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Imperial Defense: Extraction - custom, themed battle (& General themed battle discussion!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Drone without a Controller






So me and my friends are looking to start a bit of a campaign this week, and have decided on a custom mission to kick it off:

Spoiler:
Imperial Defence - Extraction[u]
2 - 3 players

Blood Ravens - 400pts, Imperial Guard - 400pts

Orks - 800pts

• Imperials must hold the line against the Orks until Extraction arrives. On turn 2, roll for extraction, on a 6, a Valkyrie comes on to the board edge from the blue arrow. Add +1 to your roll for every turn after the 2nd (5+ turn 3, 4+ turn 4 etc.) Valkyrie must move directly to the extraction, but may not move Flat Out. May shoot normally at any unit in it's firing arc on the way.

• 1VP to Orks for every unit wiped out. 1VP for every Commander killed.

• 1VP to Imperials for every unit extracted (units falling back do so towards the transport, and may embark if in range) 1VP per Commander killed. Vehicles and Walkers may not extract, but do not count as a VP if other units extract successfully, and are not locked in combat.

• If an Ork unit is Wiped Out, or retreats back to its board edge, the unit is brought back at full strength at the Ork player’s board edge, or the respawn beacon if the Ork player has captured it. Vehicles and Bikes must arrive from Ork players Board edge. regardless of the beacon being captured.



What do you guys think? It would be cool to hear about other peoples themed or custom battle setups as well! We're looking to make a campaign out of this, so some extra inspiration would always be good

[Thumb - Battle map.jpg]

 Filename Imperial Defence.docx [Disk] Download
 Description
 File size 73 Kbytes

This message was edited 3 times. Last update was at 2016/06/29 08:32:39


"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." 
   
Made in gb
Towering Hierophant Bio-Titan





Bristol, England

Seems pretty easy for the guard to win.
Just queue up as close to the extraction as possible and run every turn. The orks will never catch them and don't have the ranged firepower to stop them.
Ignore the Valkerie completely.
If the Valkerie is the sole means of extraction then the Orks should win easily by tailoring the list specifically to taking it out.
Could be fun if everyone plays in the spirit of things but it seems easy to abuse the scenario if anyone gets a bit competitive.


Oli: Can I be an orc?
Everyone: No.
Oli: But it fits through the doors, Look! 
   
Made in gb
Drone without a Controller






 Alex Kolodotschko wrote:
Seems pretty easy for the guard to win.
Just queue up as close to the extraction as possible and run every turn. The orks will never catch them and don't have the ranged firepower to stop them.
Ignore the Valkerie completely.
If the Valkerie is the sole means of extraction then the Orks should win easily by tailoring the list specifically to taking it out.
Could be fun if everyone plays in the spirit of things but it seems easy to abuse the scenario if anyone gets a bit competitive.



I fully understand what you mean, it is a very easy to exploit battle, but it was never intended to be competitive, only fun to play, and all of us stuck with the intended theme/limitations, so it actually played quite nicely. You were dead on with the Orks advantage though! well predicted

We actually got round to playing this last night, and it was a decisive victory to the Orks due to some very lucky rolling. The Valkyrie came in turn 2 with a surprising a roll of a 6, then got immediately shot down by Tankbustaz with some crazy rolls (3 6's to hit, followed by another 2 6's and a 5 for 3 penetrating hits straight off the bat. We didn't use Jink however, so these could well have been saved (we forgot in awe of the firepower we just took in 1 turn... From 5 Orks shooting)

Blood ravens came up from the back board and pushed up hard, killing the Ork boss, a squad of bikes and causing a squad of boys to route. The few remaining imperial guard and their Commissar managed to finish off the squad of boys that assaulted them, and charged a second unit of boys that were about to kill the last remaining vet sergeant. Miraculously, he survived, and killed 2 boys himself! (while the commissar did nothing )

Despite it being cut short, it was a very enjoyable game with a lot of crazy moments, and now we know what adjustments need to be made! I'll post up the new battle map and mission rules shortly.

UPDATE

New rules and map have been amended to the original post. We decided that cover should be placed by all 3 players one by one, rather than preset scenery, as it affected all of our deployments negatively. We also removed the speed limitation of the Valkyrie, as it was coming from the Ork spawn, meaning it came under heavy fire immediately.

Also looking to extend this into a campaign centered around the early Aurellian campaign, next up is a Convoy assault mission in a canyon, with Orks defending this time:


 Filename Convoy Assault.docx [Disk] Download
 Description
 File size 72 Kbytes

[Thumb - Battle map.jpg]

This message was edited 6 times. Last update was at 2016/06/29 09:37:49


"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." 
   
 
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