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Video batrep (IG vs Tau & Eldar) custom POW rescue scenario 2250pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Been Around the Block






http://www.youtube.com/watch?v=T4B7CfzLhgQ
Just note, this is more of a just for fun scenario and not probably not all that competitive
POW Rescue

Objectives:
Defenders hold a prisoner that the attacking force wants to try and rescue. Until the attacking player "activates" his "HQ POW" it can't be attacked". Activation happens when a friendly unit comes within cohesion of the POW (attacker can opt not to activate the character). Defending player chooses one HQ unit from attakers codec with bare bones wargear and reduces it to one wound (if it has multiple), This cost the attackers nothing. Alternetly attackers can opt to pay their own points for a their choice of a HQ unit to be a prisoner. Complete with wargear and full health. The goal is for the attackers to get this HQ out of the outpost building by the end of turn 7, and hopefully into a waiting transport.

In the batrep, the eldar player chose Karandras to be the captured HQ. We also played it that if things seemed bleak, the attacking player could just activate the HQ and attempt the breakout himself. Even Karandras would have had a hard time doing that if Straken and his command squad were still surrounding him though.

Deployment:
Defender sets up the base however they see fit, setting up their forces in it anywhere more than 12" from a table edge. Attacking player is not limited by "FOC" and can now alter their list if it was written before hand. Attackers can place units anywhere within 12" of any table edge.
*We also used a 5' x 6' board, so 6" deployment for attackers might be more suitable

Reserves:
Attackers don't get reserves

First Turn:
Attackers get first turn. Defenders can attempt to seize the initiative on a .

In the batrep we didn't do this but I think if we did it in the future I would include it as it would add risk reward aspect for the attacking force.

Game Length:
Game lasts 7 turns

We didn't really play with a turn limit, but ending up finishing at turn 6. So in theory 7 turns is enough. Feel free to go longer or shorter.

Victory Conditions:
Attacker needs to get the POW HQ out of the building and idealy into a transport. Though just getting out of building should be enough as not every HQ is transportable. Like I said before this is a for fun scenario. Play around with victory conditions how ever you feel fit, so that it fits your fluff.

Special Rules:
Universal Fearless: All units are fearless. Nobody's running from this battle.

Special (optional) building rules: We had it so the buildings floor was marked into 1" squares. Instead of measuing you just count out the spaces. Diagonal movement counts as 1" alternating one cost 2" (D&D rules). Blasts still deviated as normal. Interior doors count as open if a model is adjecent to the door. Other wise it's closed (Star Trek Doors?). exterior doors became open (and stay open)the fist time a unit passes through it (I assume the attacking force has melta charges and defending players have the pass code to enter the door).

If you have any questions feel free to ask. Hopefully I didn't forget any of the special rules we came up with for the scenario.

Defenders Imperial Guard
HQ:
Commisar Yarrick
CCS w/ straken, carapace, medi-pack, regimental standard, 2x bodyguards
Elite:
5 man Storm trooper squad
marbo
Troops:
2x veterens w/ 3x plasma, grenediers doctrine, power weapon
Veteren with w/3x flamer, power weapon
Penal legion (coming in from reserve from a building of my choice other than the main building)
PCS w/2x flamer, power weapon
5x infatry squads w/ 4xplasma, flamer, 2x laz cannon, missle launcher, heavy bolter, 3x chimera
Fast:
Valkyrie
Vendetta
Devil Dog
Heavy:
Hydra Flak tank
Lemun Russ Battle Tank

Attackers Tau and Eldar(Im not as familior with this group so there's probably gaps)
HQ:
Karandras
Ethereal w/ honor guard, Devil Fish
Elite:
8x Striking Scorpians
9x harlequins
3x crisis suits w/ twin linked missle pods and flamers
5x stealth suits
troops:
Storm Guardians W warlock
Guardians
Heavy:
3x war walker
Falcon
2x hammerhead Gunship
Skyray missle Gunship








This message was edited 4 times. Last update was at 2012/03/30 02:57:13


"Because 6th edition is the ruleset that 40k fans deserve, but not the one they need right now... and so we'll argue over minutia... because GW can take it... because faqs and erratas require effort and money... they remain a silent rule maker, a neglectful protector... a Space Marine fanboy..."
-Commissioner Gordons view of 40k 6th ed. 
   
Made in us
Shas'ui with Bonding Knife





Concord CA

Chi-mera?lol That justs about sums up the IG's day
The scenario idea is really cool, but the table was so small. I am not surprised IG got slaughtered so hard. I would have taken some howling banshee's if I were the Eldar player, but they owned in CC anyways

I will...never be a memory 
   
Made in us
Flower Picking Eldar Youth




I was playing the Eldar half of the attacking force, and I'm pretty sure Howling Banshees wouldn't have helped at all. In the end the crux of the battle came down to the CQB - the fact that you could basically only fit one unit of any type into that hallway leading to the captive resulted in a slow whittling-away of the IG force inside. The Tau player and I were actually concerned that we might run out of troops capable of entering the building and doing anything before Karandras would have had to be activated, fighting his way out himself.

As it stood he was actually 200ish points that didn't really do anything - I didn't expect on having similarly overpowered IG HQ units guarding him, so it was a surprise to me that I couldn't just say "hey, well...so I'm going to waltz on out of here, killing any IG that don't decide to run away first." I would have activated him sooner, and laid waste to IG, but I was seriously afraid that the IG special HQ's would have knocked him down (too many f'ing power weapons) to do anything with him until the Do Or Die moment came where I had to run him out and into CC, killing what I could, so that - due to those pesky 5th edition rules - I could pick-n-choose what CC targets to attack (and limit who could attack me) which resulted in the win.

Overall this scenario was not only fun but actually turned out to be pretty balanced. If we were to play it again I'd make the captive a non-combatant unit with 1 wound and 3-generic stats, as anyone worth their salt would put their most powerful champions next to the HQ when the rules allowed for any HQ to be placed there (as happened in this game). I actually think the game would have been a little more challenging and fun if that were the case - Pai Zuri wouldn't have had to put so much bad-assedness around the captive, and I could have spent the 215 (or whatever Karandras costs) points elsewhere.

Although it may have looked like a cakewalk, it really wasn't - the Tau player and I were concerned around turn 5 that we couldn't fight our way into the building in time. In fact, I recall making a last-moment roster change (as per the rules) to unsure that we had enough troop-power to get *someone* inside of the building, ready to soak up hits while the Phoenix Lord rampaged through the enemies that weren't expected to include Power Fist-wielding, multiple-wound champions. Sigh.

All in all an awesome game, though. If you have or can take the time to make a "prison building" like Pai Zuri did, I strongly suggest trying this battle. It was an amazingly close game, and although definitely balanced in the attacker's favor could have been evened out a little by reducing deployment to 6" or increasing the table size, or imposing army lists on the attackers (the fact that we could play whatever units we wanted definitely helped, I think - I seriously doubt we would have won if stuck with a single, standard org chart).

- D4augh1
   
Made in us
Changing Our Legion's Name




California

Very cool if i say so myself but as Darkcloud92 said The table was so small. maybe bigger table next time haha

Skur Wulfenborn Company Of Vlka Fenryka
 
   
Made in us
Shas'ui with Bonding Knife





Concord CA

Dirk00001 wrote:I was playing the Eldar half of the attacking force, and I'm pretty sure Howling Banshees wouldn't have helped at all. In the end the crux of the battle came down to the CQB - the fact that you could basically only fit one unit of any type into that hallway leading to the captive resulted in a slow whittling-away of the IG force inside. The Tau player and I were actually concerned that we might run out of troops capable of entering the building and doing anything before Karandras would have had to be activated, fighting his way out himself.

As it stood he was actually 200ish points that didn't really do anything - I didn't expect on having similarly overpowered IG HQ units guarding him, so it was a surprise to me that I couldn't just say "hey, well...so I'm going to waltz on out of here, killing any IG that don't decide to run away first." I would have activated him sooner, and laid waste to IG, but I was seriously afraid that the IG special HQ's would have knocked him down (too many f'ing power weapons) to do anything with him until the Do Or Die moment came where I had to run him out and into CC, killing what I could, so that - due to those pesky 5th edition rules - I could pick-n-choose what CC targets to attack (and limit who could attack me) which resulted in the win.

Overall this scenario was not only fun but actually turned out to be pretty balanced. If we were to play it again I'd make the captive a non-combatant unit with 1 wound and 3-generic stats, as anyone worth their salt would put their most powerful champions next to the HQ when the rules allowed for any HQ to be placed there (as happened in this game). I actually think the game would have been a little more challenging and fun if that were the case - Pai Zuri wouldn't have had to put so much bad-assedness around the captive, and I could have spent the 215 (or whatever Karandras costs) points elsewhere.

Although it may have looked like a cakewalk, it really wasn't - the Tau player and I were concerned around turn 5 that we couldn't fight our way into the building in time. In fact, I recall making a last-moment roster change (as per the rules) to unsure that we had enough troop-power to get *someone* inside of the building, ready to soak up hits while the Phoenix Lord rampaged through the enemies that weren't expected to include Power Fist-wielding, multiple-wound champions. Sigh.

All in all an awesome game, though. If you have or can take the time to make a "prison building" like Pai Zuri did, I strongly suggest trying this battle. It was an amazingly close game, and although definitely balanced in the attacker's favor could have been evened out a little by reducing deployment to 6" or increasing the table size, or imposing army lists on the attackers (the fact that we could play whatever units we wanted definitely helped, I think - I seriously doubt we would have won if stuck with a single, standard org chart).

- D4augh1



Ya I guess there were a ton of IG guys inside the building. I would say the game balanced itself out in the end like you pointed out. But I would say the scenario overall favors CC units, if the captive is always held in a small building. Or probably horde armies more so, since they can just shove in a ton of models for defense.
I mean the IG got messed up, it was pretty much a done deal by turn 2. The only thing that managed to keep the game going was the scenario rules, allowing the IG player to use their mass blob power.
Despite needing some tweaks here or there, it defiantly looks like a lot of fun and a great scenario.

I will...never be a memory 
   
Made in us
Flower Picking Eldar Youth




darkcloud92 wrote:Ya I guess there were a ton of IG guys inside the building. I would say the game balanced itself out in the end like you pointed out. But I would say the scenario overall favors CC units, if the captive is always held in a small building. Or probably horde armies more so, since they can just shove in a ton of models for defense.
I mean the IG got messed up, it was pretty much a done deal by turn 2. The only thing that managed to keep the game going was the scenario rules, allowing the IG player to use their mass blob power.
Despite needing some tweaks here or there, it defiantly looks like a lot of fun and a great scenario.


You're absolutely correct, there - the game required CC on our part, which we planned for in the beginning. It's not like we had to have an unusually large amount of it - we only had Scorps, Harlequins and Storm Guardians out of I dunno how many units - and I think we could have played an alternative version where we used high-power shooters to decimate his guys from outside (or just inside) the doorway. Shrug.

As for table size...yeah, 5'x6' wasn't big enough for this. On the other hand, the intent was for close combat to commence on the first turn, and this to be a horrible bloodbath of IG death. Everyone knew the IG were going to get massacred, but that was all part of the setup - and fun. That's why we were allowed to start so close to the IG; first-turn CC was desired. And if we hadn't of started that close, I'm pretty sure we would have lost by Turns - if we had been slowed down any getting CC into that building, we never would have cleared it out in time. Was difficult enough as it was.

It was a great game to play., and technically you could do it using only "normal" buildings by just drawing out the interior on a sheet of paper in black pen or something, and when models enter you move them over to that "mini-map" for the CQB. That's how I'd do it if I didn't have the time or inclination to build a custom-made building for this.
   
 
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