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Made in us
Preacher of the Emperor




Boston, MA

Looking at some potential missions out of the Battle Missions book with some slight tweaks for inclusion in a local tournament. Just want some feed back. Thanks guys.

Modified “Black Crusade”

Objectives: Kill Points. Each enemy unit completely destroyed is worth 1 Kill Point.

Deployment: Pitched Battle. Roll off to see which player picks his deployment zone. That player then deploys his entire army. The player who lost the roll off deploys his entire second. The player who deployed first receives first turn. His opponent may attempt to seize the initiative as normal.

Reserves: Both sides may place any number of units in reserve.

Game Length: The game lasts six turns.

Special Rules:
War Without End: Any non-vehicle unit that is completely destroyed is returned to play at full strength and placed in reserves. It will arrive with other reserves as normal. Note that kill points are scored each time a is completely destroyed, so if a unit was destroyed, returned to play, and destroyed again, then the opposing side would receive 2 kill points.

To The Death: All non-fearless units (on both sides) have the Stubborn and Preferred Enemy universal special rules.

Modified “Pre-Emptive Strike”

Objectives: Kill Points. Each HQ unit completely destroyed is worth 3 kill points. Each Troop choice and dedicated transport bought for a Troop Choice is worth 1 kill point. Each Heavy Support, Fast Attack, and Elite choice and dedicated transports bought for those selections are worth 2 kill points.

Deployment: Dawn of War. Roll off to see which player picks his deployment zone. That player then deploys his entire army. The player who lost the roll off deploys his entire second. The player who deployed first receives first turn. His opponent may attempt to seize the initiative as normal. Each player MUST deploy one HQ choice on the board.

Reserves: Both sides may place any number of units in reserve.

Game Length: The game lasts six turns.

Special Rules:
Dawn Attack: The Night Fighting mission special rule applies for the first turn of this mission.

Modified “Blitzkrieg”

Deployment: Spearhead. Roll off to see which player picks his deployment zone. That player then deploys his entire army. The player who lost the roll off deploys his entire second. The player who deployed first receives first turn. His opponent may attempt to seize the initiative as normal.

Objectives: Place one objective marker on the center point of the table and one more objective marker in the center of each unoccupied table quarter.

Reserves: Both sides must place all units other than Fast Attack units in reserve. Fast Attack units may be placed in reserves or deployed on the table at the start of the battle, as desired.

Game Length: The game lasts six turns.

Special Rules:
Lightning War: Fast Attack choices, vehicles, units with dedicated transports and units mounted on bikes that are in reserve may start arriving from the first turn. Each player may roll for any such units at the start of their first movement phase. The units will arrive on a roll of a 4+. Any that fail to arrive can be rolled for normally in the second and subsequent turns, arriving on a 4+ on the second turn, and a 3+ on the third turn and so on.
   
Made in ca
Rough Rider with Boomstick





Ontario

Cool.

This message was edited 1 time. Last update was at 2010/03/29 12:38:10


I have 2000 points of , called the Crimson Leaves.
I will soon be starting WoC, devoted to
I have 500 points of , in blueberry and ice cream (light grey and light blue) flavour. From the fictional world Darkheim.
DarkHound wrote:Stop it you. Core has changed. It's no longer about nations, ideologies or ethnicity. It's an endless series of proxy battles, fought by mercenaries and machines. Core, and its consumption of life, has become a well-oiled machine. Core has changed. ID tagged soldiers carry ID tagged weapons, use ID tagged gear. Nanomachines inside their bodies enhance and regulate their abilities. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored, and kept under control. Core has changed. The age of deterrence has become the age of control. All in the name of averting catastrophe from weapons of mass destruction. And he who controls the battlefield, controls history. Core has changed. When the battlefield is under total control, war... becomes routine.

 
   
Made in us
Combat Jumping Ragik






Pre-emptive strike - I'd say all dedicated transports only count as 1 KP.
Black Crusade - seems to favor melee armies Vs. Shooting too much. I play Tau and preferred enemy is just going to help my enemy (I2, WS2, Str3 T3 is not too potent even w/ preferred enemy) Also if a melee army kills a shooting unit it comes back on the same side, & thus much closer & able to be assaulted again.
There are ways around this but I feel it unfairly gives a melee army, especially with a lot of deep strike (Blood angels, Pod heavy space puppies, deathwing) an unfair advantage. Plus what about the units that have paid points for preferred enemy & or stubborn? They are also unfairly punished as they don't gain anything.

This message was edited 1 time. Last update was at 2010/03/29 15:44:39


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. 
   
 
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