

background; after a particually bloody phase of the war both sides are running low on vital supplies and ammo. high command have droped some equipment and fuel into an isolated area and your forces ave been detailed to move in and secure it before the enemy do.

set-up; after terrain have been placed but before any forces are deployed player alternate placing d3+2 supply counters. these counters can be placed anywhere further than 12" form the edge of the board and cannot be placed within 12" of eachother or in impassable terrain.

deployment; highest d6 chooses to deploy 1st or 2nd. players alternate deploying units in the following order; heavy support, troop, elites, hq, fast attack. highest d6 chooses to take the 1st turn or his/her opponent to take the 1st turn.

special rules; victory points, dusk and dawn, "low on ammo", "low on fuel".

"low on ammo"; all units and vehicles on both sides are dangerously low on ammo. each unit and vehicle carries enough ammo for 1 round of shooting, after which they cannot fire. if a unit moves to within 6"of a supply counter they may fire normally and may continue to do so in subsequent turns providing they remain within 6" of any supply counter.

"low on fuel"; all vehicles on both sides are running on emergency fuel reserves and there is a chance the these reserves may run out. every time a vehicle moves roll 1d6, on the roll of 6+ the vehicle may not move for the remainder of the game. for every turn of movement after the first apply a -1 modifier to the roll, so on the first move 6+ second 5+ third 4+ etc. note this only applies if the vehicle actually moves in that turn. if a vehicle moves to within 6" of a supply counter and remains stationary for 1 whole turn (may still fire) it has managed to refuel itself and this rule no longer applies.

game length; 6 turns

winning; use victory points to determine the winner. in addition to points scored for killing the enemy each side gains the following bonus for controlling supply counters; +150 vp per counter controlled (only friendly scoring units within 6")

Last edited by hairyyahoo; 06-19-2007 at 09:30 AM.
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Old 11-19-2006   #2 (permalink)
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Lucky, lucky tyranids.

Good idea for a scenario, and carried out very well too. This one reminds me of the 'Bullets and Beans' scenario released on the GW site a while ago.

Just one question: What constitues a 'vehicle'? Is it anything that has AV? If that's true, what about bikes and Tau Battlesuits? Please clarify.
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Old 11-19-2006   #3 (permalink)
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Lucky, lucky tyranids.

Good idea for a scenario, and carried out very well too. This one reminds me of the 'Bullets and Beans' scenario released on the GW site a while ago.

Just one question: What constitues a 'vehicle'? Is it anything that has AV? If that's true, what about bikes and Tau Battlesuits? Please clarify.
dammit! knew i'd overlooked something. battlesuits would probably count as 'vehicles' but i'm not sure about bikes. maybe a restriction on turbo boosting would sort that out?

and yeah, nids would have a bit of a field day.
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Old 11-19-2006   #4 (permalink)
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Personally, my definition would be "Anything that has a non-living mount"

Ever consider adding modifiers for 'Hunger' and 'Mutinous Behavior'?
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Old 11-19-2006   #5 (permalink)
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Personally, my definition would be "Anything that has a non-living mount"

Ever consider adding modifiers for 'Hunger' and 'Mutinous Behavior'?
thats as good a definition as any and one i think i'll use if thats ok.

as for the rest, how do you mean? i'm a bit wary about adding any race specific rules that will complicate the scenario.
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Old 06-18-2007   #6 (permalink)
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Awesome scenario
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Old 06-18-2007   #7 (permalink)
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Ah! Good scenario Yahoo! Though perhaps you should change the 'low on fuel rule' to being a 6+, and then a -1 modifier for each turn it moves. That would make more sense, I think. Or perhaps a 5+ start...

And good work on this!
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Old 06-19-2007   #8 (permalink)
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holy crap, i forgot all about this scenario! gimmee a sec to remember what i wrote......ok yeah 6+ and then -1 per turn of movement sounds good i'll edit it. glad you all like it.
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Old 06-19-2007   #9 (permalink)
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this is a little complex rule that I'm suggesting but maybe when the vehicle is immobile they could send out a model (driver probably) that has

the standard profile of his race with a 5+ armor save

that could go get fuel if the model does the same as the vehicle (move within 6", stay there for 1 turn) then returns to his vehicle then the vehicle can move again on emergency fuel

not really very good rule but I'm just thinking

And what about skimmers? Just forcing them to make an emergency landing? regardless of how far they moved that turn because the driver should know when he is out of fuel
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Old 06-19-2007   #10 (permalink)
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dammit! what was fairly simple is gettin more complex by the second. ok skimmers i think should crash and burn. any other opinions?

braindeleted; i like your resupply driver rule but i think it is a bit too much.
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Old 06-19-2007   #11 (permalink)
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A little harsh! What about the tau players and eldar players! we need tanks too!
I think maybe a rule like this:
if moved over 6" then yes the crash and burn, if moved 6" and under then they make a emergency landing. Other special rules like Eldar vectered engines over ride the moved over 6" rules for running out of fuel.

You like?
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Old 06-19-2007   #12 (permalink)
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A little harsh! What about the tau players and eldar players! we need tanks too!
I think maybe a rule like this:
if moved over 6" then yes the crash and burn, if moved 6" and under then they make a emergency landing. Other special rules like Eldar vectered engines over ride the moved over 6" rules for running out of fuel.

You like?
isn't that part of the rules anyways? or am i thinking of an older edition?
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Old 06-19-2007   #13 (permalink)
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yeah pretty much is the rules for shooting at them and immobilizing them but works well here too, no?
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Old 06-19-2007   #14 (permalink)
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Yeah, I think a 6+ with a minus 1 each turn works and for skimmers crash and burn is teh way to go
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Old 06-21-2007   #15 (permalink)
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Quote:
Originally Posted by hairyyahoo View Post
dammit! what was fairly simple is gettin more complex by the second. ok skimmers i think should crash and burn. any other opinions?

braindeleted; i like your resupply driver rule but i think it is a bit too much.
ah the pains of the average GW employee
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