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![[Post New]](/s/i/i.gif) 2010/02/23 15:27:29
Subject: Platinum Devil 2010 Experimental Scenarios
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[SWAP SHOP MOD]
Killer Klaivex
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I know that these technically belong in the Proposed Rules section, but if possible I'd like to get a the opinion of a few of the more regular forum users(many of whom, like myself, don't check that forum).
I'm currently looking at the scenarios to be played in platinum Devil. There are going to be 7 games of 1000 points each. 3 of the scenarios are going to be standard missions, but 4 of them are going to be a little bit more unique. Here are the 4 variations I'm currently looking at. Feedback appreciated.
Beacon Drop
6 Beacons are placed on the tables by the judges before the game begins. The objective of the game is to finish with more beacons in your possession then your opponent. Any non-vehicle troops or Elites
choice may claim a beacon by moving into base contact with it. They are then regarded as having 'picked up' the beacon. A unit may move and take a beacon with them. Units with a beacon may not embark on vehicles. If a unit carrying a beacon is eliminated, or fails a leadership test and breaks, the beacon is left where they were previously standing, and is no longer claimed by that unit. If a unit with a beacon is defeated in combat and is either wiped out or flees, the beacon passes into the possession of the unit that defeated them if the unit is eligible. If not, the beacon is left unclaimed as above.
Alpha Strike
Counts as a standard Seize Ground mission, but only non-vehicle Elite, Fast Attack, and Heavy Support choices can claim objectives instead of Troops.
Assassination
Counts as a standard Annihilation mission, except that HQ choices are worth 3 Kill points, and Elites and Heavy Support Choices 2 Kill Points
Portal
There are 4 beacons placed on the table by the judges(one in each quarter). Each counts as a holdable objective, and to win a player must control more beacons than his opponent. Each beacon has the number 2,3,4, or 5 on the underside.If a non-vehicle unit(except for walkers) moves into base contact with a Beacon, they may choose to activate it. Roll a D6 and apply the following effect:
1:-The unit is lost in the warp and removed from the game
2-5:-Place the unit in base contact with the beacon of the correct corresponding number. If you roll the number of the beacon you just activated, you may choose which beacon to emerge from.
6:-Deep strike the unit to anywhere on the table.
A unit may assault the turn it exits a portal, providing there is a target within range.
Dakka Special Rules
A player may each activate the following rules once in the tournament during any game. A judge should be notified each time one of these rules is activated so it can be recorded.
-Get off my Lawn!: Must be activated in the Shooting Phase before the unit fires. A unit's guns count as Assault 2 for that turn.
-Creeeeeed!!!: Must be declared before deployment. A single unit chosen by the player counts as having the infiltrators special rule. You may also reroll to 'seize the initiative'. The opposing player must shout 'CREEEED!!! when this is done'
-Lego's Haxxor skills: Must be declared at the start of your turn. You acquire 3 rerolls that turn that can be used when rolling to hit or wound from shooting or combat, or for armor saves or invulnerable saves. A dice may only be re-rolled once.
Thoughts and opinions?
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![[Post New]](/s/i/i.gif) 2010/02/23 15:46:43
Subject: Re:Platinum Devil 2010 Experimental Scenarios
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Norn Queen
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My thoughts:
Change the capturing units in alpha Strike to just Elite and Fast. It'll prevent certain very nasty heavies getting "dug in" which might be unbalanced for some.
Change the "1" result in Portal to delayed for a turn?
Having a whole unit get devoured by the warp could be devastating, whereas a delay is potentially devastating but recoverable.
I like assassination.
The Dakka special rules are again potentially game breaking imo.
Is the idea for more fun scenarios or to demo proper generalship?
If for fun go for them, I like the first
But if on a more serious tone then they need downgrading imo.
Like the first - any units guns count as assault 2? Even heavies?
And the third, allowing 3 rerolls, especially saves, could have a huge difference in a tight game.
Automatically Appended Next Post: And for beacon drop, bear in mind some units will simply excel better at holding the beacon then others.
Alls fair I know but something to consider.
E.g lets say your first two games are standard missions and you're playing say mech Eldar but your last is the beacons.
It'll be very hard to hold them with just your standard troops ( DAs probably) whereas a big Ork footslogger mob will do much better.
Point im trying to make is that it'd be s shame to have your overall tounrey result ruined by a set of rules that are no doubt very fun but experimental.
Just 2 cents.
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This message was edited 1 time. Last update was at 2010/02/23 15:51:52
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/02/23 16:18:42
Subject: Platinum Devil 2010 Experimental Scenarios
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[SWAP SHOP MOD]
Killer Klaivex
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Whilst this is a tournament setting, it is primarily set up for fun games as opposed to any real desire to get a 'winner'.
Portal is quite advantageous to combat troops as they can assault straight out of the, hence the unpredictability of the system. That's my attempt to make it fairly balanced between shooting and combat armies.
You can only activate each of the dakka special rules once, so whilst they have the potential to swing a game if used correctly, the one use rule should hopefully prevent them from becoming game breaking.(not to mention the fact that you can declare them as soon as your opponent does if you want).
You are correct on the beacon drop, it is better for horde armies. I was hoping though that units who have transports can get to beacons before footsloggers, and then peg it away, as hordes will slower to claim them then mech armies.
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![[Post New]](/s/i/i.gif) 2010/02/25 07:31:19
Subject: Platinum Devil 2010 Experimental Scenarios
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Dispassionate Imperial Judge
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I'd mainly be worried about the number of times a player needs to 'notify the judge' for something. You could get quite overrun, and it's not in anyone's interests for the judge to be too busy....
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![[Post New]](/s/i/i.gif) 2010/02/25 12:34:19
Subject: Platinum Devil 2010 Experimental Scenarios
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[MOD]
Anti-piracy Officer
Somewhere in south-central England.
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I like the beacon idea, it reminds me of Fat Princess.
Portal
If you roll a 6 so your unit is Deep Striked, how is the Deep Strike resolved -- is there another chance of a mishap?
Dakka Special Rules
Need to define the benefit a bit more. Could you make a Basilisk Assault 2?
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![[Post New]](/s/i/i.gif) 2010/02/25 16:41:43
Subject: Platinum Devil 2010 Experimental Scenarios
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Prospector with Steamdrill
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I'm a little bit worried that some of the rules might have too much of an effect on the game. However I will try and play test a few of them and let you know.
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![[Post New]](/s/i/i.gif) 2010/03/04 15:21:23
Subject: Platinum Devil 2010 Experimental Scenarios
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Prospector with Steamdrill
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We played beacon drop last night. It worked pretty well. One thing we did find was that even a small unit with stealth is very good at going to ground with a beacon, but then as there are six of them ona table I don't think that should be a problem with 1000 point armies.
Two little queries:
1) Does carrying a beacon effect movement? We guessed not.
2) Is tere a limit to how many beacons 1 unit can collect? Again we guessed not.
We'll try another of the scenarios soon.
Lookign good so far.
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![[Post New]](/s/i/i.gif) 2010/03/04 15:26:32
Subject: Platinum Devil 2010 Experimental Scenarios
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Dakar
Arlington, VA
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Never have a Win condition (To win a player must control more beacons than his opponent.) That could result in a tie
(4 Objectives on the field). Always have an odd number of objectives. Automatically Appended Next Post: Should this be in the new forum?
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This message was edited 1 time. Last update was at 2010/03/04 15:29:26
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![[Post New]](/s/i/i.gif) 2010/03/04 15:48:33
Subject: Platinum Devil 2010 Experimental Scenarios
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Prospector with Steamdrill
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I don't think the possibility of a tie is too much of a worry as actually it's quite hard to get all of the beacons in the time anyway, and if you had five beacons not six then you could still tie by getting two each. I think to tie in this scenario you would actually have to be pretty evenly matched and therefor deserve the tie.
Also, I'm thinking that for the tournament it might be an idea to loose the random games lengths and just play the shortest possible amount of turns. Otehrwise we could risk seriously overrunning.
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![[Post New]](/s/i/i.gif) 2010/03/04 16:29:33
Subject: Platinum Devil 2010 Experimental Scenarios
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Screaming Shining Spear
NeoGliwice III
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Edit:
Wow.. Big mistake :|
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This message was edited 1 time. Last update was at 2010/03/04 19:59:56
Good things are good,.. so it's good
Keep our city clean.
Report your death to the Department of Expiration |
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