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![[Post New]](/s/i/i.gif) 2012/04/30 23:22:34
Subject: 2 Custom Missions for Warhammer Group
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Perfect Shot Black Templar Predator Pilot
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Me and my Warhammer group (5 other people) have been playing every Sunday for almost a year now. We attempt to keep things fresh but I am looking at introducing some special missions in the mix. I made up 2 missions that I feel would work pretty well, but I want to know what you all think. They are a bit long (sorry in advance) but I had to try and cover everything. Tell me what you all think/I should change.
1. Both Armies are entrenched in a bitter war that has resulted in a stalemate. Information comes in from the front lines that 3 Holy Relics containing ancient psychic powers have been located and could be used to turn the tide of the war in either armies favor. There will be 3 Holy Relics on the field, placed in the middle of the map than "scattered" as per a random 1d6 scatter after deployment and scout moves. No unit can deep strike any closer than 12" away from the Holy Relic, as their immense dormant psychic powers could hinder the strike in. The main objective of the game is to capture more Holy Relics than the enemy team. When you finally get a Squad to the relic you have to choose one model in the squad to carry the Holy Relic. Any squad that is unmounted, and would have the ability to hold a Holy Relic naturally may capture the objective. The model chosen to hold the Holy Relic in the Squad may not shoot, and does not count any offensive attacks for assaulting due to the immense weight and concentration it takes to keep the Holy Relic safe. The single model carrying the Relic will get a 4+ invuln save, partially protected by the contained psychic energy. Additionally the whole squad holding the Relic will become Slow and Purposeful until they "capture" the relic, resembling the extra care taken to protect the sacred artifact. To capture the Relic, you must bring it back to your deployment side of the table. If you lose morale and route while holding the Relic, it drops on the ground where you were when your morale broke. This also counts if you are wiped out from shooting/assault. To obtain the Holy Relic, base contact must be made with it. If each team is able to capture 1 Holy Relic, than the game comes down to a strategic victory where KPs are tallied. If your team captures 2 Holy Relics, than you win regardless of KPs. If you are holding a Holy Relic for all of turn 5 (yours and the enemies turn) than it counts as having been "obtained" at the end of the game. A captured Holy Relic beats an obtained Holy Relic, while obtaining the Holy Relic beats not having one at all. Any Squad holding the Relic must take their movement in the direction of their deployment zone, as capturing the Relic is the first and foremost objective on their mind. Deployment is Pitched Battle with turn 1 Night Fighting.
2. Both Armies are entrenched in a bitter war that has resulted in a stalemate. During the battle an immense Warp Storm forms over the Planet, knocking out all communications with ground reinforcements and the orbiting fleets above the planet. Recently discovered on an emerging part of the battlefield is an Ancient Telecommunication Relay built during The Dark Age of the Imperium. This relay is powered by Psychic Crystals that are natural to this Planet, but are extremely rare, and destroyed upon use. In the middle of the Battlefield stands the Ancient Telecommunication Relay, and on each side of the map are 2 Psychic Crystals. Each Crystal is "scattered" as per a random 1d6 scatter after deployment and scout moves. The rules for deep striking, moving, shooting, and assaulting are identical to Mission 1 as the Crystal and Relic are treated the same. The only difference between the Holy Relic and Crystal is you do not gain a 4+ Invuln from holding the Crystal. Nobody wins if you are holding the Crystal at the end, you MUST turn on the Relay to contact your forces. Additionally, you do not need to move towards your deployment zone each turn, you may move freely while holding the Crystal. If both Teams manage to turn on the Relay, than the game comes down to a strategic victory where KPs are tallied. If one team is able to use both Crystals on the Relay, the game instantly ends with victory going to that team. Deployment is Pitched Battle with turn 1 Night Fighting.
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This message was edited 1 time. Last update was at 2012/04/30 23:26:28
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![[Post New]](/s/i/i.gif) 2012/04/30 23:27:54
Subject: 2 Custom Missions for Warhammer Group
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Resolute Ultramarine Honor Guard
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So, you can't be in a vehicle with the relic, or can you?
It wasn't exactly clear.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2012/04/30 23:30:16
Subject: 2 Custom Missions for Warhammer Group
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Perfect Shot Black Templar Predator Pilot
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Crazyterran wrote:So, you can't be in a vehicle with the relic, or can you?
It wasn't exactly clear.
Sorry, I actually sent them all a second message clearing this up and forgot at add it!
Models that can get the Relic/Crystal cannot:
A: Be mounted on or utilizing a Vehicle (Bikers/Jetbikes/Mounted in Transport)
B: Lack the hands/appendages to hold the Holy Relic/Crystal
C: Be a Vehicle (Dreadnought/Walker/etc)
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This message was edited 2 times. Last update was at 2012/04/30 23:30:49
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![[Post New]](/s/i/i.gif) 2012/05/02 22:04:27
Subject: Re:2 Custom Missions for Warhammer Group
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Perfect Shot Black Templar Predator Pilot
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Nobody has any other ideas how this would play out?
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![[Post New]](/s/i/i.gif) 2012/05/02 23:10:39
Subject: 2 Custom Missions for Warhammer Group
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Longtime Dakkanaut
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They are both pretty consistent with some of the missions my club uses. Should work out just fine for you.
We've also had exploding or moving objectives to complicate issues. A really fun game involved a combination of both: alien critters filled with a valuable gas that exploded when threatened. We started play with d6x2+1 objectives on the table. Top of each player turn the objectives would scatter 1d6 inches twice. If within 6" of any unit, you'd roll a d6 and on a 5-6, they'd explode in a S5 AP- small blast.
Another great game involved capturing objectives that were randomly determined to be booby trapped (roll of 1), propoganda leaflets (no effect on a 2-3), ammo supplies (TL weapons for squad for next turn on a roll of 4), or vital information (an actual objective on a 5-6). the last objective on the field was always considered "vital information" if no one had rolled a 5-6 up to that point, ensuring there was alt least one objective to claim.
We've also played with deployment to throw a wrench in the player's strategies. A warpstorm has engulfed a planet, it's winds causing forces to be scattered piecemeal across the battlefield. All units are held in reserve and required to deploy on a 5-6 on turn 1 via the deepstrike rules. Units that suffer a deepstrike mishap are automatically returned to reserves and allowed to try again on the next turn. Every turn after the first provides a +1 to the reserves roll.
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2012/05/03 22:38:23
Subject: 2 Custom Missions for Warhammer Group
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Perfect Shot Black Templar Predator Pilot
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Gavin Thorne wrote:They are both pretty consistent with some of the missions my club uses. Should work out just fine for you.
We've also had exploding or moving objectives to complicate issues. A really fun game involved a combination of both: alien critters filled with a valuable gas that exploded when threatened. We started play with d6x2+1 objectives on the table. Top of each player turn the objectives would scatter 1d6 inches twice. If within 6" of any unit, you'd roll a d6 and on a 5-6, they'd explode in a S5 AP- small blast.
Another great game involved capturing objectives that were randomly determined to be booby trapped (roll of 1), propoganda leaflets (no effect on a 2-3), ammo supplies (TL weapons for squad for next turn on a roll of 4), or vital information (an actual objective on a 5-6). the last objective on the field was always considered "vital information" if no one had rolled a 5-6 up to that point, ensuring there was alt least one objective to claim.
We've also played with deployment to throw a wrench in the player's strategies. A warpstorm has engulfed a planet, it's winds causing forces to be scattered piecemeal across the battlefield. All units are held in reserve and required to deploy on a 5-6 on turn 1 via the deepstrike rules. Units that suffer a deepstrike mishap are automatically returned to reserves and allowed to try again on the next turn. Every turn after the first provides a +1 to the reserves roll.
Thanks for the feedback and those sound fun! We'll have to try them out when we work through the first missions.
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