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Made in us
Nurgle Predator Driver with an Infestation



USA - MS

Hosting a game this weekend, and some of my friends commented on how they like the more abstract game objectives or the custom scenarios they often see at events. We are planning to have around a 1500 pts free for all this saturday and I was trying to sketch up a scenario with a little bit of (pardon my use) flair. It will definitely be 3, and possibly 4 of us, so I didn't want to make anything team oriented in case it was an odd number. I decided on a FFA King of the hill type game, and after deliberating a bit these are the rules I have come up with. Let me know any suggestions especially to the array abilities.

Deployment: 4 corner deployment on the standard 4'x6' board. Placing the objective "abandoned imperium array" in the center. Players will be able to deploy as normal in their quarter but no unit may be within 12" of the center. I was debating 18" to allow for a turn or two of shooting before the middle became a bloodbath, but I think 12" will be fine. I was planning to have everyone roll, and in order of roll deploy/roll to seize initiative as normal. If two players roll a 6 to seize then have a roll off.

Objective: Capture and hold the objective: an abandoned imperium array. Unit must be within 6" to contest the array, any non-vehicle(except transports with troops inside) can contest, troops are only FC that can claim.

Flair: The seemingly abandonded array still hums with the machine spirit, and further inspection by all sides has revealed the array to possess multiple capabilities and the ability to interlink with an orbital defense platform above once thought to be non-functioning. If only somebody could secure the site to bring in techs they might be ability to put some of the arrays powers to use on the battlefield.

-If a player has claim to the array at the beginning of their turn, then they may attempt to see if their techs have had sufficient time to restore its functions. On a roll of 4+ (lowered by an additional 1 for every turn the objective is held consecutively i.e. holding it for 2 turns = 3+) the techs have been successful and a random function has been reactivated for use that turn. The player will then roll a D6 to determine which function has been restored:

1-2: Targeting Sweep and Relay - A thorough sweep of enemy positions and movement in the area is carried out by the array and transmitted to a friendly unit within 24" of the array. This current and precise information allows the friendly unit to shoot with incredible accuracy and assault enemy positions at their weakest point. A unit who has been relayed enemy data gains +1 BS for the turn and the ability to ignore cover when assaulting. If the unit already ignores cover when assaulting than they are granted + 1 to their int when assaulting that turn.

3-4: Comm boost and GPS scan - With some randoming button mashing your techs have somehow interlinked your comms with the expanding broadcasting ability of the array. This increase in communications allows for more effective orders in the heat of battle, resulting in faster and more accurate deploying of reserves to the battlefield. The player is given a chance to bring in any units left in reserve with a roll of 3+ regardless of turn. If reserves already come in on a 3+, then select one remaining reserve and it automatically enters the board. Better reception and broadcasting of GPS positioning further allows deep striking units to automatically land at their intended location with no scatter or misshaps.

5-6: Orbital Defense Online - The techpriests of the imperium struck gold...well struck the panels with their servos a few times, but nonetheless the orbital platform has hummed to life. The player may choose in the Shooting Phase to make one of the following two attacks:

-Imperium MX68 Drone Strikewave - Code named "Iron Rain". The orbital platform reactivates and deploys a wing of its unmanned fighter drones equipping with area of effect anti-personnel weapons. The drones are capable of blanketing an area in large caliber fire capable of tearing through most infantry armor. The player may place the large blast template over an area to designate a strike then roll a D6. On a 2+ the strike goes as planned and every model hit by the strike suffers D3 S4 AP5 hits. Cover saves are only allowed if the unit is within a forest or a building with 50% or more of its roof in tact. If the player rolls a 1 the drones break apart from years of neglect or their weapons simply jam either way they pass over the area causing no hits. If a unit suffers a wound from the strikewave they must take a pinning test.

-Imperium HK3200 Orbital Cannon - Code named "Emperor's Fury". The orbital platform turns and begins to fire its experimental high powered laser cannon. Designed to penetrate and destroy HQs and bunkers complexes from space, the weapon is also capable of severing space ships in half. A player may place the small blast template over an area to designate a strike and then roll a D6. On a roll of a 1 the orbital cannon attempts to charge but is unable to reach peak power and shuts down to prevent damage. On a roll of a 2-5 the orbital cannon is successful and fires a concentrated beam directly on top of the target. Every unit hit suffers a S9 AP2 hit with no cover saves or feel no pain allowed (Invuls are). Normal vehicles use their side armor to resolve glancing/pen, while open top vehicles are simply destroyed. Infantry units hit by the blast who suffer wounds must take a pinning test at -1 LD. If the player rolls a 6 then the weapon overcharges and shutters with great force as it fires. The initial designated area is hit by a bone shattering S10 AP1 hit with no cover or FNP allowed. Furthermore the weapon breaks lose from its holding and begins to tract aimlessly about. The player rolls 2D6 + scatter die and then moves the template in the direction. Every unit the template passes over takes a S8 AP3 hit as the beam begins to weaken (No cover or FNP). A second 2D6 + scatter is rolled and every unit underneath its path is hit by a S4 AP5 as the air is burnt around them by the heat from the dying beam. All saves are allowed. Finally the weapon cools but is damaged beyond use for the game. All further 5-6 rolls on the array function chart will be forced to call in Strikewaves instead.


Winning: If a player has claim to the objective at the end of the game they are declared the winner. If no player has claim, then the player with the most contesting units within 12" of the objective is declared the winner. Game will attempt to end as normal on turn 5 and auto end on turn 7.





Sorry if it is a bit wordy, kinda wanted to throw in the fluff to give you where I am coming from in the intent of all the abilities. Obviously I want the game to be about taking the objective and beating back waves of opponents trying to seize it. Any feedback on the abilities would be nice. I want them to be a nice buff to aid in keeping the objective if you have cleared it (Since you have to not only have a troop choice on it but keep enemy off it by 6"), but I don't want any one ability to be so overpowered it potentially ends the game. Let me know what you all think. My main two questions are 1) is 6" is a good contesting range? I was thinking 12" but I feared nobody would ever have a chance to claim it for a turn at that range. Maybe 8"? 2) How should the winner be decided? I thought about giving a VP for each turn it was held and whoever had claim at the end received 2 VP. Maybe a VP for a HQ kill also. But then I thought the array abilities might prevent a person from taking it for a turn or two, and I would hate to have someone fight a heroic uphill battle to take the objective in the last turn or two....and still lose because someone sat on it for 4 turns. Anyway let me know, thanks.

This message was edited 1 time. Last update was at 2011/02/18 03:16:13


Father Nurgle Wash Over Us 
   
Made in us
Sneaky Striking Scorpion




New Iberia, Louisiana, USA

First off, I like the idea of this game type. I think for 1,500 points apiece a bigger table would be great. I would drop it to 750 so that table isn't completely clogged from turn 1.

Take note that assault armies are at a complete advantage here. Orks, BA, and other Assaulty lists (Eldar and DE can put up some great assault-based lists), will dominate over gunline IG, Tau, and other shooting-based builds. Of course, I presume everyone knows the game going in, so shooting armies will be at a disadvantage and know it.

I think last turn control should be the deciding factor. Though a "fight to the death" might be more preferable than a random turn-based ending.

Your powers are kinda...meh? The first one is OK, but helps weaker models more than stronger models. The second one is useless at the end of the game, and the last one is so strong the entire game can change in a heartbeat. In a giant, climactic struggle, you don't want a random single die roll deciding the final battle - unless the player's skill and tactics earned that final save to be rolled.

If you want to keep the things, make it not a die roll, but an increasingly powerful effect based on how many turns you have controlled the tower. Basically, keep the effects, make the reserves the first thing, and have it increase - bonus stats on 2, aircraft on 3, and Cannon on 4. Then, players can try and jockey for position at their own risk - the player in control will get more and more powerful effects the longer they wait.

I think this also adds a bit of tension - people will be holding forces back, waiting for the decisive moment to send them into the fray, forcing players to consider them in their own plans. If you like this idea, consider making the game end on a certain turn - perhaps turn 7 or 8, depending on game size.

Overall, I think you have some great ideas for a really fun game type. Drop the random dice rolls for control, consider less points or a bigger table, and recognize what having people in corners, with no room to maneuver will do for the game, and you've got yourself a winner.

DS:80+S+G++M---B--IPw40k10#+D++A/eWD-R+T(D)DM+
Current Race - Eldar
Record with Eldar 1-0-2 (W-L-D)
Last game was a DRAW against DARK ELDAR.
I shake your hand and say "Good Game". How are you a good sport? 
   
Made in us
Nurgle Predator Driver with an Infestation



USA - MS

Well I know the armies being played: 3 SM and 1 Tau. So other than the SM player who runs a bit of assault there won't be much melee.

I think we will scale it down to at least 1250 if not 1000 also then.

I really like the idea you put forth about the array ability being decided upon by the turns held. I want the stuff to get used and be able to make a difference as to spur urgency in those not holding it, but also have the defender feel it is okay to fight to the death and not pull off it to simply retake it next turn.

So maybe the following rework:

-1k-1250 points
-Turn held decides power granted by array. Array function is able to be used on a 2+ rather than 4+.

Number of turns held:
Turn 1: Bring in 1 reserve automatically. Or allow a unit to make an additional 6" movement in the MP.
Turn 2: Grant + 2 BS and ignore cover or + 1 init in CC to a unit.
Turn 3: Drone Strike. D6 roll on a 1 does nothing. (large blast - D3 S4 AP5 per model hit, all saves are ok)
Turn 4: Orbital canon. D6 roll on 1 does nothing on 6 overpowers. (small blast - S9 AP2, no cover/FNB, vehicles use side armor. If roll of 6 then S10 AP1, 2D6+scatter S8 AP3, 2D6+scatter S4 AP5, only cover/FNB for 3rd scatter. Can hit friendly units)

Turn 5: ? Hopefully nobody can hold this long but if they can I am thinking the emperor/chaos gods/greater good etc is pleased by their armies performance and grants them the strength to never falter. All units gain fearless and preferred enemy to all enemy armies on the board. Vehicle crews are inspired to support their brethren and can fire all weapons even when moving at cruising speed. All friendly non vehicle units within 12" of the array are granted a 4+ invul save.

This message was edited 2 times. Last update was at 2011/02/18 17:03:12


Father Nurgle Wash Over Us 
   
Made in us
Ork Boy Hangin' off a Trukk




El Paso, Texas

Wow sounds kinda of similar to a game me and my friend came up with once. I like the concept a lot and adds more to the game.

3000 speed freeks
2/6/0 Going to keep track starting next game

http://redonezgofaster.blogspot.com/ 
   
Made in us
Nurgle Predator Driver with an Infestation



USA - MS

Billythekid256 wrote:Wow sounds kinda of similar to a game me and my friend came up with once. I like the concept a lot and adds more to the game.


Thanks, and yeah trying to just make the same old objectives a bit more worthwhile to fight on all game.

Father Nurgle Wash Over Us 
   
 
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