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Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

So i am throwing this up here, as it is a little tactical, a little making up rules, and a little pre-battle report and list building. As such hopefully "general discussion" is where it belongs.

Currently the chicagowargamers league is running a 40k map campaign with fairly simple land grabbing rules, this scenario is being devised for a game which involves one player (chaos) wanting to control a tile deep with in another player's (imperial guard) territory. In the map campaign, tiles really are only there to keep track of score, and have no actual meaning. Reason for wanting the tile is, it "looks like a library..." SO, in the spirit of that I have written a scenario game to explain such a territory assault. Both players have agreed on the scenario rules, and have agreed to have this reported here under battle reports. Since it will be reported (with lots of pictures and hopefully some narrative) I wanted to make things not only fluffy but balanced. Please take a moment to read through and make some suggestions on how to better "balance" the scenario. Additionally, this is also the first match up for the Chaos Marine Player (thousand suns) (with Tzeench allies) with the imperial guard so suggestions on tactics/list building for this scenario is also appreciated. Given the scenario, i feel it is appropriate for him to build a fluffy yet effective list for the mission at hand.

"The tomb library lies just with in the imperial battle lines, its ancient halls of knowledge now crumbled and ruined. The skeletal remains of the once proud complex spread over several square miles of valley floor, its roves and spires now lost in time, with only the foundations and a scattering of walls remaining to the naked eye. But here, among the fallen ruins the imperial supplies are digging in. The front has expanded into contact with the enemy on all sides, and the Kelryan 3rd was going to do what the guard did best, dig in and prepare for siege. To that effort the catacomb like shell of the old library was being used as a supply dump and rear battery, supplying the endless shelling which kept opposing forces at bay along the entrenched front.
Unbeknownst to the forces of the Kelryan 3rd treachery was afoot. The Thousand Son’s spies and cultists had discovered that beneath the old library was a network of tunnels and catacombs, and stored deep with in some was the vault of knowledge, a repository or sorts, which stored tombs, books and data, protected deep beneath the ground against the ravishing’s of time and war. Using some of these very tunnels a small party of Chaos forces were able to penetrate deep behind the front line, spilling out into the lightly defended rear battery and catacomb network. Calling upon their demon allies the forces of chaos intend to overrun the ruins, and secure the knowledge buried within before imperial reinforcements arrive.
Rules for this Scenario: due to the unusual nature of the mission, allowing for the claim of a tile not connect with a players control zone, and one which is in the middle of another players control, a special scenario with unique objectives was devised to explain this happening.
Chaos Special Rules:
ANY non-daemon unit which would otherwise start on the board turn 1 may be placed in a special reserve. Allowing it to enter from reserve turn 1 (on a 3+). Any unit which normally outflanks may opt to use the special reserves (beginning as normal on turn 2) for this mission, allowing a re-roll of the result of the scenario chaos reserve’s roll. Any unit may opt before rolling, to enter from the Chaos Catacomb Objective. (Flyers will obey all regular flyer rules)
Reserve Chart: d6. 1 – Enters from Chaos Catacomb Objective
2 – Enter from table side 1
3 –Enter from table side 3
4 – Enter from table side 2
5 – Enter from table side 4
6 – Deep strike to enter.
Ig Special Rules: The imperial guard have already fortified (if lightly) their rear position concentrating around he rear battery. However, the guard is spread thinly throughout the remainder of their supply line and the ruins. To represent this, the terrain is preset with defensive measures, and the IG deployment zone will allow for 4 of the 5 objectives to be with in deployment reach.
Each Primary Objective will be worth 3 points. There will be 2 minor objectives each worth 1 point. 1) Slay the warlord. 2) First blood.
THE MAP:

(please pardon the horrible "paint" rough map rendition, the dots will be objectives)
RED is the Chaos Deployment, 8” from the catacomb Objective, a 4” diameter gaping hole in the ground.
BLUE is the IG deployment, anywhere 6” from any board edge, and 12” from the enemy deployment zone. (We assume anyone close to the chaos entrance, was either already gunned down, of fled in terror….)
THE OBJECTIVES:
1) Chaos Catacomb: An impassible “whole” from which the forces of chaos spill into the battle field. The chaos player is allowed a 6” bubble of deployment surrounding this catacomb. Additionally, any unit which arrives from the catacomb from reserves treats the entrance as a board edge for all intents and purposes.
2) Ig Gun Emplacement: The imperial guard have dug in heavily around their big guns, already on the watch for enemy infiltrators the guns are well protected. The emplacements acts as a central command center
3) Vault of Knowledge. Entrance into the underground repository of information. The great vault door must be held at the end of the battle in order to grant access/deny the enemy.
4) Supply Depot: Here is the imperial weapon supply stash, a valuable place indeed.
5) Coms-Station: The guard must hold to call in reinforcements, chaos must hold to spread the word of chaos and fear across the guard lines.
Terrain will be preset, using what is available at the game shop to best create a desolate ruin, with most cover being waist to chest high on human models, no forests, an a few tall remnants of the buildings. There will be a ruin by the Vault Entrance, and a set of defensive walls surrounding the gun emplacement. There will be a scattering of other buildings across the field as well as low lying trench/ruins. The Coms station will have a single wall.
Warlord Traits:
The attacker may CHOOSE ONE: Night Attacker, Strategic Genius, Divide to Conquer, OR may elect to roll on any chart.
The defender may CHOOSE ONE: Conqueror of Cities, Divide to Conquer, Princeps of Deceit, OR may elect to roll on any chart.
Defender sets up first, then the attacker sets up.
Roll for first turn.
The game lasts 5 rounds, and then roll, on a 3+ continues to 6 rounds. Then on a 5+ continues to 7. The game always ends after the 7th round. "

Sargent! Bring me my brown pants!  
   
Made in us
Grey Knight Purgator firing around corners






Florida

I would use this as an excuse for two battles . Have a cqb interior fight 1st then a psuedo horde mode 2nd. The elite thousand sons (2000 points) hold off 3 or 4 waves of 1000 point guard groups. Their goal is to survive. Just me though. Your scenarion is good though just putting in my two cents. Can't wait for a bat rep

1500 Points - 9 Wins, 2 Draws, 4 Losses
SerQuintus wrote:
Horus was redeemed at the end. He didn't belong to them any more.

 Psienesis wrote:
"Redeemed" in the sense that even his soul was obliterated, sure.
 
   
 
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