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Made in gb
Longtime Dakkanaut






Attack on the Skylift.

In this scenario, one army is defending a Skylift which leads to their ship. The attackers are intending to get to the Skylift and enter the ship ahead of their main army.

Setup:
The Skylift is placed in the centre of the board, taking up approximately a 6” circle. The defender will then place either 2 aegis defence lines or 2 vengeance weapons within 12” of the Skylift. The defender can pay points to upgrade these to have weapons/battlecannons if they choose to. Scenery is then placed as normal.

Deployment:
The defender deploys up to 9” from the Skylift. Any reserves held by the defender will enter play from the Skylift, except fliers which will come on from either of the long board edges, and deepstrikers which will arrive as normal. The defender cannot use outflank.



The attacker automatically gets the first turn.

The attacker arrives from the short board edges in turn 1, except any units held in reserve which will arrive as normal. The attacker can use outflank.


Both sides score points by evacuating via the Skylift. The players score the amount of points a unit is worth at the time of evacuation – if a 200pt unit evacuates, the player scores 200pts. If a 40pt unit evacuates, the player scores 40pts. If a unit starts the game as 200pts, but at the time of evacuation, only 40pts remain, the player scores only 40pts.

To evacuate via the Skylift, the players must move their models onto the lift. At the end of each phase, any models wholly on the Skylift are removed from play and their points added to the players total.

Armies:

The defender takes 1500pts, and must take:
1-2 HQ
2-6 Troops
0-3 Elites
0-1 Fast Attack
0-4 Heavy Support

The attacker takes 2000pts, and may take:
1-2 HQ
2-6 Troops
0-3 Elites
0-4 Fast Attack
0-2 Heavy Support

The attacker may use a dual-force organisation chart.

If 2 attackers are playing, each gets 1000pts, and they get 1 short board edge each.

Fliers:
Both sides may use fliers. Defending fliers come on from either of the long board edges. Attacking fliers come from the owning players board edge.
Fliers cannot evacuate via the Skylift, even those with hover mode.

Fortifications:
The defender may use fortifications if he chooses – these must be deployed within 12” of the Skylift. He may also pay to upgrade the automatic fortifications if he chooses, at the usual points values for doing so.
The attacker may not use fortifications.

Wipeout: if the defender removes his last model from play, the game ends and the attackers remaining forces are added to his total – it is assumed they can make it without falling on their own swords! Fortifications will not count for this – they will power down as soon as there is no-one left to defend. Please submit this bug to your local mechanicus complaints department

Random game length & night fighting are used in this scenario.





C&C always appreciated, I'm writing up 2 follow-on missions right now, so stay tuned for more!

This message was edited 1 time. Last update was at 2013/07/30 14:59:58


12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Sneaky Sniper Drone




Firebase Zulu

So the goal of the defender.. is to send his troops up the skylift. But as soon as his last troops are sent up the lift and the game is over the attacker totals up his living forces and gets that score and they start out with more points. Given the 500 point lead the attacker has why in the world wouldn't he just castle up and use some long range sniping power to pick off a couple hundred points and just wait for the defender to get up the elevator?
   
Made in gb
Longtime Dakkanaut






because that would be boring. the goal of the attacker is to get up the skylift. the goal of the defender is to stop him from doing so, but to do so as well.

what's to stop the defender castling up and sniping the attacker?

but still, i see your point. i'm loathe to say anything that doesn't make it up the lift is lost, because that would lead to the defender immediately backing up the lift, the end, defender wins. i also hate with a passion the 'all units are equal' approach of kill-points, so having kill points vs units up the lift would be something i'd hate (i got 10 grots up the elevator, and you just killed a full unit of kitted-out nobz! i guess the score is tied!) but still i can see it could work like that.

so if i set it up as the defender is gaining killpoints and the attacker gains a point for every unit up the skylift, would you say that could work better?

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Confessor Of Sins




WA, USA

I think a resolution to this would be to gauge victory for both sides on how many points worth of defenders escape.

For example, in this case where there is 1500 points of Defenders (note this is extremely quick and dirty, and is in dire need of tweaking, but this is just to illustrate my idea):

If 0-500 points worth of defenders escape, the attackers win.
If 501-1000 points worth of defenders escape, it is a draw.
If 1001+ points worth of defenders escape, the defenders win.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in gb
Longtime Dakkanaut






hmm... this is all leading up to the attackers leading the charge in an assault on the ship at the end of the skylift though, i'm posting the next one shortly so it might make some more sense.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Horrific Howling Banshee




question what happens when the whole eldar army goes flat out over the defenders head, even a few wave serpents or seer council get and its all over, the jet bikes will get in turn 1 every thing else will jump over turn 2, game over.

There was a 2nd edition mission once called "dawn raid" where defender deployed in the middle and all the attacker had to do was get enough units from side of the board to the other and off the board whilst the defender simply had to stop him(points allocated to the attacker for getting past and points allocated to the defender for destroying the enemy)could this be adapted to your senario, because in your later senario you say about the alarm being raised, wouldnt they have raised the alarm already if they had also retreated up the ramp? why not say the defenders have to hold to the last moment so the ship could tak off. In that case in the next senario the rest of the ship would be oblivious to the intruders already on board?

Also in the next senario have you thought that the attackers deployment could this time be in the middle and there could be mulitple parts of the ship that he can try to take for differnt amounts of points or destroy/disable ship functions(Bridge, Gun deck, Engine room, strip club with differnt reseults for each location knocked out?), make the defender be able to react more quickly but the player will be forced to split his forces to defend differnt parts of the ship simultaneously?

also what program should i use for drawing pretty pictures?

This message was edited 2 times. Last update was at 2013/07/30 21:53:52


 
   
Made in gb
Longtime Dakkanaut






with regards to the bikes flat-outing over the defenders, i'm thinking i'll make it only go up at the end of the turn, so you guarantee a chance to destroy anything trying to get up it. as it is flat-outing would not get you up, as it only goes up at the start of each movement phase, but the defender would end up watching them go up at the end of their movement.

attacker goes first ,defender tries to stop him, all units on the lift go up, and repeat.

in the second mission, multiple parts of the ship would be good, having 4 objectvives to destroy, easier to do so (move,run or consolidate into base contact with it to do so) and the effects on the table are increasing for each objective destroyed - it would be better than the original, as anything melta could win the game very quickly. it also makes you think about how quickly you destroy them, as things get difficult after the first is destroyed, you'll have to time it right.

i'm making the pretty pictures on macromedia flash, as it's the only thing i know how to use - not ideal, but it works!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in gb
Horrific Howling Banshee




all sounds good, you wanna try it out on monday then? attack / defend for me?
   
Made in gb
Longtime Dakkanaut






yeah we can play it this week. I'll attack, as you'll just bring your silly fast panzees

now to knock a 2k list out!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
 
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