Okay, so I'm working on a special mission for a campaign. The short version of it: You have to work your way down into a titan and destroy the control room and the power generators of it to win. I'm using a series of 3 2'x2' boards to represent the various levels of the titan. Board 1 is the top, board 2 is the level below the top and board 3 is the level with the control center and generators. The attacker deploys via deep strike to board 1 and must work their way down to board 3 in order to destroy the Control center and generators. Board 1 is basically a city fight while 2 and 3 are more like space hulk or Zone Mortalis.
Well, I'm having some problems with it. Namely it's waaaaay too easy for the defender to just tar pit the attacker for several turns on board 2. And when I say "Tar pit for several turns" I mean like 4-5 turns no one is going anywhere on board 2. The critical problem here is that in order for the attacker to even have a chance to win he needs to be able to board 3 by turn 5, maybe 6 (as it is right now the mission is designed for 10 turns). So I'm trying to change the mission to help the attacker out some. I've come up with 2 ideas and I'm hoping I can get some feed back from folks about them (or if you have a suggestion of your own to hear that as well).
The mission itself already has a rather sizable amount of special rules to account for the unique nature of the mission which you can check out in my
mission write up here.
First idea: The defender gets 25% fewer points for their army then the attacker gets. So the Defender would get 750 points while the attacker would get 1000 points.
Second Idea: Have a rule that the defender must deploy 50% of his army on board 1, but prior to turn 1 the attacker initiates a Fire storm attack.
So thoughts from anyone about the ideas here? In both cases the objective is to give the defender fewer units that he can use to tar pit the attacker with.