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Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

I really like the way the maelstrom missions force you to move about the board and change plans mid-game resulting in dynamic and fun games.
If only the cards weren't so damn random. One turn your opponent gets three cards that are super easy to complete then the next turn you get three impossible ones - its just annoying!

So I decided to write a mission that tries to capture the dynamism of the maelstrom missions without the game-turning random objective draws, please let me know what you think and any ideas you have for refinements/improvements.

Calm the Maelstrom

The Armies: Both sides choose armies to the agreed points limit.

The Battlefield: After the terrain has been set up use Random Deployment Zones to
determine which deployment map will be used for this mission. Each player rolls a D6, re-rolling
ties. Whoever scores higher can decide which half of the table they wish to deploy
in. The opposing player will deploy in the opposite half.

Objective Markers: Place six numbered objective markers using the rules for placing objective markers. One player places objectives numbered 1, 2, 3 and the other player places objectives numbered 4, 5, 6.

Game Length: The usual rules for ending the game apply.

Deployment: Players must deploy using the Standard Deployment Method.

First Turn: The player that set up first can choose to take the first or second turn. If they decide to
take the first turn, their opponent can attempt to Seize the Initiative.

Victory Conditions: At the end of the game the player with the most Victory Points wins the game.

Objective Controlled: At the start of each player's turn that player rolls a dice and notes the number rolled and whether it was an odd or even number. At the end of the turn that player scores 1 VP for each odd numbered objective they control if the dice result was odd or 1 VP for each even numbered objective they control if the dice result was even. An additional 1 VP is scored if they control the objective that matches the number rolled.

Slay the Warlord: At the end of the game each player scores 1 VP if the opposing warlord has been removed as a casualty.

At the end of each player turn that player may score VP’s from each of the following conditions:

Behind Enemy Lines: Score 1 VP if two or more of your scoring units are within 12" of your opponent’s table edge.

Supremacy: Score 1 VP if you control at least two Objective Markers and at least twice as many Objective Markers as your opponent controls.

Overwhelming Firepower: Score 1 VP if an enemy unit was completely destroyed during the Shooting phase this turn. If you completely destroyed three or more enemy units during the Shooting phase this turn, score 2 VP’s instead.

Blood & Guts: Score 1 VP if an enemy unit was completely destroyed during the Assault phase this turn. If you completely destroyed three or more enemy units during the Assault phase this turn, score 2 VP’s instead.

Harness the Warp: Score 1 VP if an enemy unit was completely destroyed during the Psychic phase this turn. If you completely destroyed three or more enemy units during the Psychic phase this turn, score 2 VP’s instead.

First Blood & Line Breaker are not used in this mission.

Special Rules: Nightfighting, Reserves, Mystirious Objectives

This message was edited 4 times. Last update was at 2014/06/25 14:59:40


40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

Sounds like an interesting way of removing the random card element. You don't want to retain Hold The Line as well?
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

Thanks, I thought about using hold the line as well but it's kind of covered by trying to prevent your opponent scoring behind enemy lines.
Adding in extra ways of getting VP's takes away from scoring the objectives and I wanted them to be the focus of the mission.

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
Made in gb
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

In my continued attempt to keep the flavour of the maelstrom mission but removing the annoying random elements I've designed another new mission in which you get to pick a selection of cards to use as goals during the game. Please let me know your thoughts, good or bad.

Hidden Agenda

The Armies: Both sides choose armies to the agreed points limit.

The Battlefield: After the terrain has been set up use Random Deployment Zones to
determine which deployment map will be used for this mission. After placing objectives each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.

Objective Markers: A single objective marker is placed in the centre of the table then place four other objective markers using the standard rules for placing objective markers.

Game Length: The usual rules for ending the game apply.

Deployment: Players must deploy using the Standard Deployment Method.

First Turn: The player that set up first can choose to take the first or second turn. If they decide to
take the first turn, their opponent can attempt to Seize the Initiative.

Victory Conditions: At the end of the game the player with the most Victory Points wins the game.

Hidden Goals: At the start of the game, just before rolling for table sides, each player chooses four hidden tactical objectives.
These are chosen from the tactical objective deck or the table found on page 415 of the rule book.
One objective must be chosen from each of the following types Seize Ground (41-46), Purge (51-56) & Annihilation (61-66) with a single extra objective chosen from any one of the three sections.
Either write down those chosen or keep the cards but do not allow your opponent to see your choices.

At the end of each player's turn, after their first turn, that player may reveal a single one of their chosen tactical objective that they have completed the requirements for and score the VP's indicated. Treat all D3 results as 2.
Each objective can only be revealed and scored once.

Primary Objectives: At the end of each player's turn that player score 1VP for each objective marker they control.

Secondary Objectives: First Blood, Linebreaker & Slay the Warlord are used as normal.

Special Rules: Nightfighting, Reserves, Mysterious Objectives

This message was edited 3 times. Last update was at 2014/06/25 12:19:33


40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
 
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