Post by WestRider on Jun 22, 2010 18:28:42 GMT -5
Some ideas that have been kicking around in my head for a greater or lesser amount of time.
For all of these Missions, set up as for a Seize Ground Mission with 5 Objectives.
Use It or Lose It
Overview: The two Armies are battling over supply caches or salvageable equipment. The Materiel can be used in the heat of the moment, but will prove more valuable if it can be saved for a critical moment in the greater conflict.
The twist: At the start of their Turn, any Scoring Unit that is Claiming an Uncontested Objective may choose to crack it open and make use of the supplies within. If they do so, the Unit gains one of the following benefits until the beginning of their next Turn:
- The Unit may Re-Roll failed To-Hit Rolls
- The Unit may Re-Roll failed To-Wound Rolls
- The Unit gains Move Through Cover and Fleet
- The Unit gains Furious Charge and Counter-Attack
- The Unit gains Feel No Pain
- The Unit gains Assault Grenades, Defensive Grenades, and Meltabombs
After making this choice, remove the Objective Marker. It has been used up, and no longer has any value for the opposing Armies.
Hybrid
Overview: In addition to securing vital points, each force must preserve their own forces and attempt to reduce the Enemy's numbers.
The twist: At the end of the Game, each Objective Claimed is worth one Point per 1000 Points or fraction thereof in the Game's Points Limit. So in a 2000 Point Game, each Objective would be worth two Points, while in a 2250 Point Game, each Objective would be worth three.
Add the Points from Objectives Claimed to the Kill Points earned to find each Player's Total. The Player with the highest Total wins.
Subjectivity
Overview: Each Army has their own needs and plans, and as such, values the capture of certain Objectives differently.
The twist: After Objectives are Placed, but before determining Deployment Zones, each Player divides 10 Points among the 5 Objectives, writing their distribution down in secret. Each Objective must have at least one Point, and none may have more than 3.
At the end of the Game, each Player is awarded Points according to their valuation of the Objectives they claimed. Whichever Player has the higher Total wins.
For all of these Missions, set up as for a Seize Ground Mission with 5 Objectives.
Use It or Lose It
Overview: The two Armies are battling over supply caches or salvageable equipment. The Materiel can be used in the heat of the moment, but will prove more valuable if it can be saved for a critical moment in the greater conflict.
The twist: At the start of their Turn, any Scoring Unit that is Claiming an Uncontested Objective may choose to crack it open and make use of the supplies within. If they do so, the Unit gains one of the following benefits until the beginning of their next Turn:
- The Unit may Re-Roll failed To-Hit Rolls
- The Unit may Re-Roll failed To-Wound Rolls
- The Unit gains Move Through Cover and Fleet
- The Unit gains Furious Charge and Counter-Attack
- The Unit gains Feel No Pain
- The Unit gains Assault Grenades, Defensive Grenades, and Meltabombs
After making this choice, remove the Objective Marker. It has been used up, and no longer has any value for the opposing Armies.
Hybrid
Overview: In addition to securing vital points, each force must preserve their own forces and attempt to reduce the Enemy's numbers.
The twist: At the end of the Game, each Objective Claimed is worth one Point per 1000 Points or fraction thereof in the Game's Points Limit. So in a 2000 Point Game, each Objective would be worth two Points, while in a 2250 Point Game, each Objective would be worth three.
Add the Points from Objectives Claimed to the Kill Points earned to find each Player's Total. The Player with the highest Total wins.
Subjectivity
Overview: Each Army has their own needs and plans, and as such, values the capture of certain Objectives differently.
The twist: After Objectives are Placed, but before determining Deployment Zones, each Player divides 10 Points among the 5 Objectives, writing their distribution down in secret. Each Objective must have at least one Point, and none may have more than 3.
At the end of the Game, each Player is awarded Points according to their valuation of the Objectives they claimed. Whichever Player has the higher Total wins.