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Made in us
Wicked Warp Spider





South Carolina

Ok dakka, my gaming group and I are planning on running a "league" between the 6 of us and we are looking for some different missions. I have the 4th edition BRB and have been looking into running some of those just with 5th edition rules. But I figured i'de ask dakka the following:

1) Most interesting mission
2) Most poorly designed mission
3) any other interesting missions/games senarios that you have played in.

I have read some bat rep's and some of the tournament missions but have never participated in anything besides the 5th edition and some of the 4th edition missions. Any suggestions would be appreciated.

"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes

DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. 
   
Made in ca
Devastating Dark Reaper






Ghoul Stars, Just south of town

Here's an idea a buddy of mine played with (we even played a game using this homebrew mission). We modeled up some random 'people' figs, and used them as objectives, the catch being that they moved 6" with a scatter die to determine which direction. If the objectives would move into impassable terrain or into a unit, their movement stopped. You couldn't specifically target them, but they had a toughness of three if hit by a template, and a single wound. Otherwise they were just moving objectives. Story wise, this mission was great for DE, Orks or Chaos (taking slaves/sacrifices). We had some fun with it, and you could drop d3±3 of them. And it was a blast modelling them.

:gaurdianyellow: Craftworld Cu-Cuhlain :gaurdianyellow:


You Kids... tossing around the word 'hate' so gosh darn much that its lost all meaning. Now i have to come up with a new word to accurately describe how i feel about you all... I... Megaloathe you all.


I paint stuff for monies and stuff!! PM me, sucka!

My Armies:  
   
Made in us
Regular Dakkanaut




My game club made up a packet of new missions. I'll copy and paste it here. Each post will be a page of the packet. Here is the cover sheet:


New Warhammer 40k Missions

Before starting, roll a die to see which standard mission from this packet you will be playing.

1: Patrol

2: Recon

3: New Cleanse

4: Classic Cleanse

5: Take and Hold

6: The Usi special

Most of these missions use the standard rules from the 5th edition rulebook for reserves, deep strike, random game length, scoring units, first and second player, etc. unless stated otherwise in the mission.

Non-standard missions: Before playing agree to play a non-standard mission. Roll a die:

1-2: Rescue

3-4: Night Fight, lamp post

5-6: Stratego

If you and your opponent agree on a mission, you may forego the random mission selection.

This message was edited 1 time. Last update was at 2009/04/14 22:40:17


Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




Patrol

Deployment: Pitched battle.

Game length: Random, as per the standard missions.

Special rules: Same as per the standard missions with the addition of “planned reserves.”

Set up: This mission uses the typical pitched battle set up, however each player only deploys one troops choice. Note that this is a troops choice, so you may deploy a space marine tactical squad with their rhino, all of a single imperial guard platoon, etc. The rest of the army is in reserve.

Planned reserves: Before taking his first turn each player declares whether he is using the usual reserves rule or planned reserves. If he chooses the usual reserves rule then starting on his second turn he rolls a die for each unit and on a 4+ it enters play from his board edge. On turn 3 he rolls for his remaining units and they arrive on a 3+, etc, etc. See page 94 of the 5th edition 40k rulebook for details and clarifications. However, if he chooses “planned reserves” then he counts up how many individual units he has (Note: dedicated transports are not counted, they count as being a part of the squad they are attached to. However, units from an imperial guard platoon, a brood of lectors, etc. are each a separate unit.) and brings on half of his units of his choosing, rounded up, on turn 2. Then half of the remaining units rounded up on turn 3. This process is repeated until his entire army is on the board.

Victory conditions: Kill points.


Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




New Recon

Game length: After the sixth turn roll a die: on a 1-3 the game ends, on a 4-6 continue on to turn 7. The game ends automatically after turn 7.

Special rules: Same as per the standard missions.

Set up: Your deployment zone will be within 15” of a long table edge. This is similar to pitched battle, only the deployment zones are 15” instead of 12”. Roll off to see who is first player. First player chooses his long table edge and then places three objectives in his deployment zone. The first objective he places may not be within 12” of the long table edge. The second objective he places may not be within 6” of the long table edge. The third objective he places may be as close to the long table edge as he likes but it must still be placed in his deployment zone. No objective may be placed within 12” of another objective. No objective may be placed in impassable terrain. If placed in a building, an objective may not be placed above the ground floor. The second player then places three objectives in the exact same way. The rest of the deployment is done as per the standard missions (I.e. First player sets up his entire army, then second player deploys and may attempt to seize the initiative, etc.)

Victory conditions: The player who controls the most objectives at the end of the game wins. Only scoring units (I.e. non-vehicle, non-swarm troops) may hold objectives. Scoring units must be within 3” of an objective to hold it. An objective is contested if both players have any unit (even non-scoring) within three inches of it. You may not hold objectives in your own deployment zone, however you may contest them as usual

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




New Cleanse

Deployment: Spearhead.

Game length: Random, as per the standard missions.

Special rules: Same as per the standard missions.

Set up: Before rolling for first player place four objective counters on the board. Each of these objective markers must be placed exactly in the center of one quarter of the board. (Example: If you are using a standard 6x4 board the quarters will each be 36” by 24” and each objective will be placed exactly in the center of a quarter making it 18” from the short table edge and 12” from the long table edge.)

Victory Conditions: The player who holds the most objectives at the end of the game wins. Objectives are held and contested in the standard way. (I.e. only non-swarm, non-vehicle troops may hold an objective by being within 3” of it but any unit may contest.)

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




Classic Cleanse

Deployment: Spearhead.

Game length: Random, as per the standard missions.

Special rules: Same as per the standard missions.

Set up: Standard spearhead, roll for first player, etc.

Victory Conditions: The player who holds the most table quarters at the end of the game wins. Table quarters may only be held by scoring units (I.e. non-vehicle, non-swarm troops.) Any unit may contest. A scoring unit holds a quarter simply by being inside of it when the game ends, however the quarter will be contested if there are any enemy units in the same quarter. If a unit is spread across more than one quarter it counts as scoring/contesting whichever quarter that the majority of the unit is in. If it is spread evenly between two or more quarters and a majority can not be determined, roll a die to see which quarter the unit counts as holding/contesting after the game ends.

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




New Take and Hold

Deployment: Roll a die, on a 1-3 the game is a pitched battle, on a 4-6 the game is a spearhead.

Game length: Random as per the standard missions.

Special rules: Same as per the standard missions.

Set up: Before rolling for first player place a single objective exactly in the center of the board. Roll for deployment type and then for first player. The first player deploys all his forces first and goes first (unless in the case of seize the initiative) as per the standard missions.

Victory conditions: Kill points. Each unit that is completely destroyed at the end of the game is worth one kill point, as per the standard kill point rule. The player who holds the objective in the center of the board gets 6 bonus kill points. To control the objective you must have a scoring (ie non-vehicle, non-swarm troops) unit within three inches of the objective at the end of the game. If the objective is contested (both players have any unit within three inches) nobody gets the bonus kill points.

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




The Usi Special

Deployment: Roll a die. On a 1-3 the game is a pitched battle, on a 4-6 the game is spearhead.

Special rules: Same as per the standard missions with the addition of night fight.

Game length: Random as per the standard missions.

Set up: Place an objective marker in the exact center of the board, then roll for first player. First player places an objective marker anywhere in his deployment zone, then second player does the same. After that, set up and take the first turn as per the standard missions.

Night fight: Before the first turn but after the second player chooses to seize the initiative or not, roll a die: on a 4-6 the first turn uses the night fight special rule. If night fight was rolled, after the first turn is complete, roll another die: on a 5-6 the second turn is also night fight. If the second turn was night fight roll a die when the turn is complete: on a 6 the third turn is night fight. Night fight automatically ends after the third turn.

Victory conditions: Objectives. The player who controls the most objectives when the game ends wins. Only scoring units may hold objectives and they must be within 3” to do so, however any unit may contest, as per the standard rules.

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




Rescue

Deployment: Roll a die. On a 1-3 use spearhead, on a 4-6 use pitched battle.

Game length: Random as per the standard missions.

Special rules: Same as per the standard missions with the addition of rescue counters.

Set up: Before rolling for first player place d3+2 objective counters on the board. Roll to see who places the first marker and then alternate placing until they are all placed. These objectives may not be within 12” of a board edge or each other. Then roll for first player and set up as usual for either pitched battle or spearhead, whichever you rolled. Immediately after setting up his army each player will then give a rescue counter to a single model of his choosing in each of his scoring units. This model may not be a vehicle or a monstrous creature. (Example: Player A plays space marines and has three tactical squads in rhinos. He receives three rescue counters and must place one in each tactical squad, choosing the specific model that is carrying the counter. He may not give it to the rhinos. Player B plays imperial guard and has two troops choices consisting of two platoons, each with three squads for a total of six troops units. He receives six rescue counters and must give one to each squad, choosing the specific guardsman holding it.)

Rescue counter: Only units that are carrying rescue counters count as scoring units for holding objectives. The rescue counter effects the model holding it in no way other than making its unit scoring. If the model is killed by a shooting or ranged attack then the rescue counter is given to another model in the same squad of the controlling player’s choosing. If the entire squad is wiped out by shooting the rescue counter is left on the board where the model carrying it had been. If the unit falls back the rescue counter is left on the board where the model carrying it had been. If the model carrying the counter is killed in close combat then it is dropped immediately where the model had been, even if the unit was not wiped out. Any model with a wounds characteristic that is not a monstrous creature may pick up a rescue counter simply by moving on to it and stopping its movement. This may be done during the movement phase, during the shooting phase with a run move, or during combat resolution with a slaughter move. This unit now counts as scoring, even if it was not a troops choice or if it was a swarm. A model which already has a rescue counter may not pick up a second one. Units that are falling back may not pick up rescue counters.

Victory conditions: The player who holds the most objectives at the end of the game wins. Note that only units that have a model with a rescue counter count as scoring even if that unit would not normally count as scoring, however any unit may contest as usual.

Note: This mission essentially plays exactly like the seize ground mission out of the rule book only with the addition of rescue counters.

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




Night Fight, lamp post.

Deployment: Roll a die, on a 1-3 the game is a pitched battle, on a 4-6 the game is a spearhead.

Game length: Random as per the standard missions.

Special rules: Same as per the standard missions with the addition of night fight. Any unit within 5" of the center objective may be seen normally, however they must still use the night fight rules to see if they are shooting at something more than 5" from the center objective.

Set up: Before rolling for first player place a single objective exactly in the center of the board. Roll for deployment type and then for first player. The first player deploys all his forces first and goes first (unless in the case of seize the initiative) as per the standard missions.

Victory conditions: Kill points. Each unit that is completely destroyed at the end of the game is worth one kill point, as per the standard kill point rule. The player who holds the objective in the center of the board gets 6 bonus kill points. To control the objective you must have a scoring (ie non-vehicle, non-swarm troops) unit within three inches of the objective at the end of the game. If the objective is contested (both players have any unit within three inches) nobody gets the bonus kill points.

Night fight: The entire game is played using the night fight special rule from the main rulebook.

This message was edited 1 time. Last update was at 2009/04/14 22:41:49


Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Regular Dakkanaut




Stratego

Deployment: Roll a die: on a 1-3 use pitched battle, on a 4-5 use spearhead, on a 6 use dawn of war.

Special rules: Use all the special rules as per the standard missions plus “uncontrolled demolition.”

Game length: The game length is random as per the standard missions.

Set up: After you roll for deployment roll a die to see who places the first objective. The player who won places first and the players alternate placing objectives until each player has placed three. After placing an objective the player who placed it writes down what kind of objective it is on a piece of paper and places it face down underneath the objective so his opponent may not see. This will be explained later. The objectives may not be placed within 9” of each other, 6” of any board edge, or in impassable terrain. There will be 6 objectives in total. After all objectives are placed, roll for first player and set up normally depending on your deployment type.

Victory conditions: The player who controls the most objectives at the end of the game wins. Only scoring units within 3” may hold an objective, however any unit may contest as usual.

Uncontrolled demolition: After placing an objective the player who placed it writes down what kind of objective it is on a piece of paper and places it under the objective so his opponent may not see. There are three basic kinds of objectives: short fuse, long fuse, and duds. You must have one of each of these kinds of objectives.

Short fuse objectives: Short fuse objectives have been booby trapped and will explode after turn 5. After you have rolled for random game length after turn 5 if you rolled that the game will continue then each player reveals his short fuse objective and it explodes. If the game ends, the objectives remain on the table and do not explode. If they detonate, they explode in a 4” radius and count as coming from the direction of the objective for the purpose of cover saves. There are two types of short fuse objectives:

Type A: Low energy plasma, causes an automatic strength 3, AP 3 hit on any model within 4”.
Type B: High explosive, causes a strength 4, AP 4 hit on any model within 4”

Long fuse objectives: Long fuse objectives have been booby trapped and will explode after turn 6. After you have rolled for random game length after turn 6 if you rolled that the game will continue then each player reveals his long fuse objective and it explodes. If the game ends, the objectives remain on the table and do not explode. If they detonate they explode in a 4” radius and count as coming from the direction of the objective for the purpose of cover saves. There are five types of long fuse objectives:

Type A: High energy plasma, automatically hits any model within 4” with a strength 4, AP 2 hit.
Type B: Incendiary blast. This automatically hits any model within 4” with a strength 5, AP 3 hit.
Type C: Shrapnel mine. This automatically hits any model within 4” with a strength 6, AP 4 hit.
Type D: Hail Mary. This automatically hits any model within 4” with a strength 10, AP 1 hit that ignores cover. If this objective remains unexploded at the end of the game and is controlled by either player, it counts as two objectives instead of one.
Type E: Decoy. This objective does not explode at all, but is still removed from the table when revealed and may not be claimed for victory purposes if removed in this manner. Note: If the game ends before a decoy would “detonate” then it can still be claimed for victory purposes.

After an objective detonates it is removed from the table and may not be claimed by either player for victory purposes. Duds never detonate. Remember that you must have one short fuse, one long fuse, and one dud. Remember to write down whether your short and long fuse objectives are types A, B, C, etc.

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
Wicked Warp Spider





South Carolina

Sweet this gives me some good ideas, thanks guys. However the more suggestions the better.

"I suppose if we couldn't laugh at things that don't make sence, we couldn't react to a lot of life." - Calvin and Hobbes

DukeRustfield - There's nothing wrong with beer and pretzels. I'm pretty sure they are the most important members of the food group. 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

Me and my friends had an idea of an ork mosh pit.

An imperial player was supposed to navigate an ork mosh pit to kill the gretchin rokkaz on the stage. The orks were controlled like brute squads and any close contact immediately caused a wound to the other player.
   
Made in us
Regular Dakkanaut




Casper wrote:Sweet this gives me some good ideas, thanks guys. However the more suggestions the better.


The first six missions are fairly standard. We've play tested them quite a bit and they're very balanced. The only thing that I might change, is that you can take the "planned reserves" rule out of patrol and just use normal reserves. Planned was something that we came up with back in third to make patrol less random and more strategic, but now certain armies can mess with the reserves roll. (Eldar Aurtachs, Imperial Guard officers, etc) and planned reserves might seem unfair, although personally I like it.

You'll also notice we never use Dawn of War, but...we hate it.

The last three missions are, obviously, silly and just for fun. Night fight gives too much of an advantage to close range armies, and stratego is just sill. But they're there if you want them, sort of like third ed bunker assault, meat grinder, etc. Rescue is actually surprisingly balanced, we've found. Plus you can use the "rescue counter" rule in all sorts of other missions. Maybe take the objectives away and whoever controls the most rescue counters wins, or play "take and hold" with rescue counters, and whoever controls the most rescue counters within three inches of the objective wins. That sort of thing.

Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.

Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.

Sly Marbo doesn't go to ground, the ground comes to him.  
   
Made in us
[ARTICLE MOD]
Longtime Dakkanaut







Waiting for a few things before the official announcement, but if you're in a hurry:

http://www.adepticon.org/modules.php?name=Downloads&d_op=viewdownload&cid=25


"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
Made in us
Regular Dakkanaut




Arizona

Some missions my friends and I wrote up were rather enjoyable.

1. It's an objective mission. 3+1d3 objectives. However instead of capturing them you have to destroy them. They can be vehicles or buildings. For vehicles you can even have them as a neutral unit played by a third party. Imagine one of the objectives is a rhino with a 5-man space marine squad in it. Another could be a radio tower. Instead of objectives captured it's objectives destroyed.

2. Similar to the above. It's like seize ground only the objective is a bunker, tower, or other fortified 3+ cover building with a heavy bolter, lascannon, or some other army-appropriate defensive weapon and the objective is to destroy it. Give it 2-3 structure points.

3. There's multiple little objectives, 3+1d6. These objectives are mounted on bases of any size. A squad has to get to them and pick them up. The objective then "joins" the unit and moves with it following the coherency rules. The objectives only move 6" per turn but can be "run" with. If it leaves coherency it can be picked up by another unit. It cannot move out of coherency by itself, it must be left behind when the unit moves. Some objectives may slow down the unit moving them and make them roll difficult terrain checks for a big unit. Some objectives may be easy to carry and not slow down jump infantry. You take the objective and move it back to your deployment area. It's very possible to have a unit out front pick one up, move back, drop it off and have another relay it to the deploy zone. The moving squad must number 3 or more models.

"I drive a big car, cuz I'm a big star. I'll make a big rock-and-roll hit." "I am a big car, and I'm a strip bar. Some call it fake, I call it good-as-it-gets."

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
 
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