So.. another year gone by and its time to look at running part 2...
by the way, This first game happened.. and went quite well all in all... (for those that want the battle report please follow the link)
commissar.proboards.com/index.cgi?board=aar&action=display&thread=16471anyways... this time will be better (mainly because I've painted all the table pieces now)... and I can take on all the suggestions put forward by players last game.. which were:
1) make the game shorter
2) give more reward for capturing locations
3) provide better lighting for photo's and better seats for legs
points 1 and 2 can be given the same answer.. more points will mean the balance wil swing faster - though it is noted it was nice having small point values as there was a long period in which the losing side could reclaim victory.
so the previous game was based around this map (though it was a mirror image of it, with added fuel pipeline):
(we didn't bother with minefields in the end as we ran out of room and wanted a simpler, faster game)
and by the end of the game the orks were clearly gaining ground...
so this next game continues the narrative with the guard and ork deployment zones moving a 24" 'south' in the orks favour:
In relation to the map, the black cicles in the south west will be chimney stacks, and the two light grey squares next to them will be the pegasus scenery refineries kits. The additional ruins give the guard more of a fall back position yet the east flank remains completely open. The splodgy grey and black thing in the middle will be a wrecked leman russ.
to further complicate / make better I am planning the following:
1) 6 turns of play will be skipped while a 'fog' shrouds the battlefield, thus enabling both forces to build defenses, advance to position and purchase super heavies (hopefully Cosmic's warhound will join in)
2) The Eldar will become an independent force with a randomly generated victory condition
3) Better scenery will be produced, with the river being a trench between two low hills, sort of like a canal embankment - this gives the orks cover and would have little effect on the previous games narrative since it was nearly all shots fired at jetbikes.
So .. the details...
I calculate that over 6 turns the teams gain the following:
Orks:
Base Points 70 each (x 3)
Captured points 15 each (x 6)
Bridge points 50 each (x 2)
Total 2400
Imperial
Base Points 70 each (x 3)
Captured points 15 each (x 6)
Total 1800
This gives the Orks anadvantage.. but to balance this I am giving the Imperials a power station / refinery worth 200 points a turn.
I am aware that 200 points seems a steep increase in their favour, but the Imperials loose the 210 income from their base locations as they have had to fall back and establish a new base of operations, the base willl still provide 70 points per captured section.. but who will capture each section is much less guaranteed.
I am adding an additional high point capture in the form of a wrecked leman russ worth 50 points (which will replace the previous capture of 15 points located centrally closest to the bridges).
The Orks only score for one bridge as the other was blocked by the wreckage of the battlewagon... I am considering a number of narrative solutions to this however,
1) is that the lootas (there was only one left at the end of the game, but I'm keen for narrative fun) have fixed the wagon,
2) is that they have strategically shoved it into the river to form a bridge for brave infantry,
3) that they manage to push it aside to create good cover for units crossing the bridge.
Deployment:
Units from previous game remain though are moved a minimum 24" apart during the fog - there may be a small skirmish played out at the start of the game to determine the locations of these scout units, while the heavy support sections can redeploy within their deployment zones.
No army may deploy Troops, Elite or Heavy without first having an HQ on the table,
The Orks require a Warboss to deploy infantry and a Big Mek for vehicles,
The Guard require a CCS or Priest for infantry, and Tech Priest for vehicles, Marines must have a Master of Forge to bring on dreadnoughts and any other HQ for infantry.
Orks:
The greenskins can deploy anywhere up to their side of the river, out-flankers are limited to no-mans land
Imperials:
Imperials fall back to the new territory created for the game, reinforcements may arrive on the flanks of their previously held position (appx 6" forward of the new deployment line), and scouts may arrive within no mans land.
Eldar:
May deploy a webgate entry point anywhere on the table, and deploy one unit per tunr from each gate. Units arriving in the first turn on which a gate is placed may not assault, units arriving in the turns thereafter from that gate may assault.
The Eldar victory conditions are randomly generated as follows:
1 – Choose Two of the following
2 - remove the head of the snake: assassinate the commanders of both sides
3 - disrupt the lines: destroy scoring units on bridges and captures
4 – destabilise the foundations: destroy the most powerful weapons of both sides
5 – balance the force: attack the winning side, support the loser, change as needed
6 – Choose One of the Following
A couple of other points that came up were:
1) how close is the airfield from which the air support is flying, and how long to resupply
2) what happens if units attempt to move through the river
1) Airfield (initially flyers were able tor resupply and return on the 4th turn for both sides)
Guard:1 turn travel and loading, 1 turn take off and travel: 3rd turn available
Ork: 2 turn travel and loading, 2 turn take off and travel - 5th turn available
1) River
Units are swept D6 + 6" travel downstream, counts as dangerous terrain, effecting on roll of 1 or 2
if unit is swept to bridge may cling on on roll of 4+ or take wound with no save on roll of 1 or 2
vehicles cause tank shock / ram if colliding whilst being swept along and must make a 2nd dangerous terrain test to leave the river, they may collide with bridge and become immobilised on roll of 1,2 or 3 - though do form a dangerous bridge as a result. (dangerous bridge is normal dangerous terrain test)
super heavy and heavy vehicles ignore the effects if they are large enough to span the river entirely.
Finally.. the bridge and othe large objectives will be split as follows in the event of multiple contestants:
The 30 points will be awarded to a unit on the edge of the bridge (20 + 10), if they hold the middle they claim all 50 (10 + 20 + 20) .. if the opposing side also has claim then they each gain 20 only.
thoughts, comments, criticisms most welcome!