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Made in us
Stalwart Ultramarine Tactical Marine





Hey everyone,

I'm designing a new mission packet for 40k players and campaign players with the intent of allowing them to choose their mission objectives and I'd love to hear some input on scenario ideas we can do. The way the format works is players set up 6 objectives as normal and then choose from a list of missions they would like to use depending on their army, their opponent, etc. The twist is players have "Mission Slots" which allows them to take a combination of mission objectives depending on how many points they can potentially earn and how difficult the objective is. Players have 3 mission slots, they have to choose different objectives every battle, and they cannot choose the same mission objectives as their last battle. Here's some rough ideas of objectives players can choose.

- Divide and Conquer (3 Mission Slots): Draw 3 tactical objectives at the start of your player turn and earn as many points as you can achieve.
- Attack and Hold (3 Mission Slots): Earn 3 victory points for every objective held at the end of the game.
- Defend these Positions (3 Mission Slots): At the start of your player turn from turns 2-6, you cumulatively earn 1 victory point for each objective held.
- Disrupt the Convoy (2 Mission Slots): Earn 2 victory points for destroying or immobilizing vehicles.
- Let them walk (1 Mission Slot): Earn 6 Victory points for destroying every vehicle.
- Disorganize Command (1 Mission Slot): Earn 1 Victory points for every character removed as a casualty.
- Eliminate Primary Target (1 Mission Slot): Earn 4 Victory Points for eliminating the Warlord

Basically write a name of a mission, describe how it works and how you earn victory points, and how many mission slots it should be. Also feel free to comment and critique on ideas above.

Thanks!
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Let them walk: What if you're facing Tyranids? Is that an automatic completion or failure? Shouldn't there be a minimum number of vehicles on the board to take this (say, minimum 3?) Otherwise this could be 6 points for virtually no work at all.

It never ends well 
   
Made in ca
Longtime Dakkanaut





Give a try to my Planned Assault Mission.

http://www.dakkadakka.com/dakkaforum/posts/list/698889.page

It lets you pick you mission depending on the opponent and terrain set up, benefits balanced lists, and rewards understanding your army and your opponent's army.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Stalwart Ultramarine Tactical Marine





 Stormonu wrote:
Let them walk: What if you're facing Tyranids? Is that an automatic completion or failure? Shouldn't there be a minimum number of vehicles on the board to take this (say, minimum 3?) Otherwise this could be 6 points for virtually no work at all.


Good call. All the suggested ideas up top are still in the rough so plenty of fixing to do.

Give a try to my Planned Assault Mission.

http://www.dakkadakka.com/dakkaforum/posts/list/698889.page

It lets you pick you mission depending on the opponent and terrain set up, benefits balanced lists, and rewards understanding your army and your opponent's army.


Those look very intriguing! I'll definitely take a look.
   
Made in ca
Longtime Dakkanaut





Hey folks!

These missions have continued to be great. After the last couple of games with it, I've spent some time thinking of modifications to it. For those whom already know the mission, here's the changes. Full mission is below.

Dominate; No one's had the gall to try this one yet, and for good reason! Yes, it's incredibly hard, but it's comparatively not that rewarding. I was worried about making this worth 10 points when you auto-win at 10 points, but considering how hard it is to do so, I'm upping the ante for it, and it's now worth 10 points if completed. This makes it a possible choice if your opponent is fielding an army with a heavy Reserves component. If you can blitz and take all the objectives in the first two turns, you can rush the opponent to end the game on the spot!

Take & Hold; This has still proven to be too powerful an option. Though the last change made it a lot harder to win with, it boils the game down to a single question of "can you push me off of this objective or not?", which I don't believe is good game play. It's been replaced with:

"At the end of the game, score points for each Objective you control. Objectives in your deployment zone are worth 2 points, Objectives in your opponent's deployment zone are worth 4 points, and all other Objectives are worth 3 points. You may reveal this if your opponent attempts to declare victory for being 10 or more Victory Points ahead of you, in which case play continues as normal instead."

Remember that since you don't have to reveal your objectives until you want to claim your points, you can keep this one hidden all game!

Seeds of Heresy/Fuel Shortage/High Alert/Mysterious Objectives; It was weird that you could harm yourself by choosing these, so instead you can now choose these and they only affect whom you want them to affect. In other words, only your opponent has a Fuel Shortage, and you'll be the only one that can reveal and benefit from Mysterious Objectives. This will also make instances of both players choosing the same options more likely, since you might pick something that, if used against you, would also be powerful.

------------------------------------------------------------------

Mission: Planned Assault

Roll Army Abilities:
If your force has any psychic powers, warlord traits, or other abilities that are determined at the start of the game, do so now.

Choose Deployment & Mission Objectives:
Each player secretly chooses a method of deployment (Dawn of War, Hammer & Anvil, or Vanguard Strike), a mission objective (see below), and a special circumstance (further below).

Dominate - Score 10 Victory Points at the end of each of your turns that you control every objective point.
Command & Control - Score 3 Victory Points at the end of each of your turns that you control more objectives than your opponent.
Slaughter - Score 1 Victory Point every player turn that a unit is destroyed.
Take & Hold - At the end of the game, score points for each Objective you control. Objectives in your deployment zone are worth 2 point, Objectives in your opponent's deployment zone are worth 4 points, and all other Objectives are worth 3 points. You may reveal this if your opponent attempts to declare victory for being 10 or more Victory Points ahead of you, in which case play continues as normal instead.
Decimate - Score 1 Victory Point for every enemy non-Troop unit destroyed during your turn, and 1 Victory Point for every 3 Hull Points or Wounds taken off a Super Heavy Vehicle or Gargantuan Creature during each player turn.
Assassinate - Score 1 Victory Point for every enemy Character, and 2 Victory Points for every enemy Independent Character, destroyed during each player turn. Score a bonus 1 Victory Point if those characters were killed in a challenge involving your forces.

Deploy Objectives & Forces:
Players then roll off, with the player who rolls highest deploying first and having the first turn. Both players reveal their deployment choices, and the player who goes first chooses their deployment zone. Then the next player chooses their deployment zone (choosing the opposite side if both players selected the same deployment type). The first player then deploys the first objective, with players alternating deploying objectives. Players must place one objective in their own deployment zone, one in their opponent's, and one in neither deployment zone. Once all objectives are deployed, the player who goes first deploys their army, followed by their opponent. Forces cannot be deployed in areas where deployment zones overlap.

Special Circumstances:
After all models are deployed, but before Infiltrators, Scout moves, and Redeployments, each player reveals the special circumstances that they secretly chose earlier. If both players agree to it, you may add any number of additional special circumstances after these are revealed, and these additional special circumstances count as both players having chosen the option.

Night Attack - Your Warlord believes it is advantageous to press the attack during night. The first turn uses the Night Fight special rules. If both players chose this option, the entire game uses the Night Fight special rules.
Warp Storm - Your Warlord is attempting to time the attack while the Warp is particularly disruptive. During the first turn of the game, Psykers suffer a Perils of the Warp on any double, and those that would already suffer on any double auto-Perils instead. If both players chose this option, this is in effect all game long.
Seeds of Heresy - Your Warlord has dispersed rumours that even allies are not to be trusted. At the start of the first turn of the game, before rolling for Reserves, any of your opponent's unit within 6" of a model in the same force, but from a different faction, rolls a die. On a 3 or less that unit can't move, charge, and fires Snap Shots only during this turn. If both players chose this option, this is in effect all game long.
Fuel Shortage - Your Warlord is attempting to attack while your enemy is trying to conserve fuel. During the first turn of the game, your opponent's units cannot move more than 6" during any phase. If both players chose this option, this is in effect all game long.
High Alert - Your Warlord has posted his forces to be extra vigilant. If during your opponent's first turn they have one or more units end the movement phase within 12 inches of one or more of your units, all of your units within 12 inches of an enemy unit may make shoot at an enemy unit within 12 inches of them just as if it were your shooting phase.
Mysterious Objectives - All Objectives are now Mysterious Objectives that can only be revealed by your forces, and whose special properties can benefit your forces. If both players chose this option, a player that discovers a Mysterious Objective may add or subtract 1 to the roll for determining what the Mysterious Objective is.

Scoring Objectives:
Players may reveal their mission objectives at any time, but must have their objectives revealed in order to score Victory Points.

Players may also score these additional objectives during the game:

First Blood - Score 1 Victory Point if an enemy unit is removed as a casualty, and no other units have yet been removed as casualties.
Slay the Warlord - Score 1 Victory Point when an opponent's Warlord is removed as a casualty.
Line Breaker - Score 1 Victory Point if you ended the game with a unit in your opponent's deployment zone.

Ending the Game:
At the end of the 5th turn, and every turn thereafter, roll a d6. On a 3+ the game continues, otherwise the game ends. The game always ends at the end of the 7th turn. The game ends if, at the end of any game turn, one player is 10 Victory Points ahead of their opponent.


Automatically Appended Next Post:
I posted this to the wrong old thread, meant to post it to the actual thread I first posted this up in. Sorry.

EDIT:
With GW releasing their first "multi-Faction" army in the form of the Ynnari, the question has come up as to whether Seeds of Heresy works against them or not. In this case, a unit of Ynnari Dark Eldar and Ynnari Eldar near each other are both within 6 inches of a unit with the same faction and within 6 inches of a unit with a different faction. The intent of the special circumstance was to harm forces made of a ton of different factions, but also tended to hurt people that are so close that even Battle Brothers doesn't seem to do proper justice to how closely they work together (Admech & Skitarii). I'm going to rule with the original wording; the factions are different, even if they are also the same.

This message was edited 3 times. Last update was at 2017/04/07 13:53:17


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
 
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