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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 | 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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| Trooper ![]() Join Date: Nov 2006 Location: Virgo Supercluster
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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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| 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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and yeah, nids would have a bit of a field day. | |
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| Trooper ![]() Join Date: Nov 2006 Location: Virgo Supercluster
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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'?
__________________ Any old saying looks more profound when written in italics "Forty thousand what? Forty thousand ways to never meet a girl?" "Never engage Satan in a knife-fight. Those hands do more than just fiddle, you know." Free demos for Dawn of War II on this site! |
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| | #5 (permalink) | |
| 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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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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| The Ruler of Earth ![]() ![]() Join Date: Nov 2006 Location: Good old England!
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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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| 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 | 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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Blog Entries: 1 | 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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| 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 | 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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Blog Entries: 1 | 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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| | #12 (permalink) | ||
| 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 | yeah pretty much is the rules for shooting at them and immobilizing them but works well here too, no?
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| | #14 (permalink) |
| Trooper ![]() Join Date: Apr 2007
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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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