Post by Adam Selene on Mar 15, 2010 21:41:46 GMT -5
I found this and loved it, hope you do
WD 295, July 2004, page 98 (just after chapter approved - imperial armoured companies)
RULES OF ENGAGMENT
Steps to a random scenario
step 1 - army lists at agreed points - normal
step 2 - place terrain - as you normaly would
step 3 - create deployment zones
deployment zones come in 1 of 3 random types (6' by 4' table)
roll 2D6
2-4 - L shaped: start at a corner, 36'' (half way) right (along the long edge), 14'' down (towards the center), 22'' left, 10'' down, 14'' left (you should hit the short table edge), 24'' up (you should be back where you started). go to the other side of the table and do it again
------------36''-----------.....................................
I.................................I
I................................14''
24''.........-----22''------I
I.............I
I............10''
I.............I
----14''---I
.
.
it took me 15 mins to get this done, hope youlike understand it
5-8 - Triangles: pick two opposing corners, place a dice 18'' along both board edges that leave each corner (you should have four dice) draw an invisible line bettween the right-most dice of one corner and the right-most dice of the other corner, draw an invisible line bettween the left-most dice of one corner and the left-most dice of the other corner. the lines should not cut each other!
no picture, too hard, if you don't understand me just use 9-12
9-12 - Pitched battle as in page 92 of the 5th ed rule book
step 4 - pick deployment zones (dice off!)
step 5 - place objective markers
Their will be four objective markers, two each, i use empty heavy weapons teams base.
Place one in your own deployment zone, at least 7'' from any table edges.
The second goes in no-man's-land at least 7'' away from a table edge and 18'' from any other objectives.
Roll a scater dice and D6, on a 'hit' it stays put, on a arrow it moves the number of inches shown on the D6.
step 6 - determin mission for each player
each player rolls 2D6 (both players should know what mission the other player got)
2 - assassinate
3 - sabotage
4 - lightning raid
5 - foothold
6 - hold out
7 - firebase
8 - bridgehead
9 - rescue
10 - unconventional warfare
11 - hold the line
12 - bombardment
assassinate
your army has been given orders to kill the enemy commander
objective 1: destroy enemy general, your opponent must pick one model to be the commander of his army from amongst his HQ squads, this model must killed, destroyed, blown to bits.
objective 2: you must control any one enemy objective.
special rules: deep strike, infultrate.
sabotage
equipt with explosives your army must destroy the enemy objectives, be they ammunition dumps or idols of false gods.
objective 1: you must destroy both enemy objectives. To destroy an objective a non-vehicle unit (bikes = no, characters = yes, only one model left in the squad = yes) must end their movement phase in base-to-base contact with the objective and spend an entire assult phase doing nothing other than setting the charges on the objective, at the end of the assult phase the objective is removed.
object 2: the enemy must control zero enemy objectives
special rules: infultrate
lightning raid
you hope to push through enemy lines and cause havok as you strike deep into enemy territory
objective 1: you must have a two units at or above 50% or mobile vehicles in the enemy deployment zone at the end of the game.
objective 2: you must control any one enemy objective.
special rules: deep strike, infultrate.
foothold
secure a path through enemy lines
objective 1: you must control both enemy objectives
objective 2: you must control any one enemy objective
special rules: deep strike, infultrate
hold out
the enemy is coming, if they get through they will eat yor babies.
objective 1: control both your objectives.
objective 2: control more of your own objectives than the enemy
special rules: none hah!
(lol, both players get holdout)
firebase
you require good fire bases from which to shoot the enemy from.
objective 1: you must control any two objectives (objectives that actually have good lines of fire get an internets)
objective 2: you must control any one objective (no internets)
special rules: none
bridgehead
secure a path to enemy lines
object 1: you must control any one enemy objective and any one of your objectives
objective 2: you must control any enemy objective
special rules: infiltrate
rescue
someone fouled up, you got to rescue them, however HQ also fouled up so you don't really know where to look, hope you don't foul up as well or the enemy will start to think your kinda useless.
objective 1: you must control the objective, however you don't know which one that is, during and shoot or movement phase a squad controling an objective may forgo their phase and instead roll a D6, on a 4+ it is the one you want, if not it must be another objective (if you have cheaked three objectives and they were not it the fourth automatically is the one)
objective 2: the enemy may not control objectives yet to be surched or the objective your after (if you controled it and surched it and rolled a 4+ but were pushed off or if you surched three objectives and the enemy held the last)
special rules: infultrate
unconventional warfare
contact with command is on the fritz, your orders haven't come through for a while so your gonig to take an objective and hope for the best
objective 1: give each objective a number (1,2,3 and 4 sound good), roll a D6, thats the one your after (on a 5 and 6 reroll), you must control it
objective 2: control more objectives than the enemy
special rules; deep strike
possible other way ta do objective 1: capture all the objectives you can and at the end of the game roll the D6 and find out which one it was
hold the line
Guardsmen, you must hold the line for the emperor, stand and die, their is no retreat.
objective 1: you must have more friendly units in your deployment zone than enemy units
objective 2: you must control any one of your objectives
special rules: none
bombardment
you have the enemy pinned, grind them until their dead
objective 1: you must reduce all enemy units below 50%
objective 2: you must control any one enemy objective
special rules: preliminary bombardment
most of the time both players will be trying to complete different missions, be warned i don't like the assassinate mission: one basi shell and game over.
step 7 - deploy armies - normal
step 8 - roll for first turn and begin game
decide if your game goes for 6 turns, random length ect
step 9 - victory
complete both objectives > only objective 1 complete > only objective 2 comlete > no objectives completed.
;D
WD 295, July 2004, page 98 (just after chapter approved - imperial armoured companies)
RULES OF ENGAGMENT
Steps to a random scenario
step 1 - army lists at agreed points - normal
step 2 - place terrain - as you normaly would
step 3 - create deployment zones
deployment zones come in 1 of 3 random types (6' by 4' table)
roll 2D6
2-4 - L shaped: start at a corner, 36'' (half way) right (along the long edge), 14'' down (towards the center), 22'' left, 10'' down, 14'' left (you should hit the short table edge), 24'' up (you should be back where you started). go to the other side of the table and do it again
------------36''-----------.....................................
I.................................I
I................................14''
24''.........-----22''------I
I.............I
I............10''
I.............I
----14''---I
.
.
it took me 15 mins to get this done, hope you
5-8 - Triangles: pick two opposing corners, place a dice 18'' along both board edges that leave each corner (you should have four dice) draw an invisible line bettween the right-most dice of one corner and the right-most dice of the other corner, draw an invisible line bettween the left-most dice of one corner and the left-most dice of the other corner. the lines should not cut each other!
no picture, too hard, if you don't understand me just use 9-12
9-12 - Pitched battle as in page 92 of the 5th ed rule book
step 4 - pick deployment zones (dice off!)
step 5 - place objective markers
Their will be four objective markers, two each, i use empty heavy weapons teams base.
Place one in your own deployment zone, at least 7'' from any table edges.
The second goes in no-man's-land at least 7'' away from a table edge and 18'' from any other objectives.
Roll a scater dice and D6, on a 'hit' it stays put, on a arrow it moves the number of inches shown on the D6.
step 6 - determin mission for each player
each player rolls 2D6 (both players should know what mission the other player got)
2 - assassinate
3 - sabotage
4 - lightning raid
5 - foothold
6 - hold out
7 - firebase
8 - bridgehead
9 - rescue
10 - unconventional warfare
11 - hold the line
12 - bombardment
assassinate
your army has been given orders to kill the enemy commander
objective 1: destroy enemy general, your opponent must pick one model to be the commander of his army from amongst his HQ squads, this model must killed, destroyed, blown to bits.
objective 2: you must control any one enemy objective.
special rules: deep strike, infultrate.
sabotage
equipt with explosives your army must destroy the enemy objectives, be they ammunition dumps or idols of false gods.
objective 1: you must destroy both enemy objectives. To destroy an objective a non-vehicle unit (bikes = no, characters = yes, only one model left in the squad = yes) must end their movement phase in base-to-base contact with the objective and spend an entire assult phase doing nothing other than setting the charges on the objective, at the end of the assult phase the objective is removed.
object 2: the enemy must control zero enemy objectives
special rules: infultrate
lightning raid
you hope to push through enemy lines and cause havok as you strike deep into enemy territory
objective 1: you must have a two units at or above 50% or mobile vehicles in the enemy deployment zone at the end of the game.
objective 2: you must control any one enemy objective.
special rules: deep strike, infultrate.
foothold
secure a path through enemy lines
objective 1: you must control both enemy objectives
objective 2: you must control any one enemy objective
special rules: deep strike, infultrate
hold out
the enemy is coming, if they get through they will eat yor babies.
objective 1: control both your objectives.
objective 2: control more of your own objectives than the enemy
special rules: none hah!
(lol, both players get holdout)
firebase
you require good fire bases from which to shoot the enemy from.
objective 1: you must control any two objectives (objectives that actually have good lines of fire get an internets)
objective 2: you must control any one objective (no internets)
special rules: none
bridgehead
secure a path to enemy lines
object 1: you must control any one enemy objective and any one of your objectives
objective 2: you must control any enemy objective
special rules: infiltrate
rescue
someone fouled up, you got to rescue them, however HQ also fouled up so you don't really know where to look, hope you don't foul up as well or the enemy will start to think your kinda useless.
objective 1: you must control the objective, however you don't know which one that is, during and shoot or movement phase a squad controling an objective may forgo their phase and instead roll a D6, on a 4+ it is the one you want, if not it must be another objective (if you have cheaked three objectives and they were not it the fourth automatically is the one)
objective 2: the enemy may not control objectives yet to be surched or the objective your after (if you controled it and surched it and rolled a 4+ but were pushed off or if you surched three objectives and the enemy held the last)
special rules: infultrate
unconventional warfare
contact with command is on the fritz, your orders haven't come through for a while so your gonig to take an objective and hope for the best
objective 1: give each objective a number (1,2,3 and 4 sound good), roll a D6, thats the one your after (on a 5 and 6 reroll), you must control it
objective 2: control more objectives than the enemy
special rules; deep strike
possible other way ta do objective 1: capture all the objectives you can and at the end of the game roll the D6 and find out which one it was
hold the line
Guardsmen, you must hold the line for the emperor, stand and die, their is no retreat.
objective 1: you must have more friendly units in your deployment zone than enemy units
objective 2: you must control any one of your objectives
special rules: none
bombardment
you have the enemy pinned, grind them until their dead
objective 1: you must reduce all enemy units below 50%
objective 2: you must control any one enemy objective
special rules: preliminary bombardment
most of the time both players will be trying to complete different missions, be warned i don't like the assassinate mission: one basi shell and game over.
step 7 - deploy armies - normal
step 8 - roll for first turn and begin game
decide if your game goes for 6 turns, random length ect
step 9 - victory
complete both objectives > only objective 1 complete > only objective 2 comlete > no objectives completed.
;D