thehod wrote:To the ard boyz finals participants:
Can you give me a critique on the missions and what you thought of them.
Copied from the PDF's.
SCORCHED EARTH:
OBJECTIVES
Before the game starts, players will need to place 5
markers on the table, as detailed in 'Seize Ground'
mission on page 91. Ignore the part about d3+2 markers,
and use 5 markers.
MISSION RULES
All pieces of area terrain, and ruined buildings, are either
on fire, or a smoking ruin. After placing objective
markers, roll a
D6 for each piece of area terrain, or ruins
(if a model could not be placed in the terrain, you do not
have to roll for it.) and refer to the following table:
1-3 The terrain is on fire and burning. Count the terrain
as dangerous.
4-6 The terrain is a smoking ruin. Models inside the
terrain may add +1 to any cover saves. (If a model
is in terrain, and does not have a cover save, it
does not gain a bonus at all.)
DEPLOYMENT
Spearhead, (page 93)
(Please note, that the first player picks a long table edge,
and deploys his forces into one of the quarters adjacent to
that table edge. Reserves may move onto the board from
anywhere along his long table edge, not just from the
portion in his deployment zone.)
LENGTH OF GAME
Game Length is random: 5-7 Turns.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout
LINE OF RETREAT
Units that are forced to flee must move toward their
friendly, long deployment edge.
CALCULATE RESULTS
Calculate kill points as normal. The player scoring the
most kill points may count any objective held as a vital
objective (counts as one more objective than normal)
Consult the table below:
Massacre - 20 pts / 0 for your opponent
You control 4-6 more objectives than your opponent.
Major Victory - 17 pts / 3 pts for your opponent
You control 2-3 more objectives than your opponent.
Minor Victory - 13 pts / 7 pts for your opponent
You control 1 more objective than your opponent, or if
no one controls more objectives, you have more kill
points than your opponent.
Tie - 10 points each
If both players control an equal number of objectives
and have equal kill points, then the game is a tie.
BATTLE POINT MODIFIERS
+1 For having an
HQ choice in your opponent’s
deployment zone.
+1 For destroying all enemy Heavy support choices.
+1 For destroying all enemy Troops choices.
+1 For holding one or more objectives in a piece of
terrain that is on fire.
Note: In the case of one player being totally wiped out,
or tabled, the winning player may claim one objective for
each Troops unit he has left in the game, and counts as
having scored more kill points than his opponent.
WHEN DIPLOMACY FAILS:
After decades of horrific fighting, both sides have partially
retreated from the front lines to lick their wounds and let the
diplomats talk a bit while they re-inforce and re-supply. And who
knows? Maybe it’s time to give peace a chance…..or not.
OBJECTIVES
Use the deployment zones as for Pitched Battle on page 92. In
addition, put a small marker in the exact center of the table. This
marker denotes the spot where the ‘peace talks’ will be taking
place. Each player has a limited amount of models that may be
deployed as ‘observers’, and ‘diplomatic staff’, with all other
models held in reserve, or off table and arriving on turn 1
MISSION RULES
Each side has sent two squads of troops with a commander to
monitor the proceedings, and each diplomat has a squad of
bodyguards or ‘staff’, ready to keep him safe from harm.
Observers: Two units of troops, and one
HQ unit. These may
not include vehicles, transports, or monstrous creatures.
Staff: One non-vehicle, non-monstrous creature, unit chosen
from troops, elites, fast attack, or heavy support.
Players should each roll a
D6 and the highest roll may decide to
go first or second. The player going first must deploy his
Observers anywhere in his deployment zone that is at least 18”
away from the center of the table. Player two must then deploy
his observers in a similar manner.
Player Two must deploy his Staff within 3” of the marker in the
center of the table and on his half of the table. Player One must
then deploy his Staff in a similar manner. (Note that a player
does not have to let his opponent know what his choices are for
Observers or Staff until he is ready to deploy them.)
All other troops will be held off the table at the start of the game,
and follow rules for deployment similar to Dawn of War on page
93. Units may be held in reserve. All units not held in reserve
must move onto the table from their table edge on turn 1.
Chaos Demon armies split their army as per the rules for
Daemonic Assault, with their Observers and Staff taken from the
same half. Observer and Staff units are deployed as per the rules
above. The remainder of the half of the army these units were
taken from Deepstrikes in on the first turn as per the Daemonic
Assault rules. Do not roll to determine which half arrives. Use the
Daemonic Assault rules in subsequent turns for deployment.
Starting the Game:
Someone says or does something wrong, and suddenly the talks
break down into a vicious melee. Each player rolls a dice. The
player that rolls highest will move his Staff unit into base contact
with the enemy Staff unit, ignoring terrain if any. Use all rules for
launching and receiving an assault. The Staff units chosen by
each player will fight one round of close combat with each other
prior to turn 1, with both sides counting as having charged.
Regardless of combat results, the combat is considered a draw,
unless of course, one unit is totally wiped out.
Player Two may then try to steal the initiative, and if successful,
may start turn 1. Otherwise, Player One will start his turn.
DEPLOYMENT
Modified Dawn of War - page 93.
LENGTH OF GAME
Game Length is random: 5-7 Turns.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout
LINE OF RETREAT
Units that are forced to flee must move toward their friendly, long
deployment edge.
CALCULATE RESULTS
Calculate Victory points as per page 300 of the
40K rulebook.
In addition, the center of the table is considered a
vital objective. If one player can hold that objective with a
|unit of troops, or with their nominated Staff unit, they receive a
500 pt bonus when calculating Victory points. Consult the
table below:
Massacre - 20 pts / 0 for your opponent
You have 1500 or more
VP than your opponent.
Major Victory - 17 pts / 3 pts for your opponent
You have 1000 -1499 more
VP than your opponent.
Minor Victory - 13 pts / 7 pts for your opponent
You have 500 - 999 more
VP than your opponent.
Tie - 10 points each
The difference in your
VPs is 499 or less.
BATTLE POINT MODIFIERS
+1 For killing an enemy
HQ unit.
+1 For having a member of your Staff unit alive at the end of the
game.
+1 For destroying the enemy’s Staff unit.
+1 For having all of your
HQ units alive at the end
of the game.
HOLD THE LINE!:
“We are the line that does not break. Our faith will hold
back rivers. Though it costs our very lives and our sanity,
the enemy will not cross this line. “
-High Colonel Maximus von Ludwig, moments before the
Orks overran him position in the battle for Clark’s Gulch
OBJECTIVES
3 Objective markers should be placed along the long
center line of the table. One should be placed in the
exact center, equidistant from the short table edges.
The other two should be placed along the center line,
on either side of the center and 18” away from the
center objective.
MISSION RULES
One of the objectives is secretly a primary objective and
if controlled, counts as three objectives. At the top of Turn
4, randomly determine which of the three objectives
counts as primary by rolling a
D6.
1-2 its the objective on Player One’s left
3-4 its the center objective
5-6 its the objective on Player One’s right
DEPLOYMENT
Pitched Battle, (page 92)
LENGTH OF GAME
Game Length is random: 5-7 Turns.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout
LINE OF RETREAT
Units that are forced to flee must move toward their
friendly, long deployment edge.
CALCULATE RESULTS
Calculate kill points as normal. The player scoring the
most kill points may count any objective held as a vital
objective (counts as one more objective than normal,
and can stack with the primary objective bonus).
Consult the table below:
Massacre - 20 pts / 0 for your opponent
You control 5-6 more objectives than your opponent.
Major Victory - 17 pts / 3 pts
You control 3-4 more objectives than your opponent
Minor Victory - 13 pts / 7 pts
You control 1-2 more objectives than your opponent, or
if no one controls more objectives, you have more kill
points than your opponent.
Tie - 10 points each
If both players control an equal number of objectives
and have the same number of kill points, then the game
is a tie.
BATTLE POINT MODIFIERS
+1 If there are no enemy units on your half of the table.
+1 If you have more units on your opponent’s deployment
zone than they have in yours.
+1 For controlling the primary objective.
+1 For killing the highest point enemy unit.
(Declare one at the beginning of the game in
the case of a tie.)
Note: In the case of one player being totally wiped out,
or tabled, the winning player may claim one objective for
each Troops unit he has left in the game, and counts as
having scored more kill points than his opponent.