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Apocalypse mission "Defence of the shield nexus" - please help me balance  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in nl
Sword-Bearing Inquisitorial Crusader



Eindhoven, Netherlands

Howdy, folks.

I've been wanting to play an apocalypse game for some time now but find myself short on time all the time. So, figuring I'd do as much as I can as soon as I can, to one day organize that game, I wrote this scenario. As I don't really have any experience writing or balancing these things, would you guys mind giving it a read?

Defence of the shield nexus
The forge world of Optimus IV has suffered a devastating alpha strike. A simultaneous bombardment across the surface of the world has struck most of the world’s many production facilities before the void shields could even be powered up. As many of the shield generators were amongst the initial targets, the planet’s void shield network has been heavily damaged. Damaged, but not destroyed. A single void shield nexus prevents the attackers from making planetfall.
The planet’s distress call has been heard, and reinforcements have been sent. However, the same shield network that bars the enemy from making planetfall also blocks off any potential reinforcements from coming down. Lowering the shields to let reinforcements in will also allow the enemy access, and bring along the risk of a total shield collapse.
Both attacker and relief force have managed to land some forces on the planet’s surface, and both are racing to claim and hold the shield nexus before the enemy can.


The Armies
This scenario has been designed for forces of approximately 10.000 points per side, each controlled by multiple players. The attacking forces may not contain any fortifications. The defending forces must take at least one fortification. The first 200 points spent by the defender on fortifications are not counted towards the army total.

The Battlefield
This scenario is intended to be played on an 8’x6’ battlefield.
Five objectives are set up on the battlefield, representing shield generators. The first objective is set up in the exact centre of the battlefield. This objective is called the nexus shield generator. An objective is then set up in the exact centre of each deployment zone. Lastly, two objectives are placed on the middle line of the battlefield, on the halfway points between the first objective and the short board edges.
The defending forces then deploy their fortifications within 9” of the nexus shield generator.


Deployment
All units from either side that can enter the battlefield by deep striking must be held in deep strike reserve, except flyers, flying monstrous creatures and models with the outflank special rule.
The defenders then deploy up to half the number of units in their combined forces (rounded down), not counting those held in deep strike reserve, in their deployment zone at least 18” away from the board centre. Alternatively, models with the unit type infantry (and only infantry) may be deployed within 9” of the nexus shield generator. All units not deployed this way are kept in strategic reserve. Super-heavy vehicles must be selected to go into strategic reserve first.
The attackers then deploy up to half their forces in the same way, at least 18” away from the table edge and any models controlled by the defending side.

First Turn
The attacker has the first turn. No roll to seize the initiative may be made.

Game Length
The game ends after the fifth game turn.

Victory Conditions
The attackers win if, at the end of a game turn, they control all objectives or there are at least fifteen points in the Shields Down pool (see below).
If at the end of the game, there are less than fifteen points in the pool, the defenders have won.

Mission Special Rules
Strategic Reserves
At the start of the second player turn, up to half (rounding down) the units kept in strategic reserve come on the battlefield from strategic reserve. At the start of the third player turn, any remaining units come on from strategic reserve.

Shields Down
Both sides can temporarily power down shields from the shield generators, allowing their reinforcements to come through. At the end of each player turn, the controlling side may add one point to the Shields Down pool for each objective they have at least one model in base contact with and no enemy models are in base contact with. If that side controls the shield generator nexus, they may instead choose to remove a single point from the Shields Down pool. The Shields Down pool starts at three points.
At the end of the fifth turn, both sides may resolve the Shields Down rule one last time.

Through the Breach
Units may arrive from deep strike reserve starting from the first game turn. However, no more units may be deployed from deep strike each turn than the current value of Shields Down pool. A unit joined by one or more independent characters counts as a single unit for this purpose. Any weapons fired with the orbital special rule also count towards this limit: if it is reached, no more weapons with this special rule may be fired this player turn. If, for whatever reason, a unit is forced to deploy by deep strike after the limit is reached, it counts as being destroyed. This restriction does not apply do models who have already been on the battlefield (for instance, those redeploying due to a psychic power of the burrow special rule). If, for whatever reason, a weapon with the orbital special rule is fired after the limit is reached, it automatically misses.

Deep Strike Coordinates
By crafty control of the shield generators, the exact coordinates of a temporary gap in the shields can be determined with pinpoint accuracy. A number of units equal to the total amount of points added to the Shields Down pool last game turn does not scatter when deep striking. These have to be resolved before any other deep strikers arrive.

Limitless Reserves
The defending side may, at the start of each of their turns, add a single point to the Shields Down pool. If they do, they may return any non-superheavy, non-unique unit destroyed earlier in the game to the battlefield from strategic reserves. If the chosen unit has the deep strike special rule, it may return to the battlefield from deep strike reserve instead.

Unnatural Disasters (Shields Down table)
At the start of each player turn, the attacker rolls a D6 and adds the current value of the Shields Down pool:
Roll Effect
1-7 Stable shields
The shields hold… for now. Select one unit from the opposing force held in deep strike reserve. This unit may not arrive from reserves on the opponent’s next turn.
8-11 Flicker
The shields appear to power down briefly before flaring up in full force, blowing some landing crafts that attempted to pass through to smithereens. Choose a point on the table, then resolve as if a flyer suffered a Crash and Burn! result on this point. Follow this process D3 times. Each second Crash and Burn! is resolved by the defender instead.
12-15 Orbital Strike
Some fire support is delivered through a temporary gap in the shields. Make an orbital bombardment shooting attack, choosing any model that can be seen from directly above as a target. Follow this process D3 times. Each second orbital bombardment is resolved by the defender instead.
16-20 Free Passage
The shields are but a mockery of their former selves, allowing for almost free passage. Select a single unit with the deep strike special rule that has been destroyed earlier in the game. Immediately deploy this unit by deep strike. It does not scatter. Independent characters may not be selected this way.


The design goal was to design a scenario that encourages players to bring deep strikers, rather than discourages it. For this reason, normal reserves come on later than deep strike reserves (which start on turn 1 in apoc). This is also why they have a chance to ds without scattering. Also, I wanted a scenario where the defender has to manage a resource that grants them boons, but brings the attacker closer to victory at the same time. The extra clause in the shields down rule was added to prevent the game from effectively ending after the attacker's fifth turn, if they know it is now impossible for them to win.

Do you think this is somewhat balanced? I feel the attacker has a lot to pull off, while the defender gets some nifty bonuses. However, deploying last and going first seems like a pretty major advantage to me, and the Unnatural Disasters offer an advantage to the attacker. Thoughts?

1400 points of EW/MW Italians (FoW)
2200 points of SoB and Inquisition (40K)
1000 points of orks (40K)
Just starting out with Ultramarines (30K)
Four 1000-2500 point forces for WHFB (RIP)
One orc team (Blood Bowl) 
   
Made in us
Ragin' Ork Dreadnought




I don't see how this rewards players for bringing Deep Strikers. If anything, this punishes it hugely, because of how difficult it is for players to actually bring in Deep Strikers.

On turn 1, the attacking player will remove three shields. After that, it'll be a crapshoot, but the defending player will never, ever want to remove shields, because bringing in a single unit from Deep Strike is never going to be worth that penalty, especially when they're already bringing in several because there's already several points in the pool.

If I were the defender in this scenario, I would take exactly six Deep Striking units, and make sure that those six were as durable and useful as I could make them, because they were the only six that I would be taking.

Next, I would buy some Infiltration denial, so the attacker can't infiltrate and grab a shield generator before the game starts. A single Inquisitor with three Servo-Skulls should do the trick nicely.

Finally, I would put every remaining point in my army into building the strongest defensive army that I could possibly build. Iron Hands or Necrons would do really well here. Surround the middle shield with as many infantry as possible so it can't be stolen from me on turn 1, take fast units that can zoom forward and deny the side objectives as well, and then hunker down.


As long as I, the defensive player, never bring down a shield, the attacking player will need to bring down an average of 3 shields, single turn - This is because they will never be able to get a properly defensive opponent unstuck from the middle objective, at least not for the first few turns, so they're going to bring down at least a couple shields. At the same time, a few overtly tanky units will easily be able to deny any access to the side objectives. (Chapter Master Smashbane and a Command Squad will have absolutely no problem driving up and parking on one of the generators, and good like trying to remove him.)

This is, simply put, going to be impossible. The only genuine win condition for the attacker is going to be total obliteration of the opponent, because anything shy of that just isn't going to work. It's just going to be too easy for the defender to deny access to the shield generators, at least for long enough to make getting 15 tokens impossible.

Also, the width of the board and separation between sides is going to provide massive, massive benefits to armies that are either fast or have long range - That is to say, it's going to provide massive benefits to the armies that are already pretty good. If I bring a footslogging list, and have to put a horde unit in ongoing reserves, then it's going to take three turns before I get that unit anywhere close to the actual battlefield, assuming I run 6" every turn and am never slowed by terrain.
   
Made in nl
Sword-Bearing Inquisitorial Crusader



Eindhoven, Netherlands

Waaaghpower wrote:
I don't see how this rewards players for bringing Deep Strikers. If anything, this punishes it hugely, because of how difficult it is for players to actually bring in Deep Strikers.

On turn 1, the attacking player will remove three shields. After that, it'll be a crapshoot, but the defending player will never, ever want to remove shields, because bringing in a single unit from Deep Strike is never going to be worth that penalty, especially when they're already bringing in several because there's already several points in the pool.

If I were the defender in this scenario, I would take exactly six Deep Striking units, and make sure that those six were as durable and useful as I could make them, because they were the only six that I would be taking.

Next, I would buy some Infiltration denial, so the attacker can't infiltrate and grab a shield generator before the game starts. A single Inquisitor with three Servo-Skulls should do the trick nicely.

Finally, I would put every remaining point in my army into building the strongest defensive army that I could possibly build. Iron Hands or Necrons would do really well here. Surround the middle shield with as many infantry as possible so it can't be stolen from me on turn 1, take fast units that can zoom forward and deny the side objectives as well, and then hunker down.


As long as I, the defensive player, never bring down a shield, the attacking player will need to bring down an average of 3 shields, single turn - This is because they will never be able to get a properly defensive opponent unstuck from the middle objective, at least not for the first few turns, so they're going to bring down at least a couple shields. At the same time, a few overtly tanky units will easily be able to deny any access to the side objectives. (Chapter Master Smashbane and a Command Squad will have absolutely no problem driving up and parking on one of the generators, and good like trying to remove him.)

This is, simply put, going to be impossible. The only genuine win condition for the attacker is going to be total obliteration of the opponent, because anything shy of that just isn't going to work. It's just going to be too easy for the defender to deny access to the shield generators, at least for long enough to make getting 15 tokens impossible.

Also, the width of the board and separation between sides is going to provide massive, massive benefits to armies that are either fast or have long range - That is to say, it's going to provide massive benefits to the armies that are already pretty good. If I bring a footslogging list, and have to put a horde unit in ongoing reserves, then it's going to take three turns before I get that unit anywhere close to the actual battlefield, assuming I run 6" every turn and am never slowed by terrain.

You certainly make some valid points. I doubt, though, that the defending side would be able to park on the side objectives as easily as you say, given that they most likely will have to dislodge the attacker fist. Then, it's the attacker that drives that same deathstar up there first, and good luck trying to remove them
Furthermore, with my playgroup's relatively unoptimized lists, combined with the prevalence of D weapons in apoc, I don't think much of anything is going to last very long on the battlefield.

On the other hand, I do feel you're right on the other points. Do you have any idea how to fix them while remaining in the 'spirit' of the mission?

1400 points of EW/MW Italians (FoW)
2200 points of SoB and Inquisition (40K)
1000 points of orks (40K)
Just starting out with Ultramarines (30K)
Four 1000-2500 point forces for WHFB (RIP)
One orc team (Blood Bowl) 
   
Made in us
Ragin' Ork Dreadnought




Keep in mind, the defender doesn't need to dislodge anyone, he just needs to deny access. There are four possible outcomes at any given moment:
Nobody holds the shield
Defender holds the shield
Defender and attacker holds the shield
Attacker holds the shield

Make note that, out of the 4 available choices, only 1 works for the attacker.
Tanky units aren't hard to build. A Chapter Master with all the toys and a Command Squad with the same is 450ish points. They have T5, and are led by a model with a 2+3++2+++, as well as unitwide 3+3+++ and an optional 4+ Jink save. In order to reliably kill it, you to land either S10 or SD reliably, so it isn't eaten by the Chapter Master's FNP. To get past that Invuln, you'll need 9 wounds, plus another 10 for the squad. So that's 19 S10/D hits (he can LoS the SD onto someone else' after all.)

It gets worse, though. Add a Librarian to give save rerolls, +1 Toughness, +1 Invuln, or - worst of all - Invisibility, and the number of shots you need to inflict enough damage will double, tripple, or even quadruple. Sure, enough firepower will do the trick eventually, but the attacker will start with maybe 6000 points of models on the board after Reserves come in, and they can't afford to pump all of their shots into one unit.

(This isn't even particularly optimized! A Chapter Master with a Command Squad is a really common build.)


To balance it better? I'd make the shields into destructible objects. The attacker starts with a smaller army than the defender, but every time he destroys a shield, he gets more troops. Instead of a 10k vs 10k, the attacker starts with 5k, but each destroyed shield generator gets him an extra 2k worth of models.

I don't know how to fine-tune the balance on durability, but the attacker should be able to reliably kill one shield per turn without dedicating his whole army to it. A 14/14/14 building with between 6-10 Hull Points and 3 Void Shields seems fair. (Maybe some of the generators could be tougher, so that there's optimal and suboptimal targets?)
And of course, the defender can repair the towers if they have anyone capable, be it Mek Boys or Techpriests.


I don't have an idea for Victory Points in that case, but maybe making the shields into objetives that go away when destroyed could work - Then it becomes a balance between "Blow it up, but lose the VPs" and "Keep it alive, but lose the models."
   
 
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