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Made in nl
Raging Ravener





Rijswijk, Netherlands

Hi,

First thread I ever made, so please be nice!

The great majority of games I play are against one friend. We do not own a lot of different armies so we like to play a different mission each time we battle.
We do own the Battle mission expansion, and we really enjoy it! Still though we think those missions influence the game to much, we would rather like
some minor changes to the regular missions in the rule book.

Therefor I made 5 personal objectives and 5 strategic assets to keep the games interesting. I plan to print these on small cards and then let the players choose
randomly. I would really like some feedback on them, and if you would be able to find a spelling mistake, please tell me!


Personal Objective:

The death of the enemy’s commander will give you great advantages for the rest of your campaign!

If you manage to kill the most expensive HQ in the opponents army you earn 3 kill points instead of one when playing annihilation. Else: show this card once the character is killed and place a marker with him, from now on he counts as an objective which only you can claim. The opponent may still contest it.


Personal Objective: Show when the game ends

Stop the enemy from his raid through your perimeters, his transports pose a real threat to your army!

If you manage to kill or immobilize each and every enemy vehicle you are awarded with 2 bonus kill points when playing annihilation. Else: when the game ends and you and your enemy count their objectives, you can count 1 more objective then you are actually claiming.


Personal Objective: Show when the game ends

A few individuals in the enemy’s army are responsible for many kills to your army. Your job is to take their pride and glory!

Pick the most expensive unit (not vehicle) of your enemy’s army. If, at the end of the game this unit is fleeing or dead, you earn 3 kill points instead of one when playing annihilation. Else: when the game ends and you and your enemy count their objectives, you can count 1 more objective then you are actually claiming.


Personal Objective:

There is something very valuable in a piece of terrain on the battlefield your enemy does not know of. Try to salvage it.

Secretly nominate one piece of terrain. Once you touch that piece of terrain with any friendly unit show this card to your opponent. If you are still touching that building with a Troop choice at the end of the game you earn 2 kill points when playing annihilation. Else: the moment you touch the piece of terrain place an objective marker anywhere in that terrain. It now counts as an normal objective.


Personal objective: Show before first turn

Every man for himself! All around you the enemy is blasting you away, the rescue ships are on their way, and even the lowliest soldier will bring victory when saved!

Nominate one unit in your army (any, also vehicles), this unit will not give away a kill point if destroyed, when playing annihilation. Else: this unit becomes a scoring unit for the rest of the game. Tell your opponent which unit.


Strategic Asset: Show when used

Enormous battle ships are orbiting the planet, luckily, they fire to your command.

Nominate one of your shooting phases, you may fire once using the following profile:
BS: 2 Strength: 9 AP:3 Type: Ordnance, Barrage 1
No line of sight or model firing this weapon is needed, just place the 5’ template anywhere you like.


Strategic Asset: Show before first turn

The craziest scientist (or alike) in your army developed a new kind of ammunition. This has is consequences though..

Nominate one unit (not vehicle) in your army. The ranged weapons the unit carries are improved by lowering their AP with one. But also by adding the Gets Hot! Special rule to their profile. Note: you must choose one type of ranged weapon the unit is carrying. For example: you could improve the rocket launcher in a Space Marine squad, OR their bolters, not both.


Strategic Asset: Show before first turn

One of your units fought this enemy long ago. They lost some members of their squad, and now seek for revenge.

Nominate one unit in your army. This unit now has the following special rules added to their profile: Preferred Enemy, Furious Charge, Tank Hunters. Once the unit is below 33% of their original number, they add the Rage special rule to their profile.


Strategic Asset: Show before first turn

An ancient weapon is under your control. It strikes fear to those who pose a threat to the one holding the weapon.

Nominate one character of your army. Every time this character (or the unit he is with) is charged he uses the weapon. When used, every enemy unit within six inches must take a leadership test. Any enemy who charged that turn and failed, must fight with one less attack per model. Other units who fail their test are now pinned until their own movement phase.


Strategic Asset: Show when used

You catch the enemy by surprise! Not all his troops are ready when you launch the attack!

After the deployment phase on both sides nominate one enemy unit. You are now allowed to move this unit eight inches to any place you like. This move may not cause the unit to take dangerous terrain checks, but is not slowed down by terrain.

Please tell me what you think, and thanks for reading!
Feluca
   
Made in be
Kabalite Conscript




Belgium/Manchester

I like these, I often find the standard mission objectives very bland.

The personal objective missions are good, would these be in addition to the more "traditional" objectives being played? Stand alone?
Presumably both players each draw a mission card, which they keep secret until relevant, like in risk?

The strategic assets seem unbalanced, I suppose if both sides get one, it is naturally equalised, but I have to say, the ordinance barrage is a little more potent than the fear causing weapon.

Other than that, keep up the good work!

Je consomme, donc, je suis. 
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

Thanks for your reply!

I had in mind to let the players randomly pick an strategic asset card or objective card (as they are in favor of the player holding the card). Now I also had in mind to use them in addition to the normal mission being played, so these just add some flavor to the game.

Also, do you think it would be better to change the Orbital bombardment to AP: 4?
   
Made in be
Kabalite Conscript




Belgium/Manchester

I would leave the stats of the weapon as is, maybe change to AP: 4 (see how it goes with your opponent), but maybe give it BS 0? Then it will scatter the full amount?
But other than that it is a great idea! The sort of Homebrew I feel wargames need.

Je consomme, donc, je suis. 
   
Made in nl
Raging Ravener





Rijswijk, Netherlands

I'll discuss it! Thanks for your help!

   
 
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