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Made in us
Wraith






Salem, MA

Hello All!

I've been tossing around a few ideas for new scenarios (I find they work well in reinvigorating players who have become a bit jaded). For the one I have in mind, I've decided to take an alternate reality spin: what if Vinter's escape balloon didn't take him east to Skorne, but west to Cryx? He did fight the Scharde Invasion against the Nightmare Empire, but left wit few option, could he have been swayed to enjoy in the ranks of Toruk? Not so much in service or worship, but more like a Goreshade (but living!) where he works with Cryx to suit his needs.

The scenario would be like a second Scharde Invasion, with Vinter leading an invasion force of Cryx against a numerically inferior defending force. I'm thinking 75 points of Cryx + Vinter against two 25 point forces of whatever the players what to play (it doesn't have to be balanced, just fun!). The three main sections to this scenario will be statting Vinter, scenario rules, and terrain set up.




Automatically Appended Next Post:
Vinter Raelthorne, Traitor of the Living

For this, I used the Lion's Coup version of Vinter (available freely on the Privateer Press site under Web Extras).

CMD 10
SPD 6
STR 8
MAT 9
RAT 5
DEF 15
ARM 17
12 Damage Boxes
Tough
Fearless

Kingslayer- Reach
P+S 16
Weapon Master

Ancient Mail of the Grim King- Vinter may forfeit his activation to remove all damage from himself.
Quick Strike (*Attack)- Vinter may immediately make two Kingslayer attacks against target model.
Thresher (*Attack)
Retaliate- After resolving each attack against Vinter, he may immediately make one melee attack out of turn against the attacking model.

Those are his MKI Lion Coup stats. I debating adding something like:
Soul Battery- For each living enemy model destroyed in Vinter's Command Range, Vinter gains one soul token. During Control Phase, for each soul token spent, Vinter may allocate one focus to Warjacks in his Command Range, following normal focus allocation rules and limits.

I've also debated throwing in a model like the Deathwalker (vis a vis pGoreshade) but have her be Leto's undead wife. She would be extend Vinter's Command range and could not be targeted by models that were not fearless. Same stats as the Deathwalker otherwise.

This message was edited 2 times. Last update was at 2014/08/13 15:29:34


No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
Combat Jumping Ragik






I'd change the scenario. 75 Vs 25 isn't fun it's a slaughter.

Also retaliate is kinda OP. Maybe limit it to once per turn or if an attack fails to hit / damage.

I've thought ab similar scenarios for my ret in defense. I'd say it could be 50 Vs 75 but the defender only starts with 25pts on the board, turn 2/3 25 more points come on & turn 4/6 the remaining come on. It gives the idea that there is a small guard holding out for reinforcements against what is a superior force but pressures the invader to act swiftly before reinforcements arrive.

EDIT: oops 75 vs 2 25pts is a better start but I'd still even it up by saying turn 3 or 4 the defenders reinforcements arrive & make it a 75v75

This message was edited 1 time. Last update was at 2014/08/13 15:49:33


Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in us
Wraith






Salem, MA

 Shas'O Dorian wrote:
I'd change the scenario. 75 Vs 25 isn't fun it's a slaughter.

Also retaliate is kinda OP. Maybe limit it to once per turn or if an attack fails to hit / damage.

I've thought ab similar scenarios for my ret in defense. I'd say it could be 50 Vs 75 but the defender only starts with 25pts on the board, turn 2/3 25 more points come on & turn 4/6 the remaining come on. It gives the idea that there is a small guard holding out for reinforcements against what is a superior force but pressures the invader to act swiftly before reinforcements arrive.

EDIT: oops 75 vs 2 25pts is a better start but I'd still even it up by saying turn 3 or 4 the defenders reinforcements arrive & make it a 75v75


Yeah, I thought it'd be an uphill slog a bit. But I was thinking about adding in cannon/mortar emplacements (either traditional artillery placed further forward as to make it useful, or heavy gun emplacements). Maybe make a few of them useful but pretty far away from deployment so there is some risk to getting to them. Once you activate them, though, they activate as normal until destroyed.

Table Set Up

Scenario is to be played on a 4'x6' table. Deployment is from the 4' sides.

Cryx has a 6" deployement zone, with 12" AD. Allies get 10" deployment with 16" AD.

Each defending player may place up to two artillery units free of cost up to 24" up the board.




No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
Combat Jumping Ragik






The free artillery helps balance it but still 25pts is a huge swing. I'd say the artillery (2 pieces) can be the counter to Vinter as he's pretty beast with what you gave him.

Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in us
Wraith






Salem, MA

 Shas'O Dorian wrote:
The free artillery helps balance it but still 25pts is a huge swing. I'd say the artillery (2 pieces) can be the counter to Vinter as he's pretty beast with what you gave him.


Though I agree he is rather strong, I think the natural handicap of not having access to spells or naturally occurring focus balances out the Cryx force. There will be no feat, no buffs, no debuffs.

The lack of warnoun vs two warnouns is pretty huge. Perhaps I should've made it more clear that Cryx isn't getting a warcaster?

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in gb
Longtime Dakkanaut




I'd look into the alternative history cards from mk1. Vinter was a notoriously nasty individual.

Here is a link to what he had. http://losthemisphere.com/blog/6819

Overall, I like your idea - it has great potential.

greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in us
Wraith






Salem, MA

Deadnight wrote:
I'd look into the alternative history cards from mk1. Vinter was a notoriously nasty individual.

Here is a link to what he had. http://losthemisphere.com/blog/6819

Overall, I like your idea - it has great potential.


That is excellent! I couldn't find that on the internet. Sounds like a lot of his stats stayed the same, but he got a few new abilities.

Hmm. May have to use the extra special abilities (Sac Pawn, inspiration, desperate pace) but use my soul battery instead to give him the Cryx feel.

Then again, do the undead get inspired? Food for thought.

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
Legionnaire





 Shas'O Dorian wrote:
The free artillery helps balance it but still 25pts is a huge swing. I'd say the artillery (2 pieces) can be the counter to Vinter as he's pretty beast with what you gave him.


I think you could swing the balance a bit back to the defenders if the 25-point forces have warcasters but the Cryx side does not outside of Vinter. PP did something similar back in the day with a Trollbloods vs. Cygnar scenario, where the Cygnar forces didn't have warcasters but had infinite respawning troops, and the Trollbood side had to hold out for a certain number of rounds.

RegalPhantom wrote:

In Khador, any emotion other than the undying devotion to the motherland and empress is punishable by one of the Butcher's famous neck massages. Women are allowed to lament, but only about the fact that Kovnik Joe is only one man and can not love them all.
 
   
Made in us
Wraith






Salem, MA

Chozo wrote:
 Shas'O Dorian wrote:
The free artillery helps balance it but still 25pts is a huge swing. I'd say the artillery (2 pieces) can be the counter to Vinter as he's pretty beast with what you gave him.


I think you could swing the balance a bit back to the defenders if the 25-point forces have warcasters but the Cryx side does not outside of Vinter. PP did something similar back in the day with a Trollbloods vs. Cygnar scenario, where the Cygnar forces didn't have warcasters but had infinite respawning troops, and the Trollbood side had to hold out for a certain number of rounds.


That was pretty much my thought. I'm going to give it a go in the next couple of weeks and see how it lands. I may also increase the point total/number of defending players depending on what type of response I get locally. Perhaps 75 points for every two players in the Defender camp?

What about four 15 point forces vs 75 invading Cryx? I think the casters may be too much at that point.

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Being slightly pedantic, Cryx isn't west. Its south. West is a giant ocean nobody has ever crossed and lived.

Other than that its an interesting idea.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Wraith






Salem, MA

 Grey Templar wrote:
Being slightly pedantic, Cryx isn't west. Its south. West is a giant ocean nobody has ever crossed and lived.

Other than that its an interesting idea.


To be painfully pedantic, it's Southwest of Caspia, Vinter's escape point IIRC (and Cygnar in general). But thank you.

I think I'm going to give the scenario a shot in the coming weeks (hopefully before mid September). The only thing I have to iron out is the artillery pieces. If a player wants to take their own faction's(why not) then that works fine. But if the player doesn't have access to that model or it's stats, perhaps a generic cannon?

Something along the lines of a merc cannon with added range?

Base stats are RNG 14, AOE 3, POW 13, RAT 4.

Maybe add 2-4" to the range but place them 24" from the back of the defender deployment zone and add a rule that they have to be 'activated' by a friendly model in base to base. How's that sound?

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

If you are talking about some real artillery, you'd be better to look at the Commodore cannon.

Rng14 is little more than a pea shooter to what would actually be in an IK defensive emplacement.

I'd say minimum Rng18, aoe 3, pow16, auto slam targets hit

Cannon doesn't fire itself. To fire, a friendly faction warrior model must be base to base with it and sacrifice movement or action. The attack uses that model's Rat.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Wraith






Salem, MA

 Grey Templar wrote:
If you are talking about some real artillery, you'd be better to look at the Commodore cannon.

Rng14 is little more than a pea shooter to what would actually be in an IK defensive emplacement.

I'd say minimum Rng18, aoe 3, pow16, auto slam targets hit

Cannon doesn't fire itself. To fire, a friendly faction warrior model must be base to base with it and sacrifice movement or action. The attack uses that model's Rat.


I like where your head is at. Definitely gives the defenders a solid reason to seize the cannons off the bat, as well as some staffing decisions.

I'm thinking one per defender faction playing, up to a max of three? Anything more than that seems excessive.

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I'd also give the Defenders some defenses as well.

Some place-able castle/fort walls and linear obstacles.

Defenders receive 3 cannons, 2 Fort Walls, and 3 linear obstacles which may be placed completely within 20" of the back edge of their deployment zone.

Cannon: Large base

Def 5, Arm 20, 15 boxes

Weapon: Range 18, AOE3, Pow16

*models directly hit by this attack are slammed D6 inches directly away from this model and suffer a hit at the pow of this weapon. Collateral damage is equal to the pow of this weapon.

Special Rules: Immobile, Construct,

Crew Served: This model cannot make ranged attacks during its activation unless a friendly model sacrifices its movement or action which in base to base with it. Its rat is equal to the highest rat of all friendly models base to base with it. This model can never gain the aiming bonus.



Fort Walls:

Terrain piece 8"x3"

Fort walls are terrain that provides Elevation and Cover to models within the area of the piece. The 1" edges of the wall count as linear obstacles.

This message was edited 1 time. Last update was at 2014/08/22 16:04:41


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut





Keep us on the 4x4 table and let me use Menoth

Don't mind me and my 4~5 Redeemers

Maybe a squad of Deliverers

This message was edited 1 time. Last update was at 2014/09/05 04:02:01



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
 
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