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![[Post New]](/s/i/i.gif) 2010/08/31 09:26:04
Subject: Fortress turrets
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Captain of the Forlorn Hope
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So i am designing a scenario, it will be "Assault the base" and I was thinking of putting in a few gun turrets on the towers for the defender to use, however i need to come up with points cost for attacker and defender (the defender would have less because of his advantageous position)
problem is I am not sure how many more points the attackers should have, or how much these gun turrets should cost. I was thinking something like this
Turret (AV 13) with Assault cannon 25 points (2 of these)
Turret (AV 13) with Missile launcher 15 points (2 of these)
Turret (AV 12) with Storm bolter 10 points (4 of these)
120 points total
so the attackers get 1500 points, the defenders get 1380.
thoughts?
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![[Post New]](/s/i/i.gif) 2010/08/31 10:32:03
Subject: Fortress turrets
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Renegade Inquisitor de Marche
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I would drop it to AV 12 personally but that's just me.
Also iirc it's usually a 2:1 ratio for attacking:defending armies but the attackers come on bit by bit meaning they actually have to try and live instead of hurling themselves at the barricades.
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Dakka Bingo! By Ouze
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![[Post New]](/s/i/i.gif) 2010/08/31 14:56:32
Subject: Fortress turrets
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Combat Jumping Ragik
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I'd make the turrets automated. Maybe BS 2 automated or BS X if a unit is manning them.
Aside from that a 2:1 usually works well. Perhaps have the attacker come in waves? Initial assault of 1k. Turn 3 500 more points come in & turn 4 the next 500 come in?
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![[Post New]](/s/i/i.gif) 2010/08/31 17:12:27
Subject: Fortress turrets
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Feldwebel
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Sounds good! The only thing that might be a problem is the AV13. For the points, it might be stretching it a bit. If you lower the BS like Shas'O said, then lower it to AV12, it would most likely be balanced (in my op anyways)
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![[Post New]](/s/i/i.gif) 2010/08/31 18:14:03
Subject: Fortress turrets
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Renegade Inquisitor de Marche
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So to recap make the turrets BS2 and then BSX if there is a unit within 2" and also lower them to AV12 and have a 2:1 ratio for attack and defend with the attackers coming in waves.
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Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. |
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![[Post New]](/s/i/i.gif) 2010/08/31 19:33:52
Subject: Re:Fortress turrets
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Swift Swooping Hawk
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It all depends on who you want defending, writing a rounded scenario can be very tricky to balance with all armies.
Guard defence... artillary lines up... aims... IG line up... aims...
Eldar... Advance, crush the flank, retreat. Repeat.
Orks... Da'fence? *shrug* WAAAAAAGH!
Each army has its own ways of doing things.
Judging by your turret options i'm assuming imperium is defending, most likely guard or SM. Considider the following.
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Pick forces: The defender may take heavy support choices as fast attack choices.
The attacker may take fast attack as heavy support choices, and has twice the amount of the defender.
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Set up a 6'x4' board. Both players place terrain in a mutually agreeable manner. Roll a D6 to determine who picks the short (yes short) edge the defender will start at.
The defending player must may spend X% of his current army total on defences. (must decide a value for X. assuming X=10 atm. if the defender has 1000 points, he may take 100 points of defences, these points are in addition to the original 1000, not part of)
The defender may choose from (list of turrets), tank traps for ? points and razorwire for ? points. In addition the defending player may place a 13,13,13 bunker anywhere within 18" of his short edge. This bunker has no fire points, no weapons, but it does have a roof and an a rear access door.
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The defender then deplots his forces and his defences upto halfway onto the table. Troops and heavy support must be deployed, the rest can be in reserve.
The attacker has twice as many points to spend as the defender (may need 2 FoC) and moves half his force on in turn 1. The rest will move on in turn 2. (DS, outflank, etc not allowed, the defenders would have taken precautions)
Keep casualties in seperate piles.
At the start of turn 3 if they are enough models to make up a legal unit choice from wave 1, then they may move on the board.
At the start of turn 4 if they are enough models to make up a legal unit choice from wave 2, then they may move on the board.
At the start of turn 5 if they are enough models to make up a legal unit choice from wave 1, then they may move on the board.
At the start of turn 6 if they are enough models to make up a legal unit choice from wave 2, then they may move on the board.
etc...
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The attacker will keep throwing units up the board, with a minimum of 36" to cover and a max of 60" (assuming defender deploys 12" on) thats alot of distance.
The defenders are outnumbered but have time to target units as they come up the board.
Set a turn limit of 10. If ANY defenders survive, they win. Any defenders off the board do not count.
(if 10 seems too little or too much change it)
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Bit of a rush job, but theres some food for thought. Take whatever bits you like.
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