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.
|