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		<title><![CDATA[Latest posts for the thread "Mission Feedback"]]></title>
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				<title>Mission Feedback</title>
				<description><![CDATA[ Look this over, let me know if you see any misstakes, and general feedback. The mission starts with 7 objectives, players each have the option to remove an objective at the end of turn 3, and each have an option at the end of turn 4 to make an objective count as a vital objective. Night Fight at the start of the game, and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s are allowed to claim objectives.<br /> Thanks.<br /> <br /> Mission 4: Da Boss is ‘Ungry!<br /> <i>My tummy is rumbly, you think dere’s any sammiches in  those supplies dat got air dropped out in no-mans land? Lets round up the ladz and go take a little  look. Maybe grab some grub if it ain’t all shot up.</i><br /> <br /> OBJECTIVES<br /> Players will need to place 7 objective markers on the board representing supplies that were dropped into the war zone some days ago. These may or may not prove to be actual supplies, (or sammiches),  and as the game goes on, objectives may be removed. Place one objective marker in the center of the board. Roll dice to decide which player will go first, with high die choosing to go first or second. The player going first should pick a deployment zone and place one objective in it. The second player will then place one objective marker in his deployment zone, and two  markers anywhere outside of his deployment zone, but at least 8” from another objective. The first player then places two objective markes anywhere outside of his deployment zone, and at least 8” from any other objective. <br /> At the end of turn 3, starting with the player that went first, each player may choose to remove one objective counter from the board, representing ruined supplies. At the end of turn4, each player may choose to nominate one objective as a vital objective, counting as two objectives,  to represent their side piling up supplies found elsewhere onto that spot.  <br /> MISSION RULES<br /> Players will use the rules for night fight for turn 1. At the end of each turn, roll a dice, and on a 4+ the sun has come up, and night fighting rules are not used for any remaining turns.<br /> DEPLOYMENT<br /> Pitched Battle<br /> LENGTH OF GAME<br /> Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.<br /> SPECIAL RULES<br /> Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.<br /> Da’ Boss is Hungry!: A player may nominate up to two of his non-vehicle <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units, and these units may claim objectives as if they were troops choices. <br /> LINE OF RETREAT<br /> Units that are forced to flee must move toward their<br /> friendly, long deployment edge.<br /> CALCULATE RESULTS<br /> Calculate kill points as normal. The player scoring the most kill points may count any one objective held as a vital objective (Counts as one more objective than normal.) Consult the table below:<br /> Massacre - 20 pts / 0 for your opponent<br /> You control 4-6 more objectives than your opponent.<br /> Major Victory - 17 pts / 3 pts for your opponent<br /> You control 2-3 more objectives than your opponent.<br /> Minor Victory - 13 pts / 7 pts for your opponent<br /> You control 1 more objective than your opponent, or if no one controls more objectives, you have more kill points than your opponent.<br /> Tie - 10 points each<br /> If both players control an equal number of objectives and have equal kill points, then the game is a tie.<br /> BATTLE POINT MODIFIERS<br /> +1 For destroying all enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices.<br /> +1 For destroying all enemy Troops choices.<br /> +1 For each of your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices that is holding an objective. To claim this bonus twice, the two <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>’s may not be holding the same objective. Bosses don’t share well.<br /> <br /> Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game, and counts as having scored more kill points than his opponent. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 06:22:26]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s can't technically hold objectives - unless you are modifying this for the mission.  Does a troop unit also need to be there to count it as a held objective?  I think that last bonus point can get confusing.  Other than that I like the idea of it.  ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jul 2010 13:27:23]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ <blockquote><div><cite>rogueeyes wrote:</cite><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s can't technically hold objectives - unless you are modifying this for the mission.  Does a troop unit also need to be there to count it as a held objective?  I think that last bonus point can get confusing.  Other than that I like the idea of it.  </div></blockquote><br /> <br /> For this mission, I added a rule called <i>Da Boss is Hungry!, </i> it's in the special rules section. It allows non-vehicle <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s to hold objectives in the same way troops can,  because the who point of the mission is an Ork Boss looking for the supply crates because he needs a sammich.) Of course, each boss needs to get his own sammich, they can't claim the same objective.<br /> <br /> Speaking of food...just finished the sausage and black bean gumbo, and the smoked chicken is coolin in the fridge. Lunch for Saturday is all set. Now I just have to hide it from the people staying at my house on Friday night.)]]></description>
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				<pubDate><![CDATA[Fri, 23 Jul 2010 16:59:15]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game...</div></blockquote><br /> <br /> I think the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s should be added to this. Doesn't seem right that they can claim if the opponent isn't tabled but, if he is, they suddenly lose that ability. I'd add "and one per eligible <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit" after "Troops unit."<br /> <br /> Other than that, I think the scenario looks like a lot of fun.<br /> <br /> Eric<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jul 2010 17:43:15]]> GMT</pubDate>
				<author><![CDATA[ MagickalMemories]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ <blockquote><div><cite>MagickalMemories wrote:</cite><blockquote class="uncited"><div>Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game...</div></blockquote><br /> <br /> I think the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s should be added to this. Doesn't seem right that they can claim if the opponent isn't tabled but, if he is, they suddenly lose that ability. I'd add "and one per eligible <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit" after "Troops unit."<br /> <br /> Other than that, I think the scenario looks like a lot of fun.<br /> <br /> Eric<br /> <br /> </div></blockquote><br /> <br /> Ah, yes, that would make sense, wouldn't it? I'll add that in. Thanks.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jul 2010 18:49:24]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ <blockquote><div><cite>mikhaila wrote:</cite>Look this over, let me know if you see any misstakes, and general feedback. The mission starts with 7 objectives, players each have the option to remove an objective at the end of turn 3, and each have an option at the end of turn 4 to make an objective count as a vital objective. Night Fight at the start of the game, and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s are allowed to claim objectives.<br /> Thanks.<br /> <br /> Mission 4: Da Boss is ‘Ungry!<br /> <i>My tummy is rumbly, you think dere’s any sammiches in  those supplies dat got air dropped out in no-mans land? Lets round up the ladz and go take a little  look. Maybe grab some grub if it ain’t all shot up.</i><br /> <br /> OBJECTIVES<br /> Players will need to place 7 objective markers on the board representing supplies that were dropped into the war zone some days ago. These may or may not prove to be actual supplies, (or sammiches),  and as the game goes on, objectives may be removed. Place one objective marker in the center of the board. Roll dice to decide which player will go first, with high die choosing to go first or second. The player going first should pick a deployment zone and place one objective in it. The second player will then place one objective marker in his deployment zone, and two  markers anywhere outside of his deployment zone, but at least 8” from another objective. The first player then places two objective markes anywhere outside of his deployment zone, and at least 8” from any other objective. <br /> At the end of turn 3, starting with the player that went first, each player may choose to remove one objective counter from the board, representing ruined supplies. At the end of turn4, each player may choose to nominate one objective as a vital objective, counting as two objectives,  to represent their side piling up supplies found elsewhere onto that spot.  <br /> MISSION RULES<br /> Players will use the rules for night fight for turn 1. At the end of each turn, roll a dice, and on a 4+ the sun has come up, and night fighting rules are not used for any remaining turns.<br /> DEPLOYMENT<br /> Pitched Battle<br /> LENGTH OF GAME<br /> Game Length is random: 5-6 Turns. At the end of turn 5, roll a dice, and on a 5 or 6, play one more turn.<br /> SPECIAL RULES<br /> Reserve, infiltrate, outflanking, deep strike, scout, seize the initiative.<br /> Da’ Boss is Hungry!: A player may nominate up to two of his non-vehicle <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units, and these units may claim objectives as if they were troops choices. <br /> LINE OF RETREAT<br /> Units that are forced to flee must move toward their<br /> friendly, long deployment edge.<br /> CALCULATE RESULTS<br /> Calculate kill points as normal. The player scoring the most kill points may count any one objective held as a vital objective (Counts as one more objective than normal.) Consult the table below:<br /> Massacre - 20 pts / 0 for your opponent<br /> You control 4-6 more objectives than your opponent.<br /> Major Victory - 17 pts / 3 pts for your opponent<br /> You control 2-3 more objectives than your opponent.<br /> Minor Victory - 13 pts / 7 pts for your opponent<br /> You control 1 more objective than your opponent, or if no one controls more objectives, you have more kill points than your opponent.<br /> Tie - 10 points each<br /> If both players control an equal number of objectives and have equal kill points, then the game is a tie.<br /> BATTLE POINT MODIFIERS<br /> +1 For destroying all enemy <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices.<br /> +1 For destroying all enemy Troops choices.<br /> +1 For each of your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices that is holding an objective. To claim this bonus twice, the two <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>’s may not be holding the same objective. Bosses don’t share well.<br /> <br /> Note: In the case of one player being totally wiped out, the winning player may claim one objective for each Troops unit he has left in the game, and counts as having scored more kill points than his opponent. Or, if at the time of the game ending, the remaining player could legally claim more objectives due to one unit claiming multiple objectives, then he may claim the number of objectives he held when the game ended.<br /> <br /> </div></blockquote><br /> <br /> never mind! I found it]]></description>
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				<pubDate><![CDATA[Sat, 24 Jul 2010 00:21:07]]> GMT</pubDate>
				<author><![CDATA[ frgsinwntr]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ It should be that the players must remove 1 objective and make 1 objective count as two at the start of turns 3 and 4.  This makes it so I cant just hold an objective until tunr 5 and be like it counts as 2 and also that i cant take an objective away from my opponent at the very end.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jul 2010 02:23:28]]> GMT</pubDate>
				<author><![CDATA[ yermom]]></author>
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				<title>Mission Feedback</title>
				<description><![CDATA[ Well, at this point, it gets played as a may.) I leave for the shop in 6 hours to open up the room. <br /> <br /> Missions printed. Chicken smoked, Gumbo and rice done. Trophies finished up, (nearly, might finish by dawn). <br /> <br /> Looking for ward to the 3-drink minimum speed painting contest afterwards.)]]></description>
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				<pubDate><![CDATA[Sat, 24 Jul 2010 06:25:24]]> GMT</pubDate>
				<author><![CDATA[ mikhaila]]></author>
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