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Post by treadiculous on Feb 11, 2014 10:00:39 GMT -5
Terrain:
A large open area with woods and low level scenery on the perimeter has been selected to be the landing zone for infantry delivered by Imperial Flyers.
The centre of the table should be almost clear of terrain with the edges having between 6" and 12" of sporadic soft or light cover.
Deployment:
Imperial Units may only arrive embarked within flyers, Flyers may arrive in either hover or zoom on their first turn though MUST deploy their unit within 2 turns.
For each Imperial Flyer the xeno receives the equivalent points worth of troops which are deployed at random across the table with a maximum unit coherency of 4"
Deployment of reserves will change for the xenos depending on turn.
Reserves may enter play from any table edge.
Any Imperial flyer which has delivered its cargo of units must move off the table to collect new units, these flyers must spend 1 turn off map before returning.
Deployment turn 1
The Imperial side may transport any infantry unit within the flyers
The enemy may only deploy fast attack
Deployment turn 2
The Imperial side may transport any infantry unit within the flyers
The enemy may only deploy fast attack and troops embarked in vehicles
Deployment turn 3
The Imperial side may transport any infantry unit within the flyers
The enemy may only deploy fast attack, troops on foot + in vehicles, HQ and elite
Deployment turn 4
The Imperial side may transport any infantry unit within the flyers
The enemy may only deploy fast attack, troops on foot + in vehicles, HQ, elite and heavy support
Army Organisation
Each turn both sides get 350 points to spend on their next wave.
The Imperial flyers do not count toward the cost of the army selected, nor do the troop units selected by the xenos which are on the table to start with.
If a flyer is destroyed it must be replaced with points taken from the 350 given.
Special Units
Drop Sentinels: any flyer may transport a single sentinel and up to 6 men can also ride with the sentinel.
Attack craft: Imperial flyers which do not have a transport capacity may escort flyers - though must also escort the same flyer off map when it has disembarked its units.
Drop Barricade: any flyer may transport a barricade for +20 points and up to 6 men can also ride with the barricade, the barricade is 4+ cover and will be 2 x 6" length wall.
Xenos AA: Troop units may be given Flakk Missiles (S8 Heavy 1) at +30 points, Flakk Rounds (S6 assault 3) at +30 points, Fast Attack may be given Flakk Rounds at +30 points Designers note - these rounds and missiles must be fitted to models which already have a similar profile weapon, such as missile launcher, heavy bolter etc.
Objective:
Imperial must secure the territory.
Xenos must remove the Imperial presence.
If the Imperial side can clear and hold a circle of 12" radius for 3 consecutive turns they win.(?)
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Post by treadiculous on Feb 11, 2014 10:03:54 GMT -5
I am tempted to create a sub objective which states that if the Imperial force does not achieve its objective by end of turn 4 it must embark and remove as many imperial units as possible before they are killed off...
How does all this sound... not sure how fair it is.
But I'm loving the concept and unfair games are cool if its acknowledged to start with!
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Post by cheminhaler on Feb 11, 2014 10:27:12 GMT -5
Dunno about Turn 3 expecting them to clear out a well dug-in defender. Can defender take fortifications?
It'll be fairer against Imperial or chaos armies, mainly because of the all the anti-air gear they get access to ; flakk missiles and dedicated AA tanks. Maybe Tau as well, but I don't know too much about their capabilities..
Still it is legal to have a full air cav / drop pod list now. At least the FAQs have cleared that up.
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Post by treadiculous on Feb 11, 2014 16:12:08 GMT -5
I can't work out of the defender will be roasted or whether they'll be able to win too easily.
Guess it'll need to be play tested...
I consider this scenario a work in progress.. I really like the concept but haven't had enough time to thrash out the rules fully.
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Post by cheminhaler on Feb 11, 2014 18:00:09 GMT -5
It'll be hard VS ork hordes assuming you allow them to take flakk upgrades on rokkitz. Tau could also blow the planes out of the sky.
Maybe instead of the 12" circle the Imperial troops have to hold 3 objectives , centrally located, for 3 turns. It'll make the objective more visible to everyone and then the xenos will try harder to deny it to you.
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Post by treadiculous on Feb 11, 2014 18:07:58 GMT -5
sounds promising...
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Post by cheminhaler on Feb 11, 2014 18:21:38 GMT -5
Another thought. If you're up against dark eldar and you allow them 350 points of fast attack every turn they could end up spamming you with reavers & venoms. Are you allowing over 3 fast attack slots, I presume, if this happens every turn? or at least fa being so prominent in the first 3 turns or so..
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Post by treadiculous on Feb 12, 2014 13:06:25 GMT -5
hmmm
I think the problem is that I was imagining the Xenos being Orks... this isn'yt a particularily well developed scenario... I'm appreciating the feedback and hopefully we'lll iron out the difficulties...
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Post by cheminhaler on Feb 12, 2014 14:39:01 GMT -5
Even though the same thing could happen with orks as well*, I'm willing to give it a try. I'd prefer a normal game first but this sounds interesting. I suppose we could easily make the Imperial player marines, but they'll be in trouble if stormravens start going down...
* By the way I'm about to trade a shed-ton of Ork fast attack stuff with Empty, so this scenario could end up being monumental. 2 Aobr sets worth of deffkoptaz (half of which are Greek Orks) and 'sum' normal bikerz to add to his evil warboss on a bike.
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Post by treadiculous on Feb 13, 2014 5:43:41 GMT -5
I've just realised that the Imperial side can only reinforce once every three turns:
Turn 1: the hovering flyer arrives on the table and disembarks units Turn 2: the flyer leaves the table Turn 3: is kept of table by ruling Turn 4: returns hovering and disembarks next unit.
I see 2 solutions:
1: reduce time the flyer is off map, so one model may leave but another (the same model) may not replace it in the same round of movement.. (don't reserves come on first anyway?) 2: reduce the number of points each army is given per turn, that way the Imperial will save up over 3 turns and spend all at once when their next wave of flyers arrive. 3: reduce the availability of Fast Attack for deployment, so they are only available from turn 2. Also, only troops inside transports which have the 'fast' rule may be used.
Applying these solutions would reduce the impact of the Fast Attack units as there would be a lot less of them!
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