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Made in us
Incorporating Wet-Blending






Glendale, AZ

So I'm running an Apoc Scenario for my LFGS based on the Blackhawk Down movie. I wrote some custom rules and restrictions to (hopefully) help simulate a 'small' elite force fighting it's way through a city full of ill-trained but very numerous enemy forces. This is not necessarily meant to be completely balanced; Apoc is all about the story, yes? I'm just looking for critiques: is it too unbalanced for one side? Are there things I could do differently to better represent the feel I'm going for, etc.





Thunderhawk Down
The planet of Gorkadeeshu has been under Ork sway for hundreds of years, even though it is deep in Imperial space. For decades it has been a hotbed of strife and warfare, Chaos Space Marines, Traitor Guard, Daemons, and the so-called Dark Eldar all vying for power with the Orks. Meanwhile a Tyranid infestation is underway, though stalled due to the heavy opposition of current inhabitants. The Imperial Inquisition has long long let this planet be. Though Exterminatus would be preferred, the resources required to enact the sentence has always been considered far too great; No single faction has been able to gather enough power to threaten the planet's moon, much less any neighboring systems.
Recently however Imperial spies have been able to infiltrate the planet and discover just what all the fighting is about. There is a relic there, rumored to be of the Old Ones themselves. Whoever wields this relic will gain great advantage in the galaxy.
A strikeforce has been sent to the planet: Space Marines, Imperial Guard, Inquisitorial Forces are all now invading the planet. The Eldar and Tau have come as well, both Man and Xenos agreeing that the artifact is too important to let fall to any of the forces inhabiting the planet. There are even rumors that the ancient Necrons are there, aiding the Human/Xenos alliance, though for how long is anybody's guess.
This is where the scenario starts. The Forces of order though horribly outnumbered, have managed to pinpoint the location of the artifact and have sent in a force to retrieve it. The raid has gone well up to this point; the artifact is in hand. However, two of the skimmer escorts have been shot down by lucky weapons fire and now there are two missions: get the artifact to the extrication zone, and rescue the crews of the downed vehicles.


Set Up: I will set up the board and demark where each side may deploy. The Forces of Order will deploy approximately 25% of their units in the zone indicated; another 25% will move onto the board on their first turn (the rescue force for the skimmer crews). The Forces of Disorder will simultaneously deploy half of their units where indicated. Remaining units will deploy as detailed in the Strategic Reserves rule in the Apocalypse rule book.

First turn: The Forces of Order will recieve the first turn.

Victory Conditions:
Each Side will get a certain number of victory points for accomplishing certain goals during the game. The side with the most VP's at the end of the game wins.

Forces of Order will score in the following manner:
Possessing the artifact at the end of the game: 4 VP's.
Getting the artifact to the extrication point by the end of the game will instead award 8 VP's.
Getting downed skimmer crew models to the extrication point: 1 VP per model.
Controlling downed Skimmer wrecks: 1 VP per wreck controlled at the end of the game.

Forces of Disorder will score in the following manner:
Possessing the artifact at the end of the game: 6 VP's
Shooting down a skimmer: 2 VP's
Controlling downed skimmer wrecks: 1 VP per wreck controlled at the end of the game.






Automatically Appended Next Post:
Forces of Order:
Imperium of Man
Eldar
Tau
Necrons

Forces of Order Army list restrictions:
1. Your army must contain no more than 15% of it's points in H.Q. selections.
2. Your army must contain at least 30% of it's points in Elites selections.
3. Your army must contain at least 30% of it's points in Troops selections.
4. Your army must contain no more than 15% of it's points in Fast Attack selections.
5. Your army must contain no more than 10% of it's points in Heavy Support selections.
6. No vehicles with an AV of greater than 12 on any facing (at any time, by any means).
7. No Superheavy vehicles (e.g. Baneblades) or Superheavy walkers (e.g. Titans)
8. If possible, every infantry unit must have a Dedicated Transport. (Abiding by A.V. and percentage restrictions).
9. Apocalyptic formations are allowed, as long as they don't break any of the above rules.

The Forces of Order will automatically recieve the following Strategic Assets:
NOTE: These strategic Assets are assigned to the team as a whole, not per each player (for example, the Scheduled Bombardment is only assigned once, not per player).

Orbital Bombardment - See page 189 of the Apocalypse rulebook
.
Scheduled Bombardment - See page 189 of the Apocalypse rulebook.

Surgical Raids - See page 189 of the Apocalypse rulebook.

Precision Strike - see page 189 of the Apocalypse rulebook. Note: This asset is to illustrate that the Forces of order are a small elite force that is much better trained than their foes. This asset may be used once per turn.

Medicae Facility - At the beginning of any of their movement phases after the first, the Forces of Order team may nominate one building or ruin to be their Medicae Facility. From this point forward any friendly units inside or within 12" of the building or ruin gain the Feel No Pain USR.

Scenario specific rules for the Forces of Order:
Best of the Best.
Every man (Xenos) in the strike force is a hardened Veteran with countless battles under his belt, and has been hand picked by his commanders for his determination and grit.
All Forces of Order units are Stubborn, unless they are Fearless.

Get in, get out!
Outnumbered hundreds to one, time is of the essence for the Forces of Order.
All forces of Order infantry/jump infantry have the Fleet USR, unless they have the Slow and Purposeful USR on their profile. If a unit has the Slow and Purposeful USR oon their profile, they lose it for the duration of the game.

Chewing gum and interrogation wire.
As veterans of countless hard-fought battles, improvisation and battlefield repairs are nothing new for the Forces of Order.
Any non-skimmer transport vehicle may attempt to self-repair instead of shooting. If this option is chosen the controlling player rolls a D6. On a roll of 6 the player may remove one immobilised result on the vehicle.



Automatically Appended Next Post:
Forces of Disorder:
Forces of Chaos
Orks
Dark Eldar
Tyranids

Forces of Disorder Army list restrictions:
1. Your army must contain no more than 10% of it's points in H.Q. selections.
2. Your army must contain no more than 20% of it's points in Elites selections.
3. Your army must contain at least 50% of it's points in Troops selections.
4. Your army must contain no more than 5% of it's points in Fast Attack selections.
5. Your army must contain at least 15% of it's points in Heavy Support selections.
6. No vehicles with an AV of greater than 11 on any facing (at any time, by any means).
7. No Superheavy vehicles (e.g. Baneblades) or Superheavy walkers (e.g. Titans)
8. No skimmers or flyers.
9. Apocalyptic formations are allowed, as long as they don't break any of the above rules.


The Forces of Disorder will automatically recieve the following Strategic Assets:
NOTE: These strategic Assets are assigned to the team as a whole, not per each player (for example, the Obstacles asset is only assigned once, not per player).

Obstacles - See page 188 of the Apocalypse rulebook.

Tunnels - See page 188 of the Apocalypse rulebook. Note: This asset is to help illustrate that the entire city is opposed to the invading force, and enemies can and will come seemingly from nowhere. Units MAY assault the turn they enter play using this rule.

Without Number - Any unit of Troops that is below 50% or is falling back may be removed from the battlefield by it's controlling player. Units of Troops that have been removed in this manner, or have been completely wiped out, may re-enter play at the beginning of the controlling player's following movement phase as if coming onto the board from strategic reserves (yes they may use the Tunnels Asset for this.) The new unit will be identical in every way to the original, excepting that it does NOT get a new Dedicated Transport, if the original had one assigned.

Scenario specific rules for the Forces of Disorder:

They've got crap for training but Emporer help us, there's a lot of them!
Constant attrition and inadequate time to train has taken it's toll on the 'indigent' forces of Gorkadeeshu.
Forces of Disorder units gain the Fearless USR until they're below 50% starting size. Units that are below 25% starting size automatically fail morale tests they are required to take. If a unit has theStubborn USR in it's profile it gains Fearless exactly as above, but takes Morale tests as normal under 50% starting size. If a unit has the Fearless USR in it's profile it is unaffected by this rule. Tyranids use the Synapse rules as described in their Codex.

Relax, they couldn't hit the broadside of a Landrai....%$&#^@!
Unable to obtain quality parts and materials for repairs and manufacture of ammunition, the Forces of Disorder are at a large disadvantage when shooting at fast moving targets. However, their cunning improvisational skills means that when they hit, it really hurts.
All shooting attacks targeting a Flyer or Skimmer made by the forces of Disorder receive -1 to hit, but gain the Rending USR. If a shooting attack already has the Rending USR, it will now rend on a 5 or 6, instead of just a 6.

That thing's so full of holes I don't think another one will even matter!
The Forces of Disorder's vehicles are just as run down as their weapons and ammunition, just barely patched enough to move.
All Forces of Disorder vehicles gain the Open Topped rule, unless they already have it. When a Forces of Disorder vehicle suffers a crew shaken or stunned result, roll a D6. On a result of 2-5 the following happens: If the result was a Crew Stunned, it becomes Shaken, if the result was Shaken it is ignored. On a result of 6, the Crew Stunned and Crew Shaken result is ignored. On a roll of 1, if the result was a Crew Shaken result, it is upgraded to Crew Stunned, or if the result was Crew Stunned it is upgraded to Weapon destroyed


Automatically Appended Next Post:
Lots of views, no comments.

This message was edited 4 times. Last update was at 2012/05/19 17:05:16


Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in gb
Beast of Nurgle






Sounds good

Armies:
tau 3000 points
sisters of battle 1750 points
nurgle/slaanesh daemons 1400 points
nurgle chaos space marines 600 points

Check out my game, Dark era:
http://www.scribd.com/doc/91662864/Dark-era-need-playtesters-Alpha-0-2

And check out my blog about Dark era!!
http://darkerablog.blogspot.co.uk/ 
   
Made in us
Powerful Chaos Warrior





Georgia, U.S.A.

looks like you got it all planned out now to execute and post the results...I like the idea and it is well thought out with very simple and concise rules.

RxGhost wrote:Twilight doesn't have vampires.

If you frolic in the forest and sparkle in the sun you are a FAIRY, not a VAMPIRE.



Mortality is for those who are to afraid to be great!!

2500pts Oruscar Dynasty-The re-awakening has come
1500pts Angels Sanguine
Newly started WoC Army  
   
Made in us
Rough Rider with Boomstick




Places

I like what you have done here and i think that it is extremely effective but some of the special rules seem a little wack Relax, they -couldn't hit the broadside of a Landrai....%$&#^@! - ( Funny Idea BTW )
in these terms you'rre saying that the Gureilla forces need roll a 6 to hit a skimmer but have rending on 5 & 6? not saying it's OP just wondering , and would deep striking still be legitiment on this or now ? i could see players deepstriking formations of Stormies and Termies to cap the objective easily ........just wondering

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

Kasrkin229 wrote: I like what you have done here and i think that it is extremely effective but some of the special rules seem a little wack Relax, they -couldn't hit the broadside of a Landrai....%$&#^@! - ( Funny Idea BTW )
in these terms you'rre saying that the Gureilla forces need roll a 6 to hit a skimmer but have rending on 5 & 6? not saying it's OP just wondering , and would deep striking still be legitiment on this or now ? i could see players deepstriking formations of Stormies and Termies to cap the objective easily ........just wondering
Rending is on the penetration roll in 5th edition so the two aren't incompatible. And DS is allowed, I didn't want to get too restrictive, or too far from "basic" 40k.

Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

You put considerable thought into this scenario and I like that a lot, there sure seems to be a lot of rules to police though.

 
   
Made in us
Rough Rider with Boomstick




Places

It seems as if i could deep strike a Platoon of stormies.......hmm

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Makes sense to me, why not?

 
   
Made in us
Rough Rider with Boomstick




Places

Have you seen what 30 Kasrkin stormtroopers with Plasma Guns can do to a group of Enemies ? i mean disculding the HSLG just the Plasma's alone will hurt

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Well considering they'd be hunkered down in one spot for a single turn, they'd get their faces pounded pretty quickly the very next turn, especially against CSM and Deamons. Btw.. I reread the fluff text, why are the necrons on the side of Order?

 
   
Made in us
Rough Rider with Boomstick




Places

Because NEcrons are Necrons

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

DemetriDominov wrote:Well considering they'd be hunkered down in one spot for a single turn, they'd get their faces pounded pretty quickly the very next turn, especially against CSM and Deamons. Btw.. I reread the fluff text, why are the necrons on the side of Order?


Simply because Necrons are AGAINST Chaos.

Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in gb
Member of a Lodge? I Can't Say






Sounds good. I think it would be very suited to marines/guard vs orks. Let us know how it goes when you play test it.

“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn 
   
Made in us
Rough Rider with Boomstick




Places

I actually played a game the other day

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Anointed Dark Priest of Chaos






edbradders wrote:Sounds good. I think it would be very suited to marines/guard vs orks. Let us know how it goes when you play test it.



I favor running multiple themed games like you describe above instead of trying to shoehorn every army into one game...

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
 
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