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Made in ca
Fixture of Dakka





Ottawa Ontario Canada

So trying to put together a 1000 point event likely for sometime in may, here's a first kick a the can on format and mission. Scenario/mission is there if you want to to give it a try you can treat the scenario rules as optional/with opponent's consent. They will likely be in use for the event itself. Normally in the scenario objective are placed before either side knows the deployment map but for the event packet the deployment and number of objectives will be fixed each round. Objective scoring is end game, so not progressive as usual. The only real secondary way of scoring victory points is destroying enemy HQ bases or tanks containing tank commanders.





This message was edited 1 time. Last update was at 2024/03/21 05:21:05


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




would suggest for the "vanguard strike" deployment just go with triangles for the deployment area, way easier to mark out.

the max four formation thing is likely superfluous at 1,000 points, especially given you are awarding VP for killing commanders.

Also suspect you will get quite low VP games here.

Q: by objectives "under a players control" are you meaning actively under control at that moment or still under control having been taken earlier and not recaptured/contested?

Potential issues, and this is from not playing it
- OW for FF orders only is going to encourage static gun lines, as will last turn only scoring (if they can be grabbed early and are sticky as per the main rules this will be mitigated a bit)
- instead of "treacherous ground" it may be easier to denote expanded deployment zones, anything with such rules can go into those and no further - also fits with the remote airbases stuff in showing this is the very tip or an advance (could also limit the number of detachments that are immobile?)

the limit on marine legions is probably sensible, especially at this size

fliers bit seems a tad odd though, given how many fliers are VTOL and could well be embedded with forwards units, you have also essentially nerfed out the airborne units. I don't think you need to worry too much at this point level given how expensive many fliers are. possible change would be to limit this to fliers that are not also transports?

overall though, best test is combat, give it a whirl and see how it goes
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
would suggest for the "vanguard strike" deployment just go with triangles for the deployment area, way easier to mark out.




Couldn't disagree more unfortunately, triangles are terrible with terrain on the board and a personal pet peeve of mien when I see tri angular deployment. These deployment zones are meant to be a call back to the better days of 40k.


Automatically Appended Next Post:
leopard wrote:


the max four formation thing is likely superfluous at 1,000 points, especially given you are awarding VP for killing commanders.



Ya it likely its but the idea is to have some room to expand into 1500.


Automatically Appended Next Post:
leopard wrote:


Also suspect you will get quite low VP games here.



Well that's intended, it's nice to have the score not resemble a basketball game, and you might actually see some ties/draws.


Automatically Appended Next Post:
leopard wrote:


Q: by objectives "under a players control" are you meaning actively under control at that moment or still under control having been taken earlier and not recaptured/contested?



It's not mentioned explicitly but objectives are still sticky, so they don't have to be actively held, just still be in control of one side or the other.


Automatically Appended Next Post:
leopard wrote:

Potential issues, and this is from not playing it
- OW for FF orders only is going to encourage static gun lines, as will last turn only scoring (if they can be grabbed early and are sticky as per the main rules this will be mitigated a bit)
- instead of "treacherous ground" it may be easier to denote expanded deployment zones, anything with such rules can go into those and no further - also fits with the remote airbases stuff in showing this is the very tip or an advance (could also limit the number of detachments that are immobile?)

the limit on marine legions is probably sensible, especially at this size

fliers bit seems a tad odd though, given how many fliers are VTOL and could well be embedded with forwards units, you have also essentially nerfed out the airborne units. I don't think you need to worry too much at this point level given how expensive many fliers are. possible change would be to limit this to fliers that are not also transports?

overall though, best test is combat, give it a whirl and see how it goes



"OW for FF orders only is going to encourage static gun lines" I'll take that over acid trip demolition derby of advance order that it currently is, it's 1k on a 5x4, this lets people play at a pace that isn't racoon on meth thankfully

For treacherous ground, the hope is actally for more stuff to go into reserve on outflank, it may even go back to saying no entirely to infiltrate on account of how easy it is to spam tarantulas/pioneer company at like any point level unfortunately.

The flyers thing is needed, they're too oppressive turn one, especially to those who barely have an air force, gives both sides a turn to move a bit before the hammer of god falls on them.


The goal of 2/3 of the rules is just to make game feel less glasshammer and more about getting a full 5 turns in.


Reddit had a collective reeeeeeeeeeee over the presences of possible AI art on the cover photo

https://www.reddit.com/r/LegionsImperialis/comments/1bhrgms/1000_point_legions_imperialis_event_format/

Every small event has the same budget as the LVO obviously


This message was edited 6 times. Last update was at 2024/03/19 13:45:58


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

I like that this is an attempt to blunt some of the more egregious elements of the game re. balance. The flier limit and also more importantly the infiltrate limit will hopefully help, and the end-of-game VP count will help stop the hilarious turn-1 gunline of stuff deploying directly in front of the other force.

Will be interesting to see how you get on with 1k re. timings. An event I'm playing at has got 3 games of 2k pts over the course of one day, I think it might be a bit of a squeeze timewise especially with people still finding their way with the rules, but will have to wait and see.

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Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Pacific wrote:
I like that this is an attempt to blunt some of the more egregious elements of the game re. balance. The flier limit and also more importantly the infiltrate limit will hopefully help, and the end-of-game VP count will help stop the hilarious turn-1 gunline of stuff deploying directly in front of the other force.


Hopefully it means games mostly get to turn 5 and hopefully feel close and like toy said to stop gunlines from being right in front of your deployment zone from turn 1. There may still be some of that with how cheap tarantulas/pioneeer can be but hopefully not too much. I do want people to feel like they can secure ground without a rapacious pace, and hold ground where they feel they can and maybe just try and hunt enemy leadership.




Automatically Appended Next Post:
 Pacific wrote:


Will be interesting to see how you get on with 1k re. timings. An event I'm playing at has got 3 games of 2k pts over the course of one day, I think it might be a bit of a squeeze timewise especially with people still finding their way with the rules, but will have to wait and see.


Goal is to sorta meet most players where they're at, there are still some builds that could have a lot of models or a lot of activations at 1k but hopefully people can make a combined arms list of some kind. Sadly its still possible to have some silly skew towards armour or other extremes but hopefully no one is that enthralled by armies with few units types.

2k might work for time if players are well practiced or if lists have a lot of points in titans or knights. I hear a lot of people say "oh 3k plays fine in 3-4 hours then find out they're platying 2100k with 900pts worth of titans

This message was edited 1 time. Last update was at 2024/03/19 19:07:45


Do you play 30k? It'd be a lot cooler if you did.  
   
 
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