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Made in us
Stalwart Dark Angels Space Marine





Alright, Came up with an idea for a mission, the setting would be either the second or third war of Armageddon.

Rules:
Steel legion: Imperial Guard player cannot use any infantry that don't have a dedicated transport bought for them. This includes allies.

The Ash Wastes: The ash of Armageddon fouls the complex engine of Vendettas and Valkyires. Aircraft can't operate at these low altitudes. The Imperial Guard player may not take any flyers. The navy can't risk the resources, and nor would any Space Marine ally that could be taken.

"Ash? Ash ain't neva stop no ork!" Orks may take flyers, but every turn after they arrive, roll a D6. On a 5+, the flyer crashes as per the "Crash and Burn" rules. The ash has clogged the air intake and caused the brave flyboy to stall and crash.

The beast of Armageddon: The Ork player may take Ghazghull for free. He takes up no slot on the force organization chart when taken.

Defender of Armageddon: The Imperial Guard Player may take Yarrick for free. He takes up no slot on the force organization chart when taken.

Neither of them have to be the warlord, unless they have the highest leadership.

Deployment: Measure a line from one corner to the other, diagonally, then measure 4 inches on each side from the center. the Imperial player may deploy his convoy in this line. Measure another 8 inches from this line, the Ork player may deploy on either side of the column.

All terrain should be placed in the Ork player's deployment zone. This creates a kill zone that the convoy, and the clear path that the convoy was moving through.

First turn: Orks go first, the Imperials may not seize the initiative. There is one twist to the normal turn order.

The Orks move first, the Imperial Player then shoots, only with his dedicated transport weapons. This represents the transports noticing the ambush as it happens. The game then resumes the normal order with the Ork's shooting phase, assault phase, and then the Imperial Movement, shooting, and assault, and so on.

Game Length: the mission lasts 5 turns.

Victory Conditions: The player who has scored the most Kill points wins. The Imperial Player gets 1 victory point for every 2 units of theirs still alive at the end of the game

Secondary Objectives: Slay the Warlord, First blood.

"Free, free from that beast at last" : If Ghazghull is dead at the end of the game, hes worth 1 additional VP.

" 'e won't stop us now! Too bad, I liked fightin' dat 'umie.": If Yarrick is dead at the end of the game, hes worth 1 additional VP.

Mission Special rules: Night fighting, Reserves.

The first turn is night fighting.


So, any questions, comments, concerns? The Idea is for the Orks to probably have to commit to parts of the convoy, or possibly stretch thin to try and assault the whole thing at once, which either causes the Imperial Guard to repulse the assault, or for pockets of resistance to form. Thats the idea anyways. I was thinking maybe 1850 for IG versus 2000 for Orks.

This message was edited 2 times. Last update was at 2013/04/27 04:29:38


 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

I'd say give Yarrick free as well.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Stalwart Dark Angels Space Marine





Yeah, I've been thinking that. So, lemme make that adjustment.

This message was edited 1 time. Last update was at 2013/04/27 04:25:22


 
   
Made in ca
Smokin' Skorcha Driver




Canada

I think you should buff up the 8" buffer zone to something like 10"

Just because now it still seems a little easy for Orks to get first turn assault. Unless that's what you were going for.

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Stalwart Dark Angels Space Marine





 DakkaHammer wrote:
I think you should buff up the 8" buffer zone to something like 10"

Just because now it still seems a little easy for Orks to get first turn assault. Unless that's what you were going for.


Yeah, thats the plan actually.

 
   
Made in nz
Disguised Speculo





It looked great until I got to

Kill Points


Come on man, use a little imagination here. KP is gak at the best of times, don't let it mess up an otherwise very cool mission.
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

This is a really nice mission! Some objectives need tweaking in my opinion, but I really like the convoy feel. KP needs to be replaced, since the Dedicated Transport rule almost guarantees only Veterans on the IG side and that means easy to kill. Orks are gonna be a bit harder to chew through, especially if they start in cover when the IG don't. Maybe an objective allowing the IG to escape the ambush, giving them X amount of VP but meaning they lose the unit that escaped. Meaning they might win by escaping (giving them VPS and denying the Orks the kill), but the remaining units might slowly get overrun as more and more leave

One thing though, this mission seems incredibly biased towards Orks. Orks get more points, cover, easy first/second turn assault, and the ability to take fliers (even with the risk of them dying). Haven't actually play-tested it yet though, it may be more even than on paper.

This message was edited 1 time. Last update was at 2013/04/28 14:28:34


DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
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Made in us
Adolescent Youth with Potential




The Rock

Very cool mission I like the fact its during the war for Armageddon.

5000 points
3500 points
1000 points 
   
Made in ca
Smokin' Skorcha Driver




Canada

Do you think it would translate to other armies? Like chaos attacking a tau convoy?

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Stalwart Dark Angels Space Marine





I suppose it could translate to other armies, but I thought with the two "rival" characters in these codexes, it'd work much better than most other armies.

I don't really know what other objective there could be. I mean you could try with driving off the board, but that comes up with the front half of the convoy possibly just hauling ass and leaving the last half to fight for themselves.


Actually, hmmm. I'd leave that up to the players testing it, as I do not have the IG army to playtest this :(

That'd end up with a really cool wagon circle I think on the back half haha.

Anyways, if any of you guys get a chance to play this, send me messages or post here what you though please!

 
   
 
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