Wyldhunt wrote:iirc, the last mission in the Phoenix Rising Psychic Awakening book is a bunch of aeldari characters versus a slaaneshi horde. So that might be worth looking into. It's worth noting that Slaaneshi daemons don't have much in the way of shooting, so heroes that die are likely to do so in melee rather than by getting ganked from a lucky tankbusta shot or whatever.
Just my luck, then, for having leant my copy to a friend.
Also, you might look at the 4th edition Kill Team rules if you can find them. You don't control characters, but you do build a highly-customized squad that has to sneak past enemy sentinels and take on a boss. It might be up your alley.
I'm curious about some of these limitations. If someone wanted to take a bunch of cheap guard characters, for instance, they'd each be well under 140 points, but they'd also hit the 6 character limit much faster than something like space marines. Would it really be all that broken if someone wanted to field, say, a bunch of comissars and masters of the fleet instead of 3 marine characters?
My thinking behind the limitations is I wanted it to be (primarily) infantry and infantry-sized characters, and wanted to limit people out of taking things like Daemon Princes, Tank Commanders, etc (though it would certainly be possible to do a "higher difficulty" game where such characters could be fielded). As for whether to make allowances for things like multiple characters...possibly, though I can only think of that really being applicable with Guard, since their characters seem like the weakest to me.
In general, the idea was to also allow for a diverse group of characters from multiple factions fighting for mutual survival, so you could have for instance a Space Marine Captain fighting alongside a Farseer fighting alongside a Warboss, etc. I think the idea of multiple chars for the Guard has merit, but I'm also wary of opening the door to teams of characters rather than each player controlling one character.
The vehicle and monster restrictions make more sense at a glance, but even those seem like they could probably be managed if the game master can throw whatever he feels appropriate into the enemy pool, no?
Absolutely. Again, I could see running a higher-end version of this with no points limit, but tougher enemies.
Not 3CP per normal battleforged rules?
That was a typo on my part.
As a stretch goal, it might be worth considering coming up with a list of stratagems specifically for this style of play. A weak strat in normal 40k might be much stronger in this context. Plus, you could use the custom strats to give "super moves" to specific characters or to give the DM a resource to drop special units with. For instance, DMs might be able to pick a small number of non-troop units that they can bring in during the game by spending CP. Also, have you considered generating CP during the game (1CP at the start of each round, 1CP if your main character is still alive, maybe 1CP for achieving goals) in a similar vein to Kill Team? If you're going for a last stand style of play, this would help make sure that there's a constant trickle of CP available rather than encouraging players to use up their CP in a couple early bursts.
The idea of generating
CP in a similar manner to Kill Team does have merit. As for unique stratagems to summon troops or get super moves....maybe. To be honest I kind of like the idea that each player is starting out with extremely limited
CP and thus will have to use them wisely (and it makes anything that can refund or generate
CP that much more valuable), but depending on the size of the enemy horde,
CP generation and/or reinforcement strats could be interesting.
]
I like the idea of having that table limited to weaker units and allowing them to roll on a stronger table by spending CP.
That idea also has merit, though I originally envisioned the
DM as less a player than as an actual
DM controlling
NPCs, who is not necessarily playing to win so much as to have a good time. Then again, I suddenly did get the idea that if I allow
CP generation, then every
CP the players spend give the
DM more
CP in turn with which to generate nastier baddies.
Lots of fun possibilities here! Again, the 4th edition KT missions seem appropriate. Survive X turns. Kill X waves of enemies. Plant some explosives on a central point. Kill an especially powerful boss. Lots of possibilities.
Hmm, true enough. I'm just trying to decide what kind of scenario I would like to run for the first test of this idea.
Charistoph wrote:Before they were shutdown due to a rent change, one of my LGS ran a Zombicide game, 40K style, each Halloween. Each player, but one, brings a single HQ character from their army. The other player controlled a vast swath of individual zombies and Tythus.
The objective was to kill Tythus to stop the zombie plague. It was really interesting the year they allowed defeated players to become "Zombie" versions of themselves, which was a bit annoying when you have a zombie Greater Bloodthirster get taken down because of the sheer number of zombies that could get in to combat with him.
It was so bad that they adjusted them to just being regular zombies the next year.
Out of curiosity, how many Zombie models were on the board? Or were they constantly being generated? (Has not played Zombicide).