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Post by treadiculous on May 22, 2012 4:54:27 GMT -5
First up - The Scenario: The Marines have enlisted the Guard to help them recover a Drop Pod which they believe has enhanced auspex scanners and may be able to contact their lost fleet. The Guard are a detachment sent to the planet some time ago, after which all contact with the Imperium has been lost. Secondly - The Setting: Both Imperial Forces will be deploying from the North West corner, and the Xenos will be deploying from the North East. Each force may only arrive on the table edge 12" from this corner. This makes for a very small initial deployment zone. As each force moves its Troops units (requiring 3 units) either south or toward the middle of the table this will extend their deployment zone. (explained more below). In the North there is a Wooded area - this provides cover but does not count as difficult terrain. It has a Bunker which is believed to have significant benefit to the Xenos threat - possibly enabling them to call in air support and air drop infantry. In the south is a ruined city in which the Drop Pod has been discovered. Infiltrators and Scouts will have an opportunity to deploy and move prior to turn 1. (but only get 2.5 minutes for each phase). Infiltrators do not extend the Deployment zone (even if they are Troops units) Each Turn has a time limit, starting at 2.5 for the first turn and incresing by 2.5 minutes per turn.
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Post by Rolling Thunder on May 22, 2012 6:27:31 GMT -5
12" deployment is pretty ridiculous...
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Post by treadiculous on May 22, 2012 7:35:19 GMT -5
The Deployment zone is measured by the distance travelled by the furthest 3 Troops units (measured from the unit closest to the deploymnet zone .. its sort of like a weird version of the Offside Rule).
12" in turn 1 - so Fast attack are a bit screwed.
... in turn 2 the Troops arrive extending the deployment zone to the position they manage to move to.
For Orks this means they will get 18" extra as the Trukks will be moving flat out, (possibly more if they make use of a Trukk Konvoy Formation).
Where-as the Guad will either be flying Valks and Vendetta in, or Deepstriking them... since they will be carrying troops this will extend the deployment zone considerably.
The reasoning behind this is to make the first few turns of the game a sort of 'reactive' deployment. Since the units can also fire and assault, there will be difficult choices as to whether to bring on more stuff, move the stuff already on the table or just shoot / assault lots!
I also like the idea that the armies are arriving at the same time, and that the forces are being delivered of map by transports moving the same speed as the transports on the map... though they then have the difficulty of advancing from the edge of the table inwards.
I didn't make that very clear in the above rules... my mistake!
--- edit ---
I also didn't make it clear that reserves arrive as following:
Turn 1 - Fast Attack Turn 2 - Troops Turn 3 - HQ / Elite Turn 4 - Heavy Support Turn 5 - Super Heavy
It is not mandatory to deploy anything, and reserves can be held back for later turns with no roll required to bring them on.
This above bit of information changes the dynamic quite a bit.. and should have been in the orignal post... sorry!
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Post by treadiculous on May 28, 2012 16:40:11 GMT -5
okay time for the report! A couple of Favourites before I get started: .. and yes, the lense is smeary just right of the middle, which is a shame since it has effected every photo! Ork Bommer (Big Red Flyin' Fing) Droppin' off some Nobz behind the Imperial Lines: Something Wicked this way comes: With each Phase I tried to take a photo with the camera in the the same (ish) postion, this should help with context for other pictures showing the advance of both sides as they deploy. Phase 0 - Empty Table.... Imperium goes First... Phase 1, Infiltrators, Time Limit 2.5 min Infiltrating Guard Ambush Platoon dig in to woods. Vindicare Assasin and Snipers set up in crater on left side of ruins. Imperial City Gangers set up in ruins. Gobblins and Kommandos surround the Bunker... ...This puts a Nob in contact with the Ork Objective and if they manage to remain in contact til next turn this earns a Bommer loaded with 20 Nobz - these will count as Troops so they cannot be deployed yet. Phase 2, Scouts, Time Limit 2.5 min Sentinels enter the woods. Deffkoptaz arrive in force heading for Drop Pod. Phase 3, Turn 1, Fast Attack, Time Limit 2.5 min (the first photo only shows part way through the Fast Attack turn, so doesn't include all the bikers which arrive behind the Deffkoptaz). Assault Marines Deepstrike into City Ruins by Drop Pod. Bikers and Warbuggies arrive following Deffkoptaz, Kommandoz assault Sentinels. Phase 4, Turn 2, Troops, Time Limit 5 min This turn meant anything wishing to transport Troops units could arrive, so was significant for the Imperium. It also meant that both sides could extend their deployment zone by deepstriking airbourne units (The Orks were calling in a Bommer filled with Nobz Mobz counting as troops the signal for which was linked to the Bunker objective).
The Guard dropped Engineers who could make defences and Heavy Weapon teams. The Marines dropped in Tactical Squads, while the Orks brought on 2 Green Tides and loads of Trukkz.
The above shows a massive fight between 20 assualt marines and 20 Nobs, 7 of whom had Power Klaws.. the fight was forgotten about by both sides until turn 3 due to time limit!
Phase 5, Turn 3, HQ and Elite, Time Limit 7.5 min
The Drop Pod was getting hammered by Big Bommer Bommz, yet the Marines held their ground.
Elsewhere a lot more stuff was arriving and the Imperium where begining to slow the advance of the Greenskin through the build up of massed wreckage.
Dreadnoughts were Teleporting within 24" of the Drop Pod and soon had found themselves burried under Biker Nobz.
The Deffkoptaz finish off the Snipers and move deeper into the ruins. (each Deffkopta had a buzzsaw, so were quite formiddable).
Note that the Orks managed to sneak some Burna Boyz up to the Bunker, including three Meks.. if they fixed up the signal proper, then they could contact the Fleet above and get them to send some Rokz down... tense times for the Orks (though the commanders didn't know what the results of fixin the bunker would be at the time, they just knew it would help).
Phase 6, Turn 4, Heavy Support, Time Limit 10 min
This was the turn where the Imperium really arrived.
The second lot of 'Cargo' dropped from the Big Bommer was a load of Tank Bustaz.. including tank hammer, Power Klaw Nob and a couple of super squigs (these could randomly target stuff anywhere on the table, and run 36" each turn.. unfortunatley one decided to go after an Ork Wagon!).
There was a lot of Backfield fighting... the Marines Chapter Master and Honour Guard jumped into combat with the Nobz Mob and died spectacularily to the seven Klaws!... not suprising really, but the Marine commander isn't a regular player so didn't grasp Power Weapons and Instant Death vs Aritificer Armour and Multi Wounds.
Elsewhere, Orks were getting obliterated by Basalisk fire, Leman Russ fire and many many large templates.. but other than making lots of craters it wasn't thinning the Horde at all...
Phase 7, Turn 5, Super Heavy, Time Limit 12.5 min
With a great Krumpin Rumble the Stompaz strode onto the battlefield and started paying the Imperium back for wreckin' so much of thier stuff!
oh... and to Get the Infernus which toasted all the Mekz off the Bunker before they could get the signal out!
Meanwhile.. the Imperium managed to get a Master of Forge to the Drop Pod and could call a Precision Strike on any target on the field (unfortunatley, they had first turn, so no Super heavies were available).
To make up for this the Shadowsword anhilated a collection of 4 Trukks, Looted Wagonz, Flakk Gunz and other Fingz.
The Orks Getting within reach of Klobberin da 'Umies.. and then realise they've been strategically holding stuff in reserves.. the Orkz complain 'Der'z Nuffin' ta Shoot at!'
The ShadowSword becomes Priority Target for the Okz, but even after krashin da Big Bommer into it barely a dent is visible. Undeterred the Shadowsword warms its coils for another shot.. this time at something more vital!
In frustration the Ork Kommandaz bellow 'diz wun.. Diz wun ere.. shoot it! shoot it naaaghw!' with lotz of pointing and jumping up and down...
all of the comotion allows the Infernus to trundle forth... having wiped the Burna Boyz out .. fighting fire with fire!...
... this also removed the Meks from the Bunker, so meant no ROK EM was likely, which was a bit of a shame!
and... after 7 hous and seven 7 turns, a load of beers and a fair bit of sunbathin' in between we found we'd reached the end of our time... unfortunate since it was poised to go mental!
on a side note.. we found that we weren't able to do very much combat resolution during the turns (kinda the point I felt; but players wanted to conclude actions) so we decieded that players could nominate 4 units that would resolve their actions after the time limit ran out. This seemed to work, but did put Empty's guard in a real mess since the Orks got first usage of the rule!
I think when we do this again, we will probably bring on a lot less each turn, since it became apparent that the Imperium tactic of not having anything to attack was working very well!
oh, and I think the Orks could claim a victory though the Imperium did get he Drop Pod working so equally achieved what they wanted.
all in all a great day!...
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