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2014/08/05 03:25:47
Subject: Is there a way to combine eternal war and maelstrom scenarios?
Generate an eternal war mission using the normal rules, and set up the table as specified by the eternal war mission.
Then generate a maelstrom of war mission.
Use the following sections out of each mission:
Armies: Either, they are identical
Battlefield: Eternal war, with tactical objective markers from maelstrom of war.
Deployment: Either, they are identical
First turn: Maelstrom of war
Game length: Either, they are identical
Victory conditions: Use all of the victory conditions from both missions, except that all the eternal war objectives award double their normal points, or three points, whichever is higher.
Mission special rules: Use all of the mission special rules from both missions, ignoring duplicates.
Oh da grand ol' Duke of Ork
'e 'ad ten fousand boyz.
'E marched 'em up to da top ov da hill
an den dey made some noise!
An wen dey woz up dey woz up!
An wen dey woz loud dey woz loud!
An wen dey woz both up an loud
dey made all da grots go deff!
2014/08/05 12:06:42
Subject: Re:Is there a way to combine eternal war and maelstrom scenarios?
There are lots of ways from the very simple, play maelstrom but have each objective be worth an extra 3 points if you control it at the end of the game. To the more complicated such as the BAO and Nova mission packs which contain elements of both types of mission.
I like to come up with my own and have been using the following which are maelstrom type missions but far less random than the usual deck method.
(A little text heavy so)
Spoiler:
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. 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: 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, Mysterious Objectives
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 three following types: Seize Ground (41-46), Purge (51-56) & Annihilation (61-66) with a single additional objective chosen from any one of the three sections.
Either write down your chosen selection 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
Stick & Twist
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 then 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.
Primary Objectives: At the end of each player's turn that player scores 1VP for each objective marker they control.
At the end of the game each player scores 3VP for each objective marker they control.
Decisive Strike: At the end of each players turn that player scores 1VP if three or more enemy units were destroyed that turn.
Secondary Objectives: First Blood, Linebreaker & Slay the Warlord are used as normal.
Special Rules: Nightfighting, Reserves, Mysterious Objectives
Let me know what you think if you have time to look them over.