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Assassinate Scenario - Based on GW Article 'It's Elites Week - Purge the Heretic'  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Sneaky Striking Scorpion






Deep in the Webway

So, thanks to some help from people (you can see the comments in this thread) I've put together a new scenario based on the GW scenario played. It allows people to play a short and fun game on the same team, or by themselves.
I won't be checking back here very often, but all comments are welcome. Feel free to copy the rules, edit them and post them back with your own opinion (in fact, please do!).
Anyway, here they are:

ASSASSINATE

ARMY SELECTION & FORCE ORGANISATION CHARTS
Both teams pick an ‘army’ worth 250 points using the following force organisation chart (although the defender’s Sentries are free):

ATTACKERS:
0-1 Elite
0-2 Troops
0-1 Fast Attack

DEFENDERS:
1 HQ
1 Elite
Sentries

TABLE SET-UP & DEPLOYMENT
The table should be three or four feet square. Place as much terrain as you can on the table. Neither player may use reserves.

Split the table into four quarters. The attackers then pick a deployment zone, and the enemy deploys in the opposite quarter. The attackers deploy all of their army in their deployment area, anywhere that is more than 9” from the centre of the table. The defending team’s HQ and Elite units are then placed 36” away from the enemy, and the sentries are placed randomly around the deployment zone.

The defending team gets the first turn of the game.

SPECIAL RULES
Every Man For Himself: All models operate as individual units in this mission, even if they were chosen as part of a squad or squadron. In addition, when a model shoots or fights in an assault it may split its attacks up amongst any eligible targets if desired.

HQ & ELITE RULES
The HQ and Elite choices may not do anything until the alarm is raised. At this point, they may not move, unless they are assaulting. However, if units are within their shooting range, they must attack the closest one. If they have no guns, they must instead move and assault the closest unit within 6”.

VICTORY CONDITIONS
The attackers win if they can kill the defender’s HQ unit.
The attackers lose if all their units are killed.

SENTRIES
Sentries are a selection of models from the defending army’s Troops choices, and do not cost any extra points.
Note that Necron sentries do not get We’ll Be Back! rolls.

MOVEMENT
A the start of the sentries’ turn, roll a scatter dice for each sentry, and place the sentry D6” in the direction of the dice, ignoring difficult (but not dangerous) terrain. If a ‘hit’ is rolled, the sentry stays still. Sentries do not have any Squad Coherency rules and operate independently.

SOUNDING THE ALARM
Until the alarm is raised, the sentries move as described above and none of the defender’s other units may move or fire. The alarm can be raised in several ways:

Spotting Distance. A sentry will spot any enemy model that is within its spotting distance at the end of any turn, as long as it is within a 180 degree arc of the direction the sentry is facing. This distance is equal to its Initiative characteristic in inches.

Vehicles. If the attacker deploys any vehicles or bikes on the table then the sentries will spot them at the end of the turn.

Weapons Fire. The alarm is raised if a sentry is successfully hit, but not killed.
The alarm will also be raised if a blast weapon, after scatter, hits within 9” of it.

Close Combat. A sentry that is attacked in close combat will raise the alarm if he survives to the end of the turn. If a sentry is attacked from behind (i.e. A 180 degree arc opposite to the direction it’s facing) no rolls to hit need to be made, and the sentry is wounded on a 4+ regardless of toughness. This attack counts as an attack from a power weapon.

Bodies. If a sentry is killed do not remove the model. Instead, leave it lying in position. If another sentry approaches within his Initiative distance of a dead sentry then it will find the body and raise the alarm.

After raising the alarm, all sentries within 9” of the sentry sounding the alarm will shoot the closest visible target. If no target is within range, they will move the minimum distance required to be in range in order to shoot. If the sentry can only assault, it will make every attempt to engage the closest model in combat. All other sentries operate as normal until they hear the alarm. If the alarm is raised within 9” of the defender’s HQ and Elite unit, they will operate as described under ‘HQ & Elite Rules’.

Note that if the defender’s HQ unit is attacked, all units within 24” are alerted.
   
Made in us
Mechanized Halqa




Pacific Northwest

Looks solid, I'll try it out with some friends this weekend.
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Change the spotting distance otherwise they are basically blind.
Change it to:
Spotting distance is D6+I in inches. This is rolled at the start of the game and before any kind of deployment.

Dakka Bingo! By Ouze
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Watch for Gerry. 
   
Made in gb
Sneaky Sniper Drone





I second the changing of the spotting distance, that puts armies like tau and necrons as practically blind.

 
   
Made in gb
Sneaky Striking Scorpion






Deep in the Webway

Thanks, will do. Anything else?
   
Made in ca
Storm Trooper with Maglight





Vancouver

i think this is realy good! might try it myself

Link to my Gaurd blog, PLease Coment!: http://www.dakkadakka.com/dakkaforum/posts/list/497565.page#0  
   
Made in it
Impassive Inquisitorial Interrogator





Some kind of limitation on sentries? Free troops with no limitations seem hard to balance...
   
Made in ca
Storm Trooper with Maglight





Vancouver

^ I agree with the above post, but i dont realy know any ideas how to fix it at the moment.

Link to my Gaurd blog, PLease Coment!: http://www.dakkadakka.com/dakkaforum/posts/list/497565.page#0  
   
Made in gb
Sneaky Striking Scorpion






Deep in the Webway

This may sound a bit ridiculous, but I've played several games of it myself, and it's actually really balanced! Each time I had a squad of 10 Scouts (Dark Angels - 200pts) against 10 Warriors (sentries - 180pts ) and a Necron Lord (no upgrades - 100pts) and 4 Immortals (112pts). That means the Scouts were taking on twice their points value. The results? I was thrashed twice, but one twice too - 1 time with 1 man left, the next with 5 men left. And Necrons are pretty darn hard to fight in that situation, too.
   
 
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