Post by Laughing Man on Jan 18, 2011 17:55:44 GMT -5
Ok the missions. All games will be played on 4'x4' boards.
roll a d6 to see which mission you are doing then we go from there.
1. Assassination
Deployment - determine the deployment type via the standard 40k deployment table. Note that you must deploy your army general on the table.
Reserves - any unit not deploy is in reserves and may enter play through any method that the unit's rules permit.
First Turn - Both players roll a d6 the player with the highest roll can choose to go first or second
Game length - 6 turns
victory conditions - you must kill the enemy general whilst keeping your general alive until the end of turn 6. If both generals are killed then the game is a draw
Special rules - For this game only the General will have the Eternal Warrior and Feel No Pain Special rules.
2. Destroy the bunker
objectives - the central bunker or other important structure is deployed in the centre of a 4'x4' table.
Deployment both players roll a d6 the winner may choose to be attacker or defender.
Attacker deployment - the attacker may deploy any non-monsterous infantry that does not have a dedicated transport may deploy on one board edge determined by rolling a scatter dice in the table centre and seeing which edge it is pointing at, it a hit is rolled the attacker may choose, if it is pointing at a corner the attacker may choose which of the two edges that corner is on to deploy from. They must deploy 6" from the board edge and reserves that cannot outflank or deepstrike must enter from this edge.
Defender- The defender may only deploy troops and 1 hq as well as sentries (which are 100 points worth of basic troops).
Reserves - both sides can only bring on reserves from the turn the alarm is raised. This includes space marine drop pods. However the attacker may voluntarily choose to raise the alarm and assault with armour however if he does this the defender will get +1 to his reserve rolls in their next turn
Game length randon after turn 5 roll a d6 on 1-2 the game ends 3-6 the game plays a 6th turn at the end of turn 6 roll a dice on 1-3 the game ends on 4-6 play a 7th and final turn.
victory conditions. The attacker must reach the bunker and remain in base to base for a full turn unengaged in close combat. The defender must ensure the bunker is not destroyed.
special rules. Sentries - Sentries are 100 points of basic troop models. They are place 6" - 12" away from the objective in a roughly equal pattern. Until the alarm is raised the sentries are the only defender units able to move. If an enemy soldier comes to within a distance equal the model's initiative the sentry will raise an alarm if this happens in the attacker turn the attacker may first attempt to dispose of the sentry. However there is still a chance the alarm could be raised. The attacker will roll a d6 and add the strength of his attack if this exceeds 10 then the light/noise/etc of the attack raises the alarm. Once the alarm is raised the sentries are removed from the table and the defender may bring on his reserves and move his deployed forces.
3. Supply Raid
objectives. Place d3+1 objectives at least 12" from each other and 12" from any board edge.
deployment. Will be dawn of war on a 4'X4' table as both sides send scouts forward they both locate an area rich in supplies and both scramble to collect them
first turn is a straight roll off
game length is that of a standard 40k game
victory conditions. When a unit reaches an objective it can collect the supplies. Once the unit has the supply marker the marker moves with the unit remaining within 2" in order to score a point the unit must make it off the board with the objective marker.
Special rules.
Get in get out. All infantry models have the hit and run rule in this scenario
4. changed from hold the strongpoint to bridge over the the why?
deployment
for this battle the two 4'x2' board sections are seperated by a 6" gap bridged by a 4" wide bridge in the centre of the board. Both sides deploy 12" from a complete 4' edge
Objective - It's the bridge.
reserves any unit not deployed is in reserve. outflankers however cannot deploy on the far side of the river. as the ravine is too wide to cross.
first turn players roll a d6 winner may go first or second
game length 6 turns
victory conditions the player with the most points worth of men within 3" of the bridge at the end of turn 6 is the winner. fleeing troops do no count.
special rules. The bridge can be destroyed meaning the game will be a draw. This can happen if too many blast weapons land on the bridge. Any time a unit on the bridge is hit by a blast weapon there is a chance the bridge will suffer damage. The bridge counts a vehicle with armour 12 all round and must suffer 5 glancing or pentrating hits to be destroyed. If it is destroyed any unit on the bridge is killed outright and the game ends as a draw.
5. Rescue/hostage exchange
Disaster the enemy has captured your leader but you have also managed to take theirs. You've agreed to meet to return your leaders however neither of you plans to uphold the bargin
objective. Is your army general
deployment divide a 4'4" board into quarters each player rolls a d6 the highest may choose which quarter he deploys in and must remain 12" from the centre.
reserves - all units not deployed go into reserve.
first turn - both players roll a d6 the winner has the choice to go first or second
game length - random as per normal 40k rules
objective - rescue your leader and attempt to prevent the enemy leader's rescue
special rules - prisoner - Your army general is deployed by your oponnent within 3" of one of his units. This unit cannot shoot or go into assault however it may move and run in order to get the prisoner around. Your leader is bound and gagged and is stripped of his weapons. And as such may take no actions until a friendly model is moved into base to base with him. After which he is free to act as normal. However he can be recaptured if defeated in assault. He is reduced to 1 wound and rebound.
6. Ambush
objective
attacker - to destroy the enemy
defender to escape
deployment the defender must deploy first and deploy all his forces within 6" of the table's center and 12" from any table edge.
The attacker than then deploy 12" from the two table edges parallel to the centre line.
reserves the defender must deploy all their units.
the attacker may place any units in reserve.
game length - standard 40k random game
first turn - roll a d6 on a 1 the defender is forewarned and may have the first turn
on a 2-6 the attacker has the first turn
victory conditions - the attackergains 1 point for every 100 points of the enemy it destroys.
The defender gains 1 point for every 100 points of models that manage to escape the table
any obvious edits or ideas?
roll a d6 to see which mission you are doing then we go from there.
1. Assassination
Deployment - determine the deployment type via the standard 40k deployment table. Note that you must deploy your army general on the table.
Reserves - any unit not deploy is in reserves and may enter play through any method that the unit's rules permit.
First Turn - Both players roll a d6 the player with the highest roll can choose to go first or second
Game length - 6 turns
victory conditions - you must kill the enemy general whilst keeping your general alive until the end of turn 6. If both generals are killed then the game is a draw
Special rules - For this game only the General will have the Eternal Warrior and Feel No Pain Special rules.
2. Destroy the bunker
objectives - the central bunker or other important structure is deployed in the centre of a 4'x4' table.
Deployment both players roll a d6 the winner may choose to be attacker or defender.
Attacker deployment - the attacker may deploy any non-monsterous infantry that does not have a dedicated transport may deploy on one board edge determined by rolling a scatter dice in the table centre and seeing which edge it is pointing at, it a hit is rolled the attacker may choose, if it is pointing at a corner the attacker may choose which of the two edges that corner is on to deploy from. They must deploy 6" from the board edge and reserves that cannot outflank or deepstrike must enter from this edge.
Defender- The defender may only deploy troops and 1 hq as well as sentries (which are 100 points worth of basic troops).
Reserves - both sides can only bring on reserves from the turn the alarm is raised. This includes space marine drop pods. However the attacker may voluntarily choose to raise the alarm and assault with armour however if he does this the defender will get +1 to his reserve rolls in their next turn
Game length randon after turn 5 roll a d6 on 1-2 the game ends 3-6 the game plays a 6th turn at the end of turn 6 roll a dice on 1-3 the game ends on 4-6 play a 7th and final turn.
victory conditions. The attacker must reach the bunker and remain in base to base for a full turn unengaged in close combat. The defender must ensure the bunker is not destroyed.
special rules. Sentries - Sentries are 100 points of basic troop models. They are place 6" - 12" away from the objective in a roughly equal pattern. Until the alarm is raised the sentries are the only defender units able to move. If an enemy soldier comes to within a distance equal the model's initiative the sentry will raise an alarm if this happens in the attacker turn the attacker may first attempt to dispose of the sentry. However there is still a chance the alarm could be raised. The attacker will roll a d6 and add the strength of his attack if this exceeds 10 then the light/noise/etc of the attack raises the alarm. Once the alarm is raised the sentries are removed from the table and the defender may bring on his reserves and move his deployed forces.
3. Supply Raid
objectives. Place d3+1 objectives at least 12" from each other and 12" from any board edge.
deployment. Will be dawn of war on a 4'X4' table as both sides send scouts forward they both locate an area rich in supplies and both scramble to collect them
first turn is a straight roll off
game length is that of a standard 40k game
victory conditions. When a unit reaches an objective it can collect the supplies. Once the unit has the supply marker the marker moves with the unit remaining within 2" in order to score a point the unit must make it off the board with the objective marker.
Special rules.
Get in get out. All infantry models have the hit and run rule in this scenario
4. changed from hold the strongpoint to bridge over the the why?
deployment
for this battle the two 4'x2' board sections are seperated by a 6" gap bridged by a 4" wide bridge in the centre of the board. Both sides deploy 12" from a complete 4' edge
Objective - It's the bridge.
reserves any unit not deployed is in reserve. outflankers however cannot deploy on the far side of the river. as the ravine is too wide to cross.
first turn players roll a d6 winner may go first or second
game length 6 turns
victory conditions the player with the most points worth of men within 3" of the bridge at the end of turn 6 is the winner. fleeing troops do no count.
special rules. The bridge can be destroyed meaning the game will be a draw. This can happen if too many blast weapons land on the bridge. Any time a unit on the bridge is hit by a blast weapon there is a chance the bridge will suffer damage. The bridge counts a vehicle with armour 12 all round and must suffer 5 glancing or pentrating hits to be destroyed. If it is destroyed any unit on the bridge is killed outright and the game ends as a draw.
5. Rescue/hostage exchange
Disaster the enemy has captured your leader but you have also managed to take theirs. You've agreed to meet to return your leaders however neither of you plans to uphold the bargin
objective. Is your army general
deployment divide a 4'4" board into quarters each player rolls a d6 the highest may choose which quarter he deploys in and must remain 12" from the centre.
reserves - all units not deployed go into reserve.
first turn - both players roll a d6 the winner has the choice to go first or second
game length - random as per normal 40k rules
objective - rescue your leader and attempt to prevent the enemy leader's rescue
special rules - prisoner - Your army general is deployed by your oponnent within 3" of one of his units. This unit cannot shoot or go into assault however it may move and run in order to get the prisoner around. Your leader is bound and gagged and is stripped of his weapons. And as such may take no actions until a friendly model is moved into base to base with him. After which he is free to act as normal. However he can be recaptured if defeated in assault. He is reduced to 1 wound and rebound.
6. Ambush
objective
attacker - to destroy the enemy
defender to escape
deployment the defender must deploy first and deploy all his forces within 6" of the table's center and 12" from any table edge.
The attacker than then deploy 12" from the two table edges parallel to the centre line.
reserves the defender must deploy all their units.
the attacker may place any units in reserve.
game length - standard 40k random game
first turn - roll a d6 on a 1 the defender is forewarned and may have the first turn
on a 2-6 the attacker has the first turn
victory conditions - the attackergains 1 point for every 100 points of the enemy it destroys.
The defender gains 1 point for every 100 points of models that manage to escape the table
any obvious edits or ideas?