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[LI] Heresy Train: Vital Cargo (Scenario for Legions Imperialis)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Fixture of Dakka





Ottawa Ontario Canada

So the scenario is intended for 1500-2000 points, there are 6 primary objectives and 2 secondary that use the rules for vital intel from the rulebook, however the vp score is change from 15/10/5 to 4/2/1. Both are scored end game, the secondary's, players are able to move detachment in range, capture them and move them around the board, if a detachment with one is able to make it within 1 inch of their board edge by the end of the game they score 4vp, if they're not able to do that but its still in the possession of a friendly detachment you score 2vp, if it's not in the possession of a friendly detachment but was dropped by one and not claimed by the enemy you get 1vp. I've made a couple shipping crate objectives for the scenario using parts from the ruins box, this secondary objective/mission could just as easily be recovering downed pilots or wounded officers if you don't have a cool train. I like how it feels like both sides trying to rescue, defend and escort vip's to safety.






This message was edited 2 times. Last update was at 2024/01/17 04:43:17


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




While I foresee a few issues with this, specifically a focus on staying out of sight/range for a few turns after some initial shooting then a bloodbath on the final turn I may see if I can get someone to have a shot at it as we are currently hovering around 1,500 points with an eye on 2,000

suspect the "intel" objectives will go to a largish unit of marines with transports able to deploy near them, then grab, mount up, and retreat at full pelt, and also suspect the primaries not scoring initially will see them ignored until the final turn with a pure focus on killing the enemy outright

but will try to give it a go
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
While I foresee a few issues with this, specifically a focus on staying out of sight/range for a few turns after some initial shooting then a bloodbath on the final turn I may see if I can get someone to have a shot at it as we are currently hovering around 1,500 points with an eye on 2,000

suspect the "intel" objectives will go to a largish unit of marines with transports able to deploy near them, then grab, mount up, and retreat at full pelt, and also suspect the primaries not scoring initially will see them ignored until the final turn with a pure focus on killing the enemy outright

but will try to give it a go


Well keep in mind objectives are "sticky", once you've had a unit claim them in the end phase you can move away next turn and they remain in your control until that changes. So you don't necessarily have to leave much in defense of home objectives if you want to push out midfield or make an end run on one of enemy's home objectives.

As for the intel ones, they score end game as well so its a bit like keeping a vip safe and if possible escorting them off the board, but it's nicely graduated, if you don't get the vital cargo off the board but the detachment with it is still alive you get 2vp, even if the detachment gets gunned down, unless the enemy can flip it to their side you still score 1vp. So the good news is, even if marines rhino rush or an enemy infiltrates, even if they get it to the board edge early, it only scores end game so they still gotta keep it safe.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in fi
Locked in the Tower of Amareo





leopard wrote:
While I foresee a few issues with this, specifically a focus on staying out of sight/range for a few turns after some initial shooting then a bloodbath on the final turn I may see if I can get someone to have a shot at it as we are currently hovering around 1,500 points with an eye on 2,000o


Nah. As always with end game scoring focus is blow the enemy ASAP so that you can just leisuredly move to objectives. Enemy dead, nothing to stop just march ordering to the objectives.

He who tables the enemy wins. Objectives, secondaries. Irrelevant in the end. Tabling is what matters.

2024 painted/bought: 109/109 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

tneva82 wrote:
leopard wrote:
While I foresee a few issues with this, specifically a focus on staying out of sight/range for a few turns after some initial shooting then a bloodbath on the final turn I may see if I can get someone to have a shot at it as we are currently hovering around 1,500 points with an eye on 2,000o


Nah. As always with end game scoring focus is blow the enemy ASAP so that you can just leisuredly move to objectives. Enemy dead, nothing to stop just march ordering to the objectives.

He who tables the enemy wins. Objectives, secondaries. Irrelevant in the end. Tabling is what matters.


I don't think we've tabled each other in any game yet, our last game we even elected try random game length and even with it going to turn 6 I don't think it was a tabling by an means, in fact what contributed to that was the distanced or firepower required to push on further objectives was fairly diminished on both sides.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




just about every game so far I've tried has seen one side, usually mine, down to a few stands, maybe a rhino by the end of turn five

the victory point scores have usually been close, indeed I've actually won with such a broken force due to VP gathered early

end scoring would have however seen different lists and different tactics

what tends to happen is my playstyle is aggressive, which suits grabbing points early, my regular opponent takes a more static approach early, sitting long ranged units on first fire - taking half my force on the first turn usually - win/loss comes down to how quickly he can take the centre from me, if I hold to turn three I win, if not I don't

have some newer units printed up to start trying now though which may help with this
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
just about every game so far I've tried has seen one side, usually mine, down to a few stands, maybe a rhino by the end of turn five

the victory point scores have usually been close, indeed I've actually won with such a broken force due to VP gathered early

end scoring would have however seen different lists and different tactics

what tends to happen is my playstyle is aggressive, which suits grabbing points early, my regular opponent takes a more static approach early, sitting long ranged units on first fire - taking half my force on the first turn usually - win/loss comes down to how quickly he can take the centre from me, if I hold to turn three I win, if not I don't

have some newer units printed up to start trying now though which may help with this


1500 feels a bit small on a 4x5, going to be interesting to see how it plays at 2000pts eventually.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




only used 4x4 as yet, I suspect there will need to be a way to mount stuff into reserve or use forward deployment & infiltrate just to spread out
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
only used 4x4 as yet, I suspect there will need to be a way to mount stuff into reserve or use forward deployment & infiltrate just to spread out


Yeah I feel like normal reserve is needed, especially as points increase. I don't quite know how to implement it as I'm already sort of surprised how much control deep strikers and outflankers have in terms of choosing not just when they show up but where as well.

Since I envision normal reserves available to most things other than flyers, still feels weird to make it choice of when as opposed to rolling.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




 Crablezworth wrote:
leopard wrote:
only used 4x4 as yet, I suspect there will need to be a way to mount stuff into reserve or use forward deployment & infiltrate just to spread out


Yeah I feel like normal reserve is needed, especially as points increase. I don't quite know how to implement it as I'm already sort of surprised how much control deep strikers and outflankers have in terms of choosing not just when they show up but where as well.

Since I envision normal reserves available to most things other than flyers, still feels weird to make it choice of when as opposed to rolling.


would go with no restrictions on arriving from the edge of your deployment zone from turn 1 onwards

maybe allow arrival from neutral edges on turn 2 in your table half, nothing from 3rd turn onwards to prevent last minute rushes

would also require such "flanking units" to be identified as to which side they will arrive at the start of turn 1, so you always have a movement phase before they arrive
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
 Crablezworth wrote:
leopard wrote:
only used 4x4 as yet, I suspect there will need to be a way to mount stuff into reserve or use forward deployment & infiltrate just to spread out


Yeah I feel like normal reserve is needed, especially as points increase. I don't quite know how to implement it as I'm already sort of surprised how much control deep strikers and outflankers have in terms of choosing not just when they show up but where as well.

Since I envision normal reserves available to most things other than flyers, still feels weird to make it choice of when as opposed to rolling.


would go with no restrictions on arriving from the edge of your deployment zone from turn 1 onwards

maybe allow arrival from neutral edges on turn 2 in your table half, nothing from 3rd turn onwards to prevent last minute rushes

would also require such "flanking units" to be identified as to which side they will arrive at the start of turn 1, so you always have a movement phase before they arrive


Right but outflank already has rules, though I can't think of anything that has the special rule yet, it's definitely in the book, that's what I'm saying, it's very strong like deep strike, you basically have full choice of what you want to do as long as the detachments are in by turn 4.

Reserves I'd still have starting turn 2 unless drop pods muck up the meta too much.

This message was edited 2 times. Last update was at 2024/01/05 15:48:24


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




yeah don't really need it as deep strike, its more just traffic management in your own arrival zone really.

could even flat out limit it to your own board edge and turn 1 only, deploy stuff that moves up to create space then others move on
   
 
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