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![[Post New]](/s/i/i.gif) 2010/07/21 06:22:26
Subject: Mission Feedback
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Hunter with Harpoon Laucher
Castle Clarkenstein
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Look this over, let me know if you see any misstakes, and general feedback. The mission starts with 7 objectives, players each have the option to remove an objective at the end of turn 3, and each have an option at the end of turn 4 to make an objective count as a vital objective. Night Fight at the start of the game, and HQ's are allowed to claim objectives.
Thanks.
Mission 4: Da Boss is ‘Ungry!
My tummy is rumbly, you think dere’s any sammiches in those supplies dat got air dropped out in no-mans land? Lets round up the ladz and go take a little look. Maybe grab some grub if it ain’t all shot up.
OBJECTIVES
Players will need to place 7 objective markers on the board representing supplies that were dropped into the war zone some days ago. These may or may not prove to be actual supplies, (or sammiches), and as the game goes on, objectives may be removed. Place one objective marker in the center of the board. Roll dice to decide which player will go first, with high die choosing to go first or second. The player going first should pick a deployment zone and place one objective in it. The second player will then place one objective marker in his deployment zone, and two markers anywhere outside of his deployment zone, but at least 8” from another objective. The first player then places two objective markes anywhere outside of his deployment zone, and at least 8” from any other objective.
At the end of turn 3, starting with the player that went first, each player may choose to remove one objective counter from the board, representing ruined supplies. At the end of turn4, each player may choose to nominate one objective as a vital objective, counting as two objectives, to represent their side piling up supplies found elsewhere onto that spot.
MISSION RULES
Players will use the rules for night fight for turn 1. At the end of each turn, roll a dice, and on a 4+ the sun has come up, and night fighting rules are not used for any remaining turns.
DEPLOYMENT
Pitched Battle
LENGTH OF GAME
Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.
Da’ Boss is Hungry!: A player may nominate up to two of his non-vehicle HQ units, and these units may claim objectives as if they were troops choices.
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 one 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 destroying all enemy HQ choices.
+1 For destroying all enemy Troops choices.
+1 For each of your HQ choices that is holding an objective. To claim this bonus twice, the two HQ’s may not be holding the same objective. Bosses don’t share well.
Note: In the case of one player being totally wiped out, 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. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.
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....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
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![[Post New]](/s/i/i.gif) 2010/07/23 13:27:23
Subject: Mission Feedback
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Raging-on-the-Inside Blood Angel Sergeant
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HQ's can't technically hold objectives - unless you are modifying this for the mission. Does a troop unit also need to be there to count it as a held objective? I think that last bonus point can get confusing. Other than that I like the idea of it.
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![[Post New]](/s/i/i.gif) 2010/07/23 16:59:15
Subject: Mission Feedback
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Hunter with Harpoon Laucher
Castle Clarkenstein
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rogueeyes wrote:HQ's can't technically hold objectives - unless you are modifying this for the mission. Does a troop unit also need to be there to count it as a held objective? I think that last bonus point can get confusing. Other than that I like the idea of it.
For this mission, I added a rule called Da Boss is Hungry!, it's in the special rules section. It allows non-vehicle HQ's to hold objectives in the same way troops can, because the who point of the mission is an Ork Boss looking for the supply crates because he needs a sammich.) Of course, each boss needs to get his own sammich, they can't claim the same objective.
Speaking of food...just finished the sausage and black bean gumbo, and the smoked chicken is coolin in the fridge. Lunch for Saturday is all set. Now I just have to hide it from the people staying at my house on Friday night.)
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....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
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![[Post New]](/s/i/i.gif) 2010/07/23 17:43:15
Subject: Mission Feedback
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Nasty Nob on Warbike with Klaw
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Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game...
I think the HQ's should be added to this. Doesn't seem right that they can claim if the opponent isn't tabled but, if he is, they suddenly lose that ability. I'd add "and one per eligible HQ unit" after "Troops unit."
Other than that, I think the scenario looks like a lot of fun.
Eric
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Black Fiend wrote: Okay all the ChapterHouse Nazis to the right!! All the GW apologists to the far left. LETS GET READY TO RUMBLE !!!
The Green Git wrote: I'd like to cross section them and see if they have TFG rings, but that's probably illegal.
Polonius wrote: You have to love when the most clearly biased person in the room is claiming to be objective.
Greebynog wrote:Us brits have a sense of fair play and propriety that you colonial savages can only dream of.
Stelek wrote: I know you're afraid. I want you to be. Because you should be. I've got the humiliation wagon all set up for you to take a ride back to suck city.
Quote: LunaHound--- Why do people hate unpainted models? I mean is it lacking the realism to what we fantasize the plastic soldier men to be?
I just can't stand it when people have fun the wrong way. - Chongara
I do believe that the GW "moneysheep" is a dying breed, despite their bleats to the contrary. - AesSedai
You are a thief and a predator of the wargaming community, and i'll be damned if anyone says differently ever again on my watch in these forums. -MajorTom11 |
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![[Post New]](/s/i/i.gif) 2010/07/23 18:49:24
Subject: Mission Feedback
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Hunter with Harpoon Laucher
Castle Clarkenstein
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MagickalMemories wrote:Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game...
I think the HQ's should be added to this. Doesn't seem right that they can claim if the opponent isn't tabled but, if he is, they suddenly lose that ability. I'd add "and one per eligible HQ unit" after "Troops unit."
Other than that, I think the scenario looks like a lot of fun.
Eric
Ah, yes, that would make sense, wouldn't it? I'll add that in. Thanks.
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....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
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![[Post New]](/s/i/i.gif) 2010/07/24 00:21:07
Subject: Mission Feedback
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Confessor Of Sins
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mikhaila wrote:Look this over, let me know if you see any misstakes, and general feedback. The mission starts with 7 objectives, players each have the option to remove an objective at the end of turn 3, and each have an option at the end of turn 4 to make an objective count as a vital objective. Night Fight at the start of the game, and HQ's are allowed to claim objectives.
Thanks.
Mission 4: Da Boss is ‘Ungry!
My tummy is rumbly, you think dere’s any sammiches in those supplies dat got air dropped out in no-mans land? Lets round up the ladz and go take a little look. Maybe grab some grub if it ain’t all shot up.
OBJECTIVES
Players will need to place 7 objective markers on the board representing supplies that were dropped into the war zone some days ago. These may or may not prove to be actual supplies, (or sammiches), and as the game goes on, objectives may be removed. Place one objective marker in the center of the board. Roll dice to decide which player will go first, with high die choosing to go first or second. The player going first should pick a deployment zone and place one objective in it. The second player will then place one objective marker in his deployment zone, and two markers anywhere outside of his deployment zone, but at least 8” from another objective. The first player then places two objective markes anywhere outside of his deployment zone, and at least 8” from any other objective.
At the end of turn 3, starting with the player that went first, each player may choose to remove one objective counter from the board, representing ruined supplies. At the end of turn4, each player may choose to nominate one objective as a vital objective, counting as two objectives, to represent their side piling up supplies found elsewhere onto that spot.
MISSION RULES
Players will use the rules for night fight for turn 1. At the end of each turn, roll a dice, and on a 4+ the sun has come up, and night fighting rules are not used for any remaining turns.
DEPLOYMENT
Pitched Battle
LENGTH OF GAME
Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.
SPECIAL RULES
Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.
Da’ Boss is Hungry!: A player may nominate up to two of his non-vehicle HQ units, and these units may claim objectives as if they were troops choices.
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 one 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 destroying all enemy HQ choices.
+1 For destroying all enemy Troops choices.
+1 For each of your HQ choices that is holding an objective. To claim this bonus twice, the two HQ’s may not be holding the same objective. Bosses don’t share well.
Note: In the case of one player being totally wiped out, 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. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.
never mind! I found it
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This message was edited 1 time. Last update was at 2010/07/24 00:21:51
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![[Post New]](/s/i/i.gif) 2010/07/24 02:23:28
Subject: Mission Feedback
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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It should be that the players must remove 1 objective and make 1 objective count as two at the start of turns 3 and 4. This makes it so I cant just hold an objective until tunr 5 and be like it counts as 2 and also that i cant take an objective away from my opponent at the very end.
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![[Post New]](/s/i/i.gif) 2010/07/24 06:25:24
Subject: Mission Feedback
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Hunter with Harpoon Laucher
Castle Clarkenstein
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Well, at this point, it gets played as a may.) I leave for the shop in 6 hours to open up the room.
Missions printed. Chicken smoked, Gumbo and rice done. Trophies finished up, (nearly, might finish by dawn).
Looking for ward to the 3-drink minimum speed painting contest afterwards.)
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....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
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