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![[Post New]](/s/i/i.gif) 2012/12/03 15:44:45
Subject: 6th ed Random Mission Generator
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Lead-Footed Trukkboy Driver
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Random 40k Mission Generator 3.0
Step 1: Roll once for Mission, Deployment, and Special Rules.
Step 2: Roll off to see who is attacker or defender. Defender sets up terrain and deploys first. Attacker deploys second and goes first.
Random Game-length and random night fight is in effect. Secondary objectives are not.
Mission: Roll D6
1. Ambush - Attacker must roll 3+ for each on his units to deploy them at the beginning of the game.
All units that do may use infiltrate, and cause pinning during the first turn. The rest go in reserve. Each destroyed/broken unit is worth 1 Victory point. Note that Droppod Assault and Daemonic Assault still apply(instead of infiltrate)
2. Assassination - Each side must eliminate the highest point HQ on the other side. If both/neither is destroyed, then calculate Victory points.
3. Salvage - wrecked(NOT DESTROYED!) vehicles are the objectives at the end of the game. If no vehicles are wrecked, then use Victory points to decide who won.
4. Bunker Assault - the defender deploys one unit in 3 bunkers (6inches from each other)at the center of the board(even if outside of normal deployment zone). Attacker does not deploy, but moves on to the board first turn.
Whoever holds the most bunkers at the end of the game wins. Attackers HQ and Elites get free Melta bombs.
5. Recon- 1 Victory Point per scoring unit in the enemy's deployment zone at the end of the game. Note that in deployments where the attacker moves on to the board, the defender must be within 12" of the board edge the attacker moves on from.
6. Objective control - divide the table into 6 even areas(like two-thirds of tic-tact-to).
one objectives one in each area. Roll randomly, pre-deployment to see if each objective may be captured/controlled or held.
*
1-2 Captured = taken as soon as a scoring unit is in base-to-base. Remove from play.
3-4 Controlled = Capture-the-flag style(once a scoring unit is within 3" it remains yours even if the unit moves away until an enemy unit contests it)
5-6 Held - Normal (scoring unit within 3" at the end of the game)
Deployment: Roll D6
1. NO QUARTER!- Table quarters( like 5th ed). 12" Radius no mans land.
2. DEFENSIVE POSITION! Defender within 18" of center of the board. Attacker moves on first turn.
3. VANGUARD! - 12" deployment zones. Attacker's HQ and Elite gain infiltrate
4. ADVANCE! -18" deployment zones. Attacker deploys 24" from Defender(ala 4th ed)
5. HOLD THE LINE! - defender deploys within 6" of the lengthwise center-line of the board. Attacker moves on first turn from 1 long board edge.
6. OUTFLANKED! - defender deploys within 12 inches of width-wise center-line of the board. Attacker may deploy within 12 inches of both short board edges.
Special Rules: Roll D6
1. Low Visibility - Flyers are -1 to reserve rolls.
2. Unlimited reserves - If a natural troop choice(NO Force org switches may use this) is destroyed bring an identical unit in from reserve during your next turn. Dedicated transports are NOT included.
3. Slash + Burn - roll d6 for each piece of area terrain. on a 1-3 it is Burning (Dangerous Terrain)or Smoking(+1 Cover save)
4. Dug in - (4+ Cover save for each infantry unit as long as it does not move)
5. War without End - as Unlimited reserves, but all non-vehicle units.
6. All or Nothing - All non-vehicle units are scoring
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This message was edited 6 times. Last update was at 2012/12/08 15:35:42
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![[Post New]](/s/i/i.gif) 2012/12/03 16:56:33
Subject: 6th ed Random Mission Generator
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Fireknife Shas'el
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I don't like the idea that the attacker gets to deploy reactively and then go first. But I like the rest so far.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2012/12/03 16:58:06
Subject: 6th ed Random Mission Generator
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Badass "Sister Sin"
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Heh, 2/3 of the attacker's army inflitrating in the first mission wasn't bad enough.
Ambush / Defensive Position is just ouch.
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![[Post New]](/s/i/i.gif) 2012/12/03 17:06:12
Subject: 6th ed Random Mission Generator
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Fixture of Dakka
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That's pretty ridiculous right there.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/12/04 03:51:13
Subject: 6th ed Random Mission Generator
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Lead-Footed Trukkboy Driver
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Note that the Defender gets to set the terrain. Kind of how realistic, no?
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![[Post New]](/s/i/i.gif) 2012/12/04 03:57:59
Subject: 6th ed Random Mission Generator
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Fireknife Shas'el
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I'd agree that its realistic. But it also gives a bit of obvious advantages.
Like you can arrange all the terrain to bottleneck your opponents deployment zone. Then deadman's empty land. Finally nothing but castled up cover and units.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2012/12/04 13:34:47
Subject: 6th ed Random Mission Generator
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Lead-Footed Trukkboy Driver
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Yes,it's possible to abuse the terrain, but just remember, next time you may be in the same role, so play nice!
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This message was edited 1 time. Last update was at 2012/12/04 13:35:07
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![[Post New]](/s/i/i.gif) 2012/12/04 13:54:35
Subject: 6th ed Random Mission Generator
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Fixture of Dakka
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Madness! wrote:Yes,it's possible to abuse the terrain, but just remember, next time you may be in the same role, so play nice!
Your rules encourage the opposite. If you want people to play nice; don't concoct rules that imply they shouldn't.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/12/04 17:23:21
Subject: 6th ed Random Mission Generator
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Fireknife Shas'el
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The problem is that if the defense doesn't take advantage of the terrain, then he is facing a huge disadvantage. The attacker gets to deploy and go first knowing how everything his opponent has is deployed.
These types of rules would be great with a preset board and with a campaign in mind. But for a random game it just seems to scream lopsided.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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