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![[Post New]](/s/i/i.gif) 2014/08/30 09:06:15
Subject: Relevant Grey Knights [Scenario]
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Hallowed Canoness
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This is an Altar of War scenario designed for two to three players. It is intended to create a more "realistic" feel to a Daemonic incursion of the sort that makes the Grey Knights not only good against daemons - but vital.
Choosing Forces
This scenario is designed for use with Battleforged army lists of a certain size. To scale the game up, the Daemon player should have the same number of points as the Defending Force and the Relief Force combined, and the Defending Force should be roughly half as large again as the Relief Force.
The Daemons player may choose up to 2500 points of models from Codex: Daemons. They may also include units of Chaos Cultists from Codex: Chaos Space Marines. Cultists do not take up space on the Force Organisation chart.
The Daemons player may use up to two Combined Arms Detachments.
The Defending Force player may choose up to 1500 points of models from any codex that is Battle Brothers with the Armies of the Imperium, using one Combined Arms Detachment and up to one Fortification.
The Defending Force player (or, if a third player is present, the Relief Force player) may choose up to 1,000 points from Codex: Grey Knights, using either a Combined Arms Detachment or an Allies Detachment.
Setting the Table
Roughly 75% of the board should be covered with terrain. The board should be roughly 6'x4', although scaling the game up can use larger boards of the same ratio.
The Defending Force is deployed first.
The Defending Force must be deployed on the board. They deploy anywhere within 18" of their long table edge, so long as they are at least 12" away from the short edges of the table.
The Daemons may deploy up to 25% of their army on the board. Any units not deployed must start in Reserve. Cultists held in Reserve automatically gain the Outflank special rule, but may not Deep Strike under any circumstances.
The Relief Force is held in Deep Strike Reserve, and arrives on Turn 3.
Turn order and Game Length
The Daemons player has first turn. The game uses random game length. After the fifth turn, the game continues on a 4+. The game ends at the end of the Ninth turn.
Objectives
First Blood, Linebreaker, Cut Off The Head, Hold the Line!, Destroy!, Purge!.
Cut Off The Head: If the Daemonic Warlord is slain, the slaying Force gains 3 Victory Points. If the Daemonic Warlord is slain by a Daemon or Daemonic rule, no victory points are gained, but the killer (or next highest-Ld Daemon character) becomes the new Warlord, and generates a new Warlord trait (but is worth an additional Victory Point).
Hold the Line!: the Defending Player gains one Victory Point for each unit they have alive at the end of each game turn.
Destroy!: The Daemon player gains one Victory Point for each Defending Force unit they have wiped out, and two Victory Points for each Relief Force unit they have wiped out.
Purge!: The Relief Force player gains two Victory Points for each Daemon or Defending Force unit they wipe out.
Scenario Special Rules
Our Weapons are Useless!: Models with the Daemon special rule are immune to normal weapons fire. Track Casualties as normal by laying 'slain' models down on their side. If a unit is forced to take a morale check due to losing 25% of its models to shooting, that unit is instead Pinned for a turn (regardless of whether the model is Fearless or not). Stand the 'slain' models back up at the end of the shooting phase.
Daemons slain by Psychic Powers (including Force Weapons), and by models under the effects of an active Act of Faith or War Hymn are slain for real - remove the casualties as normal.
Conjuration Link: Note down which Summoned Daemons are summoned by which models. If the summoner is slain, any Daemons they have summoned using Malefic Daemonology disappear at the end of the Daemon player's next turn.
No Witnesses: The Defending Force and the Relief Force are considered Allies of Convenience to all intents and purposes, as if they were part of the same army. At any given time, however, either force can choose to treat the other as Enemies: If a Relief Force unit wishes to use an Incinerator on a unit of Daemons that is locked in close combat with a unit of Defenders, for example, the Relief Force may treat the Defending Force unit as enemies and kill them all.
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This message was edited 2 times. Last update was at 2014/09/06 09:25:20

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/08/30 12:31:30
Subject: Relevant Grey Knights [Scenario]
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Powerful Phoenix Lord
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Just so I am understanding "Cut Off The Head!".
If my Warlord is killed off by the Warp Storm, Daemonic Instability, or a scattering PSA fired by my own side, then a different model (either the "attacker" or highest Leadership) gets promoted to Warlord.
Does the Defender/Relief get Slay the Warlord for the original Warlord, and if they kill the new Warlord, do they get 3 VP?
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2014/08/30 13:14:47
Subject: Relevant Grey Knights [Scenario]
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Hallowed Canoness
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Cut off the head! replaces Slay the Warlord! in this scenario, and it doesn't matter if it's the original Warlord or a replacement Warlord who is slain by the Defender or Reliever, they gain 3 VPs.
they only gain Cut off the Head! if they are responsible for the Warlord's death.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/08/30 20:55:08
Subject: Relevant Grey Knights [Scenario]
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Hurr! Ogryn Bone 'Ead!
over there
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Furyou Miko wrote:
Our Weapons are Useless!: Models with the Daemon special rule are immune to normal weapons fire. Track Casualties as normal by laying 'slain' models down on their side. If a unit is forced to take a morale check due to losing 25% of its models to shooting, that unit is instead Pinned for a turn (regardless of whether the model is Fearless or not). Stand the 'slain' models back up at the end of the shooting phase.
 That would make this a horribly not fun scenario for the other imperial player, especially if they play an army with bad psykers (da), that relies on weight of fire ( ig), or doesnt have access to war hymns (sm).
Could you give tips on how to get at least one psychic power of against a daemon army this strong? Really, explain to me how only allowing force weapons to kill them, (an IG army will have at max, sm 2), or psychic powers (which are a horrible Idea to use against this many daemons, they wont get off) was a good balanced idea.
Or are we just using gw rulewriting doctrine,"lel sounds cool let's add it."
Oh yeah I forgot the daemons always have a warlord trait  (translation: stuff)
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This message was edited 1 time. Last update was at 2014/08/30 20:57:23
The west is on its death spiral.
It was a good run. |
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![[Post New]](/s/i/i.gif) 2014/08/31 13:25:29
Subject: Relevant Grey Knights [Scenario]
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Hallowed Canoness
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Well, that's why the other Imperial is allowed to Pin daemons. It's fun because they have to manage to survive - also, that's what the cultists are for, to give them something to kill if they absolutely can positively only have fun by killing things.
Daemons only retain their warlord trait if one of their own special rules screws the scenario over.
Also, yes. It's a scenario. For fun. It's not a rule for every game. Honestly, if you're going to say that the scenario as a whole is pointless, find another thread to comment in.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/08/31 21:04:04
Subject: Relevant Grey Knights [Scenario]
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Furyou Miko wrote:Daemons slain by Psychic Powers (including Force Weapons), and by models under the effects of an active Act of Faith or War Hymn are slain for real - remove the casualties as normal.
Trying to screw over Marines while dishing out candy to the SoB, that's my Miko.
So if the Grey Knights gun down some Daemons with Incinerators or Psycannons, you're telling me the Daemons are just halted for a few moments? While lasguns work just fine if they have a raving madman shouting prayers in the vicinity?
Seems legit.
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This message was edited 4 times. Last update was at 2014/08/31 21:06:37
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![[Post New]](/s/i/i.gif) 2014/08/31 21:23:14
Subject: Relevant Grey Knights [Scenario]
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Ferocious Black Templar Castellan
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Ashiraya wrote: Furyou Miko wrote:Daemons slain by Psychic Powers (including Force Weapons), and by models under the effects of an active Act of Faith or War Hymn are slain for real - remove the casualties as normal.
Trying to screw over Marines while dishing out candy to the SoB, that's my Miko.
So if the Grey Knights gun down some Daemons with Incinerators or Psycannons, you're telling me the Daemons are just halted for a few moments? While lasguns work just fine if they have a raving madman shouting prayers in the vicinity?
Seems legit.
Seeing as the Black Templars are always angry, all the time, does that mean they kill everything as normal?
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2014/09/04 20:13:01
Subject: Re:Relevant Grey Knights [Scenario]
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Hollerin' Herda with Squighound Pack
Denmark
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How does the "Purge!" scenario rule work? The relief force gains 2 victory points for each defending unit they wipe out, does that mean that the grey knights counts the defending force as a possibly 3rd opponents and can fire/assault them?
I like the scenario its very fluffy and the crazy benefits the daemon player gets is balanced by the ease the defending player can get VP. But "smart" players wouldnt get any chaos cultists.
If you do play a game or 2 Id be very interested in hearing the outcome, especially on the VP part. As it seems like it could very fast get out of hand.
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This message was edited 1 time. Last update was at 2014/09/04 20:14:11
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![[Post New]](/s/i/i.gif) 2014/09/06 09:19:56
Subject: Relevant Grey Knights [Scenario]
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Hallowed Canoness
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Ashiraya wrote: Furyou Miko wrote:Daemons slain by Psychic Powers (including Force Weapons), and by models under the effects of an active Act of Faith or War Hymn are slain for real - remove the casualties as normal.
Trying to screw over Marines while dishing out candy to the SoB, that's my Miko.
So if the Grey Knights gun down some Daemons with Incinerators or Psycannons, you're telling me the Daemons are just halted for a few moments? While lasguns work just fine if they have a raving madman shouting prayers in the vicinity?
Seems legit.
Hm, I hadn't considered Psycannons. Anyway, there's no reason that a Marine can't be under the effects of a War Hymn - that's why I included them as useful. :p To give armies other than Sisters a mechanic that lets the relief force having some effect (Even if not that great of one).
Britneyfan12 wrote:How does the "Purge!" scenario rule work? The relief force gains 2 victory points for each defending unit they wipe out, does that mean that the grey knights counts the defending force as a possibly 3rd opponents and can fire/assault them?
I like the scenario its very fluffy and the crazy benefits the daemon player gets is balanced by the ease the defending player can get VP. But "smart" players wouldnt get any chaos cultists.
If you do play a game or 2 Id be very interested in hearing the outcome, especially on the VP part. As it seems like it could very fast get out of hand.
Yes, it does. I'll make that more explicit (It was supposed to be implied by the fact that they're a separate 'player', even if the same person controls both).
No Witnesses: The Defending Force and the Relief Force are considered Allies of Convenience to all intents and purposes, as if they were part of the same army. At any given time, however, either force can choose to treat the other as Enemies: If a Relief Force unit wishes to use an Incinerator on a unit of Daemons that is locked in close combat with a unit of Defenders, for example, the Relief Force may treat the Defending Force unit as enemies and kill them all.
AoC rather than BB (despite actually being BB) is to eliminate confusion such as "What do I do if I have a Defending Force Librarian in my Grey Knight squad and turn my weapons on his friends?"
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This message was edited 1 time. Last update was at 2014/09/06 09:26:28

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/09/18 10:53:37
Subject: Relevant Grey Knights [Scenario]
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Hallowed Canoness
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Now for the 'Drowning babies' stage of game development. A rework of the special 'Our weapons are useless!' rule intended to put some power back in the hands of the valiant Defence Force, while still rendering the Grey Knights key to eventual Imperial victory.
This is an Altar of War scenario designed for two to three players. It is intended to create a more "realistic" feel to a Daemonic incursion of the sort that makes the Grey Knights not only good against daemons - but vital.
Choosing Forces
This scenario is designed for use with Battleforged army lists of a certain size. To scale the game up, the Daemon player should have the same number of points as the Defending Force and the Relief Force combined, and the Defending Force should be roughly half as large again as the Relief Force.
The Daemons player may choose up to 2500 points of models from Codex: Daemons. They may also include units of Chaos Cultists from Codex: Chaos Space Marines. Cultists do not take up space on the Force Organisation chart.
The Daemons player may use up to two Combined Arms Detachments.
The Defending Force player may choose up to 1500 points of models from any codex that is Battle Brothers with the Armies of the Imperium, using one Combined Arms Detachment and up to one Fortification.
The Defending Force player (or, if a third player is present, the Relief Force player) may choose up to 1,000 points from Codex: Grey Knights, using either a Combined Arms Detachment or an Allies Detachment.
Setting the Table
Roughly 75% of the board should be covered with terrain. The board should be roughly 6'x4', although scaling the game up can use larger boards of the same ratio.
The Defending Force is deployed first.
The Defending Force must be deployed on the board. They deploy anywhere within 18" of their long table edge, so long as they are at least 12" away from the short edges of the table.
The Daemons may deploy up to 25% of their army on the board. Any units not deployed must start in Reserve. Cultists held in Reserve automatically gain the Outflank special rule, but may not Deep Strike under any circumstances.
The Relief Force is held in Deep Strike Reserve, and arrives on Turn 3.
Turn order and Game Length
The Daemons player has first turn. The game uses random game length. After the fifth turn, the game continues on a 4+. The game ends at the end of the Ninth turn.
Objectives
First Blood, Linebreaker, Cut Off The Head, Hold the Line!, Destroy!, Purge!.
Cut Off The Head: If the Daemonic Warlord is slain, the slaying Force gains 3 Victory Points. If the Daemonic Warlord is slain by a Daemon or Daemonic rule, no victory points are gained, but the killer (or next highest-Ld Daemon character) becomes the new Warlord, and generates a new Warlord trait (but is worth an additional Victory Point).
Hold the Line!: the Defending Player gains one Victory Point for each unit they have alive at the end of each game turn.
Destroy!: The Daemon player gains one Victory Point for each Defending Force unit they have wiped out, and two Victory Points for each Relief Force unit they have wiped out.
Purge!: The Relief Force player gains two Victory Points for each Daemon or Defending Force unit they wipe out.
Scenario Special Rules
Our Weapons are Useless!: Models with the Daemon special rule are treated as though they had three times their normal number of wounds or Hull Points.
Wounds inflicted by models under the effects of a Blessing, Act of Faith, War Hymn, or the Zealot special rule deal two additional wounds (or remove two additional Hull Points) to models with the Daemon special rule.
Conjuration Link: Note down which Summoned Daemons are summoned by which models. If the summoner is slain, any Daemons they have summoned using Malefic Daemonology disappear at the end of the Daemon player's next turn.
No Witnesses: The Defending Force and the Relief Force are considered Allies of Convenience to all intents and purposes, as if they were part of the same army. At any given time, however, either force can choose to treat the other as Enemies: If a Relief Force unit wishes to use an Incinerator on a unit of Daemons that is locked in close combat with a unit of Defenders, for example, the Relief Force may treat the Defending Force unit as enemies and kill them all.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/09/18 20:32:55
Subject: Relevant Grey Knights [Scenario]
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Terrifying Rhinox Rider
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This is one of the greatest things that I have ever seen about warhammer miniatures games. I am completely thrilled.
The Home Nuggeteer wrote:  That would make this a horribly not fun scenario for the other imperial player, especially if they play an army with bad psykers (da), that relies on weight of fire ( ig), or doesnt have access to war hymns (sm).
Could you give tips on how to get at least one psychic power of against a daemon army this strong? Really, explain to me how only allowing force weapons to kill them, (an IG army will have at max, sm 2), or psychic powers (which are a horrible Idea to use against this many daemons, they wont get off) was a good balanced idea.
Or are we just using gw rulewriting doctrine,"lel sounds cool let's add it."
Oh yeah I forgot the daemons always have a warlord trait  (translation: stuff)
I hope you are still reading this, because I would like you to know how terrible you are at being smart, having fun, and expressing simple ideas.
This scenario is an absolute blast to even read about. I say this as someone who thinks everything the OP has previously posted on any website is absolute garbage. This thread knocks one out of the park and also cures several diseases.
I want to play this scenario really badly.
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![[Post New]](/s/i/i.gif) 2014/09/18 21:14:11
Subject: Relevant Grey Knights [Scenario]
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Hallowed Canoness
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Well, uh. I'm glad I have a fan? ^^; Thanks?
Anyway, please play it! Let me know how it goes!
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This message was edited 1 time. Last update was at 2014/09/18 21:25:57

"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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