Post by Adam Selene on Dec 8, 2010 0:30:27 GMT -5
Stop the vehicle convoy. (be it a infantry regiment halting a kult of speed or tau armoured coloum smashing things for the greater good)
points each team is allowed: Same as each other. (2,000 each eg)
Deployment:
Board: 8'x4'
6" wide road running the whole length of the board. At one end, there is a 12" thick band of buildings flanking the road, the bigger and denser the better. Along side the road there is a 6" band of clear space on each side, then on the rest of the long edges of the board (i.e. up to 15" in), there should be "normal" scenery scattered around, including plenty of cover but also some gaps for vehicles to move through.
Armies:
Player 1 is the convoy and has ALL VEHICLES and transported units, when I did it I found it was best to ignore walkers. (can ignore heavy support limits in force roster)
Player 2 is the attacking force and has ALL INFANTRY. no walkers, no bikes, no artillary
Deployment:
P1 deploys first and deploys his vehicles in a long line on the road, starting at the table edge, and leaving no more than a 2" gap between his vehicles. Bike squads squads or similarly small vehicles should be deployed side by side.
P2 deploys second and deploys his troops anywhere within 12" of the long table edges AND the short edge with the buildings, but not the short edge P1 is appearing from. This is to show that P2 has seen the convoy approaching and has been able to set-up a proper ambush.
P1 has first turn. He doesn't have to stick to the road.
Objectives/Win conditions: Player 1 wins if he manages to get any vehicles into the building band at the end of the table. Player 2 wins if he destroys all the convoy or renders all the vehicles immobile.
Game length: I find 6 best
points each team is allowed: Same as each other. (2,000 each eg)
Deployment:
Board: 8'x4'
6" wide road running the whole length of the board. At one end, there is a 12" thick band of buildings flanking the road, the bigger and denser the better. Along side the road there is a 6" band of clear space on each side, then on the rest of the long edges of the board (i.e. up to 15" in), there should be "normal" scenery scattered around, including plenty of cover but also some gaps for vehicles to move through.
Armies:
Player 1 is the convoy and has ALL VEHICLES and transported units, when I did it I found it was best to ignore walkers. (can ignore heavy support limits in force roster)
Player 2 is the attacking force and has ALL INFANTRY. no walkers, no bikes, no artillary
Deployment:
P1 deploys first and deploys his vehicles in a long line on the road, starting at the table edge, and leaving no more than a 2" gap between his vehicles. Bike squads squads or similarly small vehicles should be deployed side by side.
P2 deploys second and deploys his troops anywhere within 12" of the long table edges AND the short edge with the buildings, but not the short edge P1 is appearing from. This is to show that P2 has seen the convoy approaching and has been able to set-up a proper ambush.
P1 has first turn. He doesn't have to stick to the road.
Objectives/Win conditions: Player 1 wins if he manages to get any vehicles into the building band at the end of the table. Player 2 wins if he destroys all the convoy or renders all the vehicles immobile.
Game length: I find 6 best