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Made in au
[MOD]
Making Stuff






Under the couch

So, one of the (so far few) disappointments of 5th edition is the drop to 3 standard missions in the rulebook. Add this to my yearning for 2nd edition's individual missions for each player, and the end result is this:

I've written up 8 (so far) mission cards, cribbed from previous editions and my own head, which are shuffled and one dealt to each player after terrain set-up. They can be kept secret if players wish, although in that case you'll need to set up a few objective markers before hand, in case either player gets a mission that needs them.

They're intended to be played on the standard long-edge deployment board, with 24" between deployment zones, game length as per the Standard Missions, and using Reserves and Deep Strike. You could obviously use Night Fight as well if you wish...

Here's the missions so far:



SABOTAGE

Destroy an objective in your opponent's Deployment Zone.
Your opponent places the objective in his Deployment Zone, at least 6” away from the table edge, before Deployment. This objective counts as an immobile vehicle with Armour 10 on all facings.


ASSASSINATION

Eliminate your opponent's HQ.
Destroy all enemy Independent Characters. If your opponent has no Independent Characters, destroy any other HQ units. Enemy models that are Falling Back or off-table at the end of the game are considered destroyed.


ORBITAL ASSAULT

Triangulate a target for a barrage from the orbiting fleet.
At the end of the game, you must have 3 units within 3” of a line running lengthways down the table's centre. These units must be at least 12” apart. Units may be Falling Back or engaged in an assault.


RECONNAISANCE

Send a scouting unit into your opponent's Deployment Zone
At the end of the game, you must have at least one Scoring unit inside your opponent's Deployment Zone. Any of your units that are Falling Back are considered destroyed at the end of the game.


TAKE & HOLD

Capture an objective in the centre of the board.
Before Deployment, place the objective as near as possible to the centre of the board. If this would place it in impassable terrain, roll a scatter die and place the objective as close to the centre as possible in the indicated direction. Capture the objective as per the 'Seize Ground' Standard Mission.


WAR OF ATTRITION

Eliminate your opponent's Troops.
Reduce all of your opponent's Troops units to less than 25% of their starting size. Units that arrive on the board in the last turn are ignored. Enemy units that are Falling Back or off-table at the end of the game are considered destroyed.


RECOVERY

Return an objective to your Deployment Zone.
Before Deployment, your opponent places an objective on their half of the board, outside their Deployment Zone, and then scatters it 2D6”. Retrieve it by moving a non-vehicle model into base contact. If the unit carrying the objective is destroyed, place the objective back on the table in the spot occupied by one of the unit's models.


HOLD THE LINE

Deny enemy units access to your half of the table.
At the end of the game, there must be no enemy units on your half of the table. Enemy units that are Falling Back, and enemy Vehicles that are Immobilised are considered Destroyed at the end of the game.


I tried to keep them reasonably balanced so far as difficulty of achieving the objective goes... although obviously some armies will do better at some missions than others. That's just part of the fun of the random factor, for me.

Any feedback on the current missions, or suggestions for adding a few more, would be appreciated.

Oh, and if you're interested in nabbing the cards, they can be downloaded in PDF format here.

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I like the idea. The missions seem fine, except for the Sabotage one, which just seems really easy.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
[MOD]
Making Stuff






Under the couch

Sabotage is supposed to be balanced out by the fact that your opponent gets to place the objective. So while it's easy to destroy, you could potentially have to slog all the way across the board to get at it. Even Deepstrikers are going to have to either land a way away and walk in, or risk scattering off the board.

Could jack the armour value up, but I wanted to keep it as a doable mission by the majority of builds, rather than having units have to slog across the board only to get there and not have anything that in the unit that can hurt it.

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

insaniak wrote:Sabotage is supposed to be balanced out by the fact that your opponent gets to place the objective. So while it's easy to destroy, you could potentially have to slog all the way across the board to get at it. Even Deepstrikers are going to have to either land a way away and walk in, or risk scattering off the board.


But when would your opponent ever not place it in the most inaccessible place on the board? It's the illusion of choice. Your opponent has the 'choice' of where he puts it, but the place he puts it will always be the place that is most difficult for you to reach, so he's not really making a choice.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
[MOD]
Making Stuff






Under the couch

H.B.M.C. wrote:But when would your opponent ever not place it in the most inaccessible place on the board?


Um... that's kind of the point.

Allowing your opponent to place it means that it doesn't just get stuck out in the open where a single lascannon shot wins you the game on turn 1.

He can place it were he thinks it will be hardest for you to get at it... which is what makes the mission not as easy as it first looks.

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

But it makes the mission the same every time.

My suggestion would be to take a look at the Rules of Engagement thing that GW published a while back. That had lots of simple but different mission types, and each side could have different objectives.

Some of the ones you've got up there are better than the ones GW had, but they could help (assuming you can find them on that slow-loading train wreck GW call a website).

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
[MOD]
Making Stuff






Under the couch

H.B.M.C. wrote:But it makes the mission the same every time.


Only if you're playing every game on the exact same table.

There's no inherent 'this is the hardest spot to get to' position on the table. It's going to be different for every set-up, and often for different armies.



My suggestion would be to take a look at the Rules of Engagement thing that GW published a while back. That had lots of simple but different mission types, and each side could have different objectives.


That's certainly worth following up. I think I've even got a copy of them sitting on my hard-drive somewhere that I had forgotten about. I'll have to dig them out and have a squiz. Thanks.

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

TAKE & HOLD

Capture an objective in the centre of the board.
Before Deployment, place the objective as near as possible to the centre of the board. If this would place it in impassable terrain, roll a scatter die and place the objective as close to the centre as possible in the indicated direction. Capture the objective as per the 'Seize Ground' Standard Mission.


Quick suggestion, add a way to randomly determine what level of the building it's on if there's multiple choices at the center.

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

What if you're on a bike or something that can't go up levels? How would you win then?

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

The same thing can be said for the current missions though HBMC. Capture and Control, the opponent can place his objective at the top of his highest building, say 2 levels up (equal to 6 inches normally). You can never contest or capture if you're on the bike.

In other words, don't gimp yourself?

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in ca
Dakka Veteran




The Hammer

They could make it a boxed expansion pack and force people to buy it...

When soldiers think, it's called routing. 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Dark Millenium, now with more 5th edition!

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
Executing Exarch





Los Angeles

In general, great ideas. A couple of them need tweaking though.

insaniak wrote:SABOTAGE

Destroy an objective in your opponent's Deployment Zone.
Your opponent places the objective in his Deployment Zone, at least 6” away from the table edge, before Deployment. This objective counts as an immobile vehicle with Armour 10 on all facings.

Way way too easy to win this one. "Hay look, I can see it. Suck las cannon armor 10 objective." With the fact that its going to be diffiuclt to get the thing out of line of sight most of the time, this is just going to reduce it to being blasted by long range fire power on turn 1...or maybe turn 2.


RECOVERY

Return an objective to your Deployment Zone.
Before Deployment, your opponent places an objective on their half of the board, outside their Deployment Zone, and then scatters it 2D6”. Retrieve it by moving a non-vehicle model into base contact. If the unit carrying the objective is destroyed, place the objective back on the table in the spot occupied by one of the unit's models.

This mission seems like its going to be nearly impossible to win. Get something from right in front of enemy lines and then live with it back to yours? It just doesn't seem doable. Maybe if there were several scattered around and you only had to get one back, it would work, but with just one and the enemy starting off with it just seems like whoever gets it will also get wasted by an entier army each turn.

All in all though, I do like the Dark Mellenium approach to missions where each player has a mission and the other one doesn't know what it was till the end.

This message was edited 3 times. Last update was at 2008/08/13 18:57:37


**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in au
[MOD]
Making Stuff






Under the couch

Lormax wrote:Quick suggestion, add a way to randomly determine what level of the building it's on if there's multiple choices at the center.


I'm actually thinking it might be better to require it be placed in the open. Removes the problem of some models not being able to enter Buildings or travel up in Ruins, and adds a little more difficulty to the mission, which otherwise just lets the squad mosey on up to the middle of the board and hang around safely in cover until the game ends.



Phoenix wrote:Way way too easy to win this one. "Hay look, I can see it. Suck las cannon armor 10 objective." With the fact that its going to be diffiuclt to get the thing out of line of sight most of the time, this is just going to reduce it to being blasted by long range fire power on turn 1...or maybe turn 2.


Again, this really just comes down to how much terrain you're using in your games. If you're using enough to make a decent game in the first place, getting the objective out of LOS isn't going to be that hard.

Someone on another forum did suggest adding a forcefield that blocks ranged shots, which seems a little too biased towards Deep Striking or assault-heavy armies. I had though of perhaps simply adding a couple of layers of shields void-shield-style, with each layer absorbing a shot before you get to the juicy centre.

As it is, sure, it can be destroyed on turn 1 if your opponent places it unwisely. Just like you can win Assassination on turn 1 if your opponent is similarly unwise about the placement of their HQ models. They'll only do that once.



This mission seems like its going to be nearly impossible to win. Get something from right in front of enemy lines and then live with it back to yours?


Bearing in mind that the same unit doesn't have to get it the whole way. If the unit carrying the objective is destroyed, it's placed back on the table where another unit can pick it up and continue on.

While not aiming for tournament-level balance with these, they had to be reasonably balanced-ish. So the objective missions work on a sliding scale, depending on what you have to do when you get to it:
- walk halfway across the board and stand around
- walk two-thirds of the way across the board... and then come back
- walk all the way across the board and blow something up


I do appreciate the feedback from everyone so far, though. These missions are potentially mutable, so I'll try a few ideas out on the table, and see how they go. Likewise, if anyone wants to give these a go and get back to me with the results, that would be great

This message was edited 1 time. Last update was at 2008/08/13 22:09:55


 
   
 
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