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Made in gb
Longtime Dakkanaut






This is a scenario in which an attacking army is attempting to cripple the makings of an Ork WAAAGH!. To do this they are trying to assassinate the warlord and destroy key parts of the Ork camp. This scenario is written with Eldar in mind as the attackers. This is the second battle in a 4-game campaign, the only one I’ve been allowed to write yet . First game sees orks landing on an Eldar planet, second sees Eldar assassination attempts, the last one is a last stand where the Eldar use all wraith. Not sure what the third is yet.
Attacking Army:
The attacking force gets 1250 points. The army may only consist of Rangers, Aspect Warriors and dedicated transports.
One of the units in the attacking force is nominated as the assassins, and they all get silenced weapons and night vision.
Two other units in the attacking force are nominated as saboteurs, and they all get the following special rules:
Saboteurs:
If this unit spends an entire phase (movement, shooting or assault) in contact with one of the Eldar objectives, they plant an explosive charge. One model in the unit carries the detonator.
Detonator:
In any shooting phase the model carrying the detonator can choose to press it instead of firing normally. All explosive charges previously placed by this unit immediately detonate. If the model holding the detonator is slain, roll a D6: on a roll of a 4+, he presses the detonator immediately. On a roll of a 1-3, the detonator is lost and the charges cannot be triggered.
Explosive charges:
When an explosive charge detonates on an objective, the objective is successfully destroyed by the Eldar player. All models within 6” of the objective receive a S6 AP4 hit. If the alarm has not already been raised, this’ll do it.

Da Orks:
The defending army gets 2000 points, as well as sentries, camp defences. The camp will be set up within 18” of the centre of the table. The warboss must deploy in the centre of the board. On the outer edge of the camp there must be:
A fuelling station, with all the Ork vehicles deployed at least partially within 6”.
A Mek shop, with all the Ork deff dreads and killa kans deployed within 6” of it.
3 floodlight towers with 2 grots on the top of each.
The camp should consist of huts and tents, and should not allow for a direct route through to the centre.
Da Boss: The Ork warlord is a more powerful beast than an average warboss. One Ork warboss is nominated as ‘Da Boss’ and he gains +1 to weapon skill, strength, toughness, wounds, attacks and leadership, and gains the fear, fearless and eternal warrior special rules.
Da Brainz: The Ork big Mek in charge of the vehicles is of high importance to the attacking forces, as he is highly skilled and dangerous. The Ork player, if he has one, must nominate one mekboy or big mek in his army to be ‘Da Brainz’. This mekboy gets +1 to his repair rolls and to the save conferred by his kustom force field, if he has one.

Special Rules:
Sentries:
The Ork player gets 6 sentry grots to place after he deploys, but before his opponent deploys. These sentries will move D6” in a direction indicated by the scatter dice at the start of every movement phase – friend or foe. If a hit is rolled, the player whose turn it is gets to pick the direction.
Raising the alarm: (all non-vehicle or walker Ork models count as sentries for the purpose of raising the alarm – they just don’t move!)
• If any of the sentries are, at any point, within 12” of an opponent, and have line of sight to them, roll a D6. On a 3+, the alarm is raised. On a 1 or a 2, the grot is too sleepy to notice!
• If any of the sentries survive being shot at, the alarm is raised.
• If a sentry is killed, lie the model down and leave it in place. If, at the end of any phase, there is a live sentry within 12” of a dead sentry, the alarm is raised.
• If a sentry is engaged in close combat and survives, the alarm is raised.
• If a sentry is engaged in close combat and is killed, the alarm is raised on a D6 roll of a 4+ - the sentry obviously screamed like a little girl as he was charged.
• If any weapon without the ‘sniper’ or 'silenced weapons' rule is fired, the alarm is raised.
• If any enemy vehicles, bikes or jetbikes move onto the board, the alarm is raised.

The Mission:
Objectives of destruction: the attacking army wants to destroy these.
Ork Mek shop: this counts as a building with armour 13 all around. The attacker gains 2 victory points for destroying it.
Ork fuel pump: this counts as a building with armour 11 on all sides. The attacker gains 2 victory points for destroying it. When destroyed all models within D6 + 6” take a S7 AP3 hit and the area within D6” becomes dangerous terrain.
Ork light towers: these are buildings with armour 10 on all sides. When the alarm is raised, if there is a grot still on top of the tower, the floodlights are turned on – everything within 24” of the tower is no longer subject to night fighting when being shot at. The light counts as a weapon for the purpose of destroying the light. No victory points are awarded for destroying the tower.
Ork big boss: if the Ork boss is slain, the attacking army receives 2 victory points.
Ork Brainz: if ‘da Brainz’ is slain, the attacking army gains 1 victory point.

The Orks get victory points as above for each objective not destroyed or slain. They also get one victory point for each unit destroyed by the warlord and his unit.
Deployment:
The Ork player deploys his warboss, vehicles and deff dreads as above. He then deploys his units inside the buildings – write what’s inside of each and place the piece of paper on top of the respective buildings. As soon as the alarm is raised all the orks will spill out of their buildings in a random direction indicated by the scatter dice, and may not assault this turn. After this the game continues as normal.

The attacking player then deploys his army. Any units with dedicated transports must start the game in reserves, inside their transports. Infantry units without transports may deploy within 12” of any table edge. Models with infiltrate may deploy anywhere they would normally be permitted to do so.

The Eldar player gets the first turn.

Until the alarm is raised, the Eldar player chooses whether or not to bring his reserves in. If the alarm is raised, the Eldar reserves arrive in the following Eldar turn. When the Eldar reserves arrive, they may move on from any board edge. Fliers will have to roll as normal, treating this as turn 2.

Game Rules:
Dead of night: night fighting rules are in effect for the entire game.
Retreat: any unit in the Eldar army can choose to move off any board edge – the unit is removed from the game but is not treated as destroyed. Fliers must state whether they are leaving combat airspace or retreating.

Secondary Objectives: none

I think that about covers it. gives the eldar some nice rules and such. what they destroy/kill in this game will affect the orks in the next game, and of course if the warboss chews his way through half the Eldar army, then he'll be even tougher by the next game!

feedback welcomed from all!

This message was edited 1 time. Last update was at 2014/04/11 10:25:38


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




1250vs2000 plus camp defences is too unbalanced, the attacker could only achieve 1 or 2 of those victory conditions with luck on there side, If the Warboss dies then the attacker wins as the mission would be accomplished

give the assassins the shred special rule instead of sniper but keep night vision

Have 4 building two armour 11 2 hull points one armor 12 2 hull points and another 13 with 3 hull points with each one having an effect on the big fight scenario

camp defences should be no more than 4 punishers cannons not battlecannons and they should have there own search lights, give the grots radios and if the alarm is triggered they radio the nearest tower(in the orks following turn) that starts firing at the intruders which then rouses all nearby orks(12"-18") maybe? that have the make Ld test if they pass they get in the fight, the turn after the whole camp is roused.

Warboss must issue and accept challenges(will always count as in challenge range) as he has to continuously impress da ladz so they knows hes da ardest

sentries I think is fine but it should be an initiative test not a 3+

if you increase to 1750vs2000 and keep the exploding building they could trigger bonus's in future games for both players whether they were destroyed or not. Also don't have your second in command in the battle as fluff wise you is wondering if you can fully trust the git and its awful suspicious that the point ears attack right when hes off getting more boyz for the big fight.

Also for the purposes of the campaign even if the attacker slays the warboss in the battle he will be present in da big fight any way


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I also think the warboss should have 5 kitted out nobs/flash gitz or 10 ard boys as a body guard or some thing similar that can be explained in da fluff


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Eldar Player must bring Highlander style list.


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exception rangers + pathfinders.


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sentry must take initiative test in every phase that they are in range of an enemy. or every time they are shot at with non sniper rounds(like a grounding test only initiative test)


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Eldar must take asurmen as warlord, warlord kill nets 3 victory points, buildings destroyed/intact gains you 1 victory point, no line breaker, no first blood.
once a warlord dies the game ends on a 4+ following turn as for good or bad its over. Depending who wins will carry bonus's to each side during the big fight.


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all buildings have a bar serving fungus beer, like you said with the boyz coming out of the building but not counting as an assault vehicle as that is too over powered as noted by sixth making sure a) you cant charge on turn 1 and b) you cant charge after coming in from reserve period.


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all buildings have a 5++ all building have armour 12 3 hull points?

This message was edited 7 times. Last update was at 2014/04/11 03:03:38


 
   
Made in ru
!!Goffik Rocker!!






Sounds pretty much that an eldar can win a game by spamming wave serpents. Come in, wait till turn 4-5, blow up 2 av12 buildings, get 4 vp, go off the table next turn. Or fly around - orks won't be able to destroy enough wave serpents to bring this 4 vp back in 2 turns.

This message was edited 1 time. Last update was at 2014/04/11 06:22:03


 
   
Made in gb
Longtime Dakkanaut






shred is too good against a warboss who is specifically high toughness, and i realise now sniper gives wounds on 4+, i'd change it to 'silenced' so they can be fired without raising the alarm.
for camp defences i was thinking along the lines of 2 aegis's for free, buy the turret if you want, and orks still have space for 2 fortifications if they want to.

I think the buildings are quite fair as all the vehicles have to deploy next to something which goes bang when you destroy it, so you have the facility to cause crippling blows to the army really easily. i was trying to give you action-hero style advantages to sneak in, plant explosives, then blow up the fuel lines and destroy half the vehicles, make it dangerous to get to the vehicles afterwards etc. if you just want to charge in all guns blazing on an assassination mission then more fool you

I figured the orks being able to charge out of their buildings was balanced by the fact that they could all run out in the wrong direction.

if i want the boss to have a bodyguard, I'll have to buy him one. any game in which something comes for free is invariably broken (why I hate the GW stores "if you bought it this week you can use it for free" policy).

spamming waveserpents is an unfortunate evil that we can't just get rid of as eldar are pitiful, puny, pathetic little space elves without them (not that I'm challenging you to win without them Adam... ). hopefully He'll want to have a couple of units on the field to start, and as anyone starting on the field can't have a waveserpent coming in empty anyway, that should alleviate the numbers. as long as both sides agree on themes for the game, we shouldn't have any problems with this sort of thing.

the fact that the buildings are hard to kill is then counteracted by the saboteur squads. there'd be no point in having them at all if you can just glance them twice with your waveserpent and then leave. this is meant to be a challenging game!

the fight wouldn't end with the warlord dying, fact is the orks would want to get stuck in (and some time later another boss would take his place).

I was thinking about the advantages of the buildings in the big battle, if they aren't destroyed:

fuel reserves: all vehicles get red paint for free, or burnas get +1 S or torrent )
mek shop: all deff dreads and killa kans get a 5++ for ablative armour plating bolted on
both: all ork vehicles have been fitted with bigger engines and bigger fuel tanks - they all become fast.


Automatically Appended Next Post:
editied the changes into the first post.

This message was edited 1 time. Last update was at 2014/04/11 10:25:55


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




no the eldar player can spam wave serpents as I said they would bring a highlander list, the reason why the orks cant charge out of the building is a fair point in sixth edition, No one can charge from coming on from reserve, stop living in the past lol forge the narrative with me the orks hear a noise sounds like dakka, ld check/pass go see what happening, gets outside, can only take cover or return fire as he enters the emerging battlefield.

I say all these to get a game that will last 5-6 turns not, the eldar have to bring there worst units and must die on turn 1 for the orks amusement!


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and yes the ork player should have to pay for the bodyguard out of his army, but the choice is mandatory that he get s attached to it, he didn't get jst happen to be outside in the middle of the map telling 30 grots a bed time story


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also I see some great bonus's for the orks keeping those building intact what is the negative effect of them being destroyed? remember balance is the key to a good scenario, and I don't think that shred will make that much difference vs one model who looks out sir on a 2+ to his bodyguard. too much eldar hate still

This message was edited 2 times. Last update was at 2014/04/11 13:58:41


 
   
Made in gb
Longtime Dakkanaut






I'm not getting where the eldar get shot on turn one, the orks can't move, shoot, assault or even control the sentries until the alarm is raised, so if you sneak in, plant some explosives then confront the warboss then you're in pretty good stead to win the game. if you instead decide to start the game by using a small ambush force to launch a full scale attack on an ork camp then yeah, suprise suprise, you're going to fail. I can't do anything at all until the alarm is raised, just watch as my army doesn't notice some eldar tiptoing around. in fact i even left out the ork bars spilling out at a random time to give you more scope for sneaking effectively. putting myself in the shoes of the attacker (and we could do that if it'll convince you) I can see plenty of ways the game could be won.

one thing i will do is say there are D3+2 sentries rather than 6, and we alternate placing them at the start, so you can even leave yourself a doorway open. I've let you take snipers to pick off the sentries if the opportunity arises, Given you squads that can destroy the objectives simply by finishing their movement next to them, rather than the usual 'spend an entire game turn' thing, given you night vision on a squad dedicated to assassinating the boss, and forced my own deployment into a predictable pattern where the orks main advantage of manoeuvrability is completely ruined by a parking lot and all the dreads and kans are sleeping by the mekshop! and what's that - they all have to be within the explosion radius?
negative effects of them being destroyed is the absence of the ork bonuses - we'll have an eldar defence along similar lines which gives you bonuses in the final battle unless i destroy them. that way we've both got the ability o get some improvements and to remove each others.

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




this is fine as im willing to give it a go, but need bonus's for eldar destroying the buildings other wise there not gonna touch em.....example: fuel depot destroyed, fule shortage any fast vehicle that goes flat out will run out of fuel a 5+ any thing else on a 6.


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if no negative effects then the bonus you have in mind are too powerful later on, time to gamble my friend, other scenario will be the same with positive and negative effects for both players


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also I want positive and negative condition for victory example: warboss wasn't even scratched +1 Ld to all orks +1wounds to the warboss cause he knows hes invincible

This message was edited 2 times. Last update was at 2014/04/11 15:27:25


 
   
 
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