Ultrafool wrote:These are two games I made for multiple players that want to play a small game
Game One. CAPTURE
A warrior has been issued a task to plant a beacon that will call in for air strikes from above. But be for he put in the coordinates for the strike he is shot down. Apposing forces want to capture him in order to use the air strikes against the other forces.
For 2 - 4 players. 500 points each
Table set up. In the middle of the table, place a piece of terrain and a wound model in the middle. Each army should be 20 inches away from the model and 25 inches away from a enemy model.
In order to win, a model must capture the wounded model and hold him for the most amounts of turns. The player who holds the model the most turns wins the game. One model must be in base to base contact with the model to capture it. You may not run or fleet to capture the model, you must capture him during the movement phase, you cannot shoot when you take hold of him for the first turn you have the model. One model in a unit has the wounded model, the wounded model acts as a shield for the model that has taken him and grants the model a 4+ cover save. The unit that has him has slow and purposeful and the unit may call in the air strike for every turn they have him, which is a STR 6 AP 3 large blast.
Game Two. PLANT THE BOMB
Each force has a devastating bomb that when planted will cause destruction of apocalyptic proportions.
For 4 players 750 points
Table set up, table quarters. In each deployment zone have a building as a command post.
Each army has a bomb that is carried by a model in each a troop choice unit. The unit must be in base to base contact with the enemy command post in order to plant the bomb. It takes a turn for the bomb to go off and when it does the explosion goes 2d6 x2 inches around the base of the building. The blast is STR 7 AP 2. A force has the chance to diffuse the bomb, if a unit is in 4 inches near their command post, on a roll of 3,4,5 the bomb will not go off for the turn, on a 6 the bomb is completely diffused and on a 1 the unit cut the wrong wire and boom the entire unit is killed and the command post is destroyed. The army with the most command posts destroyed wins.
Please tell me if you think some thing is off, needs to be fixed, or added to these games.
For the first, have the target roll
2d6 scatter at the beginning of each round, and have it move that far, only stopping for intervening models or terrain (dangerous).