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Made in us
Longtime Dakkanaut





What do you think of these 6 possible tournament scenarios?



Mission 1: Crash Landing
Spearhead

Primary Objective: Salvage the Wreckage
The player controlling the most wreckage markers (see: Wreckage below) at the end of the game scores this objective. This mission uses all the same rules for controlling these objectives as the Seize Ground mission in the Warhammer 40k rulebook.

Secondary Objective: Chase Them Down
The player with the most units completely within their opponent’s deployment zone scores the secondary objective.

Tertiary Objective: Cripple Their Mobility
Any player who destroys their opponent’s highest point Fast Attack choice scores a tertiary objective. Note: both players may receive points for this objective. If your opponent doesn’t have a fast attack choice in their army these points are automatically scored.

Special Rules
Wreckage
The objective markers are not placed at the beginning of the game but instead arrive during each player turn during the first and second game turn. At the start of a player’s shooting phase their opponent places an objective marker on the board and deviates it 2d6”. A marker may only be initially placed in a given table quarter once but it may deviate into any table quarter after it is placed. Once the marker’s final location is determined place a large blast marker with its center on the objective. All models affected by the blast take a strength 7 AP 3 hit. Vehicles affected always take full strength hits and roll against side armor.

At the end of the second game turn a large portion of the falling ship lands in the center of the map. All models within the 12” circle from the spearhead deployment are hit with the same strength 7 AP 3 attack the other objectives cause. Afterwards, place a fifth and final objective in the center of the board.



Mission 2: Resupply
Spearhead

Set Up
Before deployment, place a single objective in the center of the board. Players then each receive one objective each to place. Players roll-off to determine who places first and taking turns placing the objectives. An objective may not be placed within 12” of a table edge or another objective. Also, an objective may not be placed in the same table quarter as another objective or in a table quarter used for deployment. After the objectives are placed players continue with deployment as normal.

Primary Objective: Secure/Destroy Supplies
The player with the most supply counters (see: Supplies below) at the end of the game scores the primary objective.

Secondary Objective: It’s Still a War Zone
The player who scores the most kill points, as defined in the Warhammer 40k rulebook, scores the secondary objective.

Tertiary Objective: Cripple Their Mobility
Any player who destroys their opponent’s highest point Fast Attack choice scores a tertiary objective. Note: both players may receive points for this objective. If your opponent doesn’t have a fast attack choice in their army these points are automatically scored.

Special Rules
Supplies
The objective markers for this mission are not captured in the usual way. At the beginning of each player’s turn they count the number of objectives that have a nonembarked unit that is either classified as infantry (not jump infantry, for example) or is a scoring unit (such as Bike units as the Troops choice) within 3” of the objective and write that number down as supply points and added to each previous turn’s total. Notes: multiple units at an objective do score extra supply points and units hiding insides vehicles do not score points (cowards!).


Mission 3: Midnight in No Man’s Land
Dawn of War

Set up
Before deployment, objectives are placed along the center line of the board. The first is placed at the center of the board and then two objectives each placed 18” from the first objective along the center line of the board.

Objectives
Primary Objective: Control the Line
The objective in the center of the table is worth three points and the other objectives are worth two points each. The objectives are controlled in the same way described in the Warhammer 40k Rulebook.

Secondary Objective: Control the Area
The player controlling the most table quarters at the end of the game scores the secondary objective. A table quarter is controlled if there is a scoring unit completely in a table quarter and no other enemy scoring units in the same table
quarter contesting it. Non-scoring units do not contest in any way, they are strictly used to remove scoring units through force. A unit may control an objective and a table quarter at the same time.

Tertiary Objective: Surgical Strike
Any player that destroys their opponent’s highest point cost Elite choice scores the tertiary objective. If your opponent doesn’t have an elite choice then these points are automatically scored.

Special Rules
Spotting Rounds
The Night Fight Universal Special Rule is in effect for the entire duration of the game but both sides have prepared for these conditions in advance. Players receive 3 spotting rounds each turn and last until their next turn. At the start of each player’s shooting phase remove any spotting rounds from their previous turn. Then, place three new spotting rounds, resolving each once completely before moving onto the next, by placing a marker and deviating it exactly the same as a barrage weapon. Any model within 6” of a spotting round marker can be shot at without the need for a roll to see them per the Night Fight rule.



Mission 4: Intelligence Gathering
Dawn of War

Set Up
Before deploying units, both players place objectives in exactly the same way as the Capture and Secure mission, also in the Warhammer 40k Rulebook.

Objectives
Primary Objective: Take Prisoners!
See: Prisoners below. The player with the most prisoners at the end of the game scores the primary victory.

Secondary Objective: Take that Hill
Having established positions near the enemy from which to strike, both sides seek to scatter the opposition by taking these positions. The player controlling the most objectives at the end of the game scores the secondary objective.

Tertiary Objective: Surgical Strike
Any player that destroys their opponent’s highest point cost Elite choice scores the tertiary objective. If your opponent doesn’t have an elite choice then these points are automatically scored.

Special Rules

Prisoners
Each time a player wins a close combat or completely wipes out an enemy unit within 12” of their own units they capture one prisoner. These should be marked down each time they happen and both can happen at the same time so a player wiping out an enemy unit in close combat receives a prisoner for winning combat and a prisoner for wiping out a unit within 12”. It’s worth noting that there are situations that can come up where combat is won but no models are removed (monstrous creatures, walkers, nobz, etc…). Rather than create a list of exceptions for scoring which will not make the mission any more interesting, assume that vital information is learned from winning the combat. Maybe some piece
of a Dreadnought is salvaged or part of a Carnifex is cut off for analysis.

Brains of the Operation
When an HQ unit is wiped out within 12” of their opponent and taken prisoner they
count as 1+d3 prisoners since they likely have much more vital information than your
average soldier. The d3 is rolled at the end of the game when total prisoners are
compared.



Mission 5: Thinning Their Ranks
Pitched Battle

Set Up
This mission uses the Pitched Battle deployment detailed in the Warhammer 40k
Rulebook except that deployment is 12” from a line drawn diagonally from a random
pair of opposite board corners instead of from the center line of the table.

Objectives
Primary Objective: Diminish Their Strength
The player who scores the most kill points in this mission scores the primary objectives. Kill points are modified in the following ways. With the exception of Troop choices all units are worth a number of kill points equal to the number of force organization slots filled then the unit is chosen from. For example, a player taking a single Heavy Support choice makes that choice worth one kill point while a player taking three elite choices with transports makes all three units and the transports
worth three kill points each. Troop choices will always be worth one kill point.

Secondary Objective: Grudge
Any player that uses their commander, or the unit to which their commander is attached, to destroy their opponent’s commander scores the secondary objective. If the opponent’s commander is destroyed in any other fashion then half points are awarded for this objective.

Tertiary Objective: Bring Them Down
The enemy has brought so firepower to bear in this battle. A player that destroys their opponent’s highest point Heavy Support Choice in this mission scores the tertiary objective. If your opponent doesn’t have a Heavy Support choice then these points are automatically scored.

Special Rules
Commander
During deployment a player must declare which HQ choice is considered their commander for this mission. The choice must be an Independent Character (ignoring Retinue rules), Monstrous Creature, or solo model (such Miphiston) if possible. If no
HQ choice of this kind is available, then any other HQ choice may be used. An army’s commander is Fearless, along with any unit they join, until the opponent’s commander is destroyed (falling back does not count). The moment the opponent’s commander is destroyed the Fearless rule is lost.



Mission 6: Victory!
Pitched Battle

Set Up
This mission uses the Pitched Battle deployment detailed in the Warhammer 40k Rulebook except that deployment is 12” from a line drawn diagonally from a random pair of opposite board corners instead of from the center line of the table.

Objectives
Primary Objective: Victory!
The player scoring the most victory points score the primary objective. Victory points are only scored if a unit is completely destroyed, wiped out, or falls off the table.

Secondary Objective: Preservation
Each player picks a unit type from the following list: jump infantry, beasts/cavalry, tanks, walkers, monstrous creatures, or bikes/jetbikes. A player that keeps more than half their kill points of the chosen type alive until the end of the game scores the secondary objective. If a player doesn’t have any of the chosen type then they cannot score the points.

Tertiary Objective: Bring It Down
A player that destroys their opponent’s highest point Heavy Support Choice in this mission scores the tertiary objective. If your opponent doesn’t have a Heavy Support choice then these points are automatically scored.

Special Rules
Victory Rush
Any unit that completely wipes out another unit with a WS characteristic in close combat gains the Furious Charge special rule until the end of its controlling player’s next turn.
   
Made in us
Longtime Dakkanaut





To long of a post I guess...
   
Made in ca
Squishy Oil Squig




I read through them and I really like them, however I've never done an official tourney before. I understand the ranking for primary, secondary and tertiary objectives, but how do you use them score wise?
   
Made in us
Longtime Dakkanaut





Thank you, I see, I did not post those details but here they are. They will yield a score for a round as follows:

Scoring Objectives
• Primary objectives are worth 15 points or 7 points per player in the case of a draw
• Secondary Objectives are worth 10 points or 4 points per player in the case of a draw
• Tertiary Objectives are worth 5 points or 2 points per player in the case of a draw

This message was edited 1 time. Last update was at 2011/10/19 15:17:31


 
   
Made in us
Land Raider Pilot on Cruise Control




California

I think the Midnight one would give a bit too heavily to Dark Eldar, since they all have Night Vision.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Speedy Swiftclaw Biker




Space Wolves also have a leg up over the competition in Midnight, because they've all got Acute Senses.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

Sounds fun. A few queries:

Mission 1: what if wreckage deviates off the table?
Mission 4: how about prisoners being (or at least including) 'casualties' due to sweeping advance? I don't like the idea of a unit that shoots another unit/HQ to death from 12 inches away (a fairly long distance on the tabletop) can claim a prisoner. I think you would have to close on them, beat them down, and then catch them when they try to run. Or if you attempt to assault a fleeing unit and they fail their leadership to regroup. That kind of thing.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Longtime Dakkanaut





(1) I have no idea.
(4) I agree

I actually posted these missions because I wanted opinions, not because I wrote them but because I think they are all egregious deviations from the core rules.

Especially for a tournament setting.

I thought all of these were questionably fair, needlessly complex and way beyond the scope of missions for custom scenarios, several of them having completely fabircated mission objectives for primary missions that have no precedent in the 5th ed rules at all.

I think the worst violators are the multiple KP by force org slot in mission 5 which completely breaks the KP mechanic, the all night fight game, in mission 3, which is far to cumbersome, unfair and lengthens/complicates the game, and the prisoners mission which unfairly benefits elite assault armies.

I was hoping to see what other people might have thought, but after a few days, perhaps people do not think these are unfair missions and it is just me?

EDIT: These are posted missions in advance for a local event, I chose not to go because I didn't think these missions were fair, or fun.

This message was edited 1 time. Last update was at 2011/10/21 16:18:08


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

I think the fun part is designing an army list to win known missions outside of the possible 9 in the rule book. Also, as a TO, if you know that some missions inherently favor particular Codices or traditional/ popular army list, then you should have a compensating scenario that would hinder them. Like anti KP mission, where you get a point for every FOC still alive and on the table at the end of turn 5 but with a constant reserve roll of 5+. This will favor some armies and lists more than others, but that same list will not win other missions.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in gb
Fresh-Faced New User




your rules are a good development on the standard rules, useful for broad tournaments to test a players ability to fight in any battle situation, however the battles lack the excitement to be played constantly so here are a few ideas for 'fun' missions
Assassination
table quarters spearhead
each player takes turns defending their leader, the leader is placed in a quarter, the defending player places 1 hq and 2 troops in any quarter, and the remainder of their army in the quarters next to it, the attacking player places all their force except for 1hq and 2 troops in the remaining quarter, the attacking player starts, they must kill the enemy hq in the diagonal quarter, the 1hq and 2 troops that were not placed may enter the field through any edge, the game ends in 7 turns or when the hq is killed

Capture the hill
any table setup
an elevated area is placed in the center of the board, the player that wins is the one that has the most scoring units on the hill at the end of the game

The only way out is through
pitched battle
both players must make their way to the opposite side of the board, the winner it the player that gets the most units off that side, if a unit has to fall back, it falls back to the closest short side of the board, and does not count as scoring if it goes off the board

onslaught
the board is divided into 12 inch intervals this is played along the long edges, at each line is a checkpoint, the forces both set up 12 inches from the middle at a checkpoint, they then declare if they are assaulting, defending, or gathering strength
assaulting means you get all your units and move them to the next checkpoint, if you have lost any units they are put in reserve you then move towards the next checkpoint
defending means you hold your position and try to destroy all the enemy forces you may not move forward to the next checkpoint but may move forward to assault enemies
gathering strength, means you must fall back to the next checkpoint, and all destroyed units are instantly placed 2 checkpoints behind your current poisition
if an assaulting unit comes within 3 inches of a checkpoint in 2 turns then they win that round, they then must defend next turn and the losing defenders must gather strength the game is the extended by 3 turns
if an assaulting unit fails to come within 3 inches of the checkpoint in 2 turns then they lose that round and fall back to their previous held objective the defenders then must assault next turn
if a assaulting army secures an unmanned checkpoint, because it has been abandoned nothing special happens
when the game ends because one team has secured the last checkpoint, or the game turns run out the winner is the team that is furthest up the board

or what about a combination game, such as a assassination onslaught or a combination of wreckage and capture the hill

 
   
 
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