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		<title><![CDATA[Latest posts for the thread "Some new missions"]]></title>
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				<title>Some new missions</title>
				<description><![CDATA[ Here are a few new missions I came up with to try with my usual group. Would Appreciate any feedback.<br /> <br /> Mission #1 Volcanic fun time<br /> Put the board into 2’ zones and number them 1-6<br /> Set 3 objective Buildings on the Board- They are worth 3 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> each, Armor 11 (have to be in building to claim it) (no contesting of building)(Each building has an Icarus Lascannon on top and no fire ports but has 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Heavy bolters on each side.  Unit that has enough models to use all weapons may do so and each side may fire at a different target.)<br /> There is a Volcano at dead center of the field<br /> Entire board is considered difficult terrain; Area within 6” of volcano is considered Dangerous Terrain<br /> River of lava coming off of volcano is Lethal terrain<br /> At the start of each turn both players roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, then in the center of that zone roll scatter at <span class="glossaryitem" onmouseover='gp(2);'>3d6</span><br /> Set a large blast with the small blast in center(line up holes) All within blast take a Str8 Ap1 hit All within large blast but outside of blast take a Str6 Ap4 hit (may hit even units in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>) No cover saves allowed. Look out sir allowed under the large blast only not the blast and must come from a unit outside of the blast area. This hits the units underneath the blast templates only, wounds cannot be allocated elsewhere.<br /> No night fighting. Volcano is so bright it always seems like day but the haze always gives a +1 cover over 12”<br /> No fortifications<br /> At game turn 5 double number of volcanic fallout<br /> <br /> Secondary <br /> Line Breaker, First Blood, Slay the warlord and evasion (not being hit by volcanic damage)<br /> <br /> <br /> <br /> Mission #2 Unending darkness<br /> Place d3 +3 objectives, when objectives are identified roll a d3 that is how many points it is worth.<br /> All units start in reserve and arrive by deep strike (if a model is unable to deep strike it rolls <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> instead)<br /> At the start of the game both players alternate deep striking 1 unit at a time and may choose to leave any in reserve that they wish. Any Unit that requires it to start the game in reserve cannot come in until turn 2 regardless of other rules granted to the unit and must roll as normal.<br /> Night fighting lasts until turn 5<br /> Any Unit with stealth cannot be fired at more than 18” away<br /> Due to the darkness all terrain (that isn’t pre-designated) is considered difficult terrain for all movement purposes for infantry but isn’t dangerous.<br /> Night stalker- Any non-vehicle unit that doesn’t move more than 3 inches will be hit with d3+2 attacks at the end of the Game turn. This includes unit locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> Secondary <br /> Line Breaker, First Blood, Slay the warlord and on the move (not being hit by night stalker)<br /> <br /> <br /> Mission #3 Slay the Warlord<br /> Killing warlord is worth 5VP<br /> Warlord can only shoot or assault if attached to another unit. <br /> Warlord gets 1 extra wound for every unit containing 10 models or more under player control. It also has Eternal warrior.<br /> All units have the Hit and Run Special rule.<br /> <br /> Secondary <br /> Line Breaker, First Blood, unit killed<br />  <br /> <br /> Mission #4 Take the base<br /> One player will start under control of a large fortification; there will be 3 objectives under control of that player. 1 objective will control the defensive weapons (disable fortification weapons), 1 will control defensive armor of the fortifications (will lower Armor of Fortification by 1 each turn until end of game), and 1 will control power control (lower leadership of all units inside by 2 and will disable fire ports)<br /> Fortification will consist of 2 bunkers with a (<span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault cannon, 3 2 man fire ports on each side) and a main building with (3 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Heavy bolters and 1 Icarus Lascannon and 4 2 man fire ports on the front)<br /> <br /> Base Player<br /> Must start with- half of his army in reserve and no vehicles on the field<br /> Reserves come in on 5+<br /> Place fortifications in your starting area after terrain has been placed<br /> Place 3 objectives no closer than 12” from any other objective or fortification<br /> <br /> <br /> Assaulting player<br /> May use reserves but if so then only 1 unit comes in every turn no roll<br /> Units with the infiltrate special rule may attempt to sneak into fortifications if in base contact with it. Roll an initiative test with the unit inside. If passed then on the shooting phase the unit fires into the fortification (if more than one unit is in the fortification then roll to see which unit suffers the wounds) and must assault on the assault phase. (If they cannot assault then they may not attempt to sneak into the fortification) While the fortification is being “infiltrated” more than one unit may be included in the assault but they cannot use fire ports or defense weapons. <br /> <br /> Secondary objectives<br /> First Blood, Slay the Warlord<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 8 Feb 2013 00:59:31]]> GMT</pubDate>
				<author><![CDATA[ Wahjibodie]]></author>
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				<title>Re:Some new missions</title>
				<description><![CDATA[ 1) I really like the volcanic fun time, I plan to try it. I would put only 2 buildings tho making the board symmetric and giving more importance to secondary objectives. I would also consider areas hitted by volcanic blasts to be difficult terrains for the rest of the game instead of all the board.<br /> <br /> 2) Also one I would like to try. I would not consider all terrain to be difficult tho, I'm personnaly able to run during the night as fast as can during the day, I assume that an overtrained space marine or an enraged ork can do so. And you need to specify the S and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of the stalkers. I suggest S3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- as they give a lot of hits. I would also make second floor and above to give an immunization against stalkers so heavy supports infantry could still be used.<br /> <br /> 3) Will definitively try this one. I really like the idea of the wound system, but I wouldn't make it 1W/unit containing 10+ models since it would be imba in a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> vs swarm (imagine <span class="glossaryitem" onmouseover='gp(305);'>GK</span> vs orks), i would simply make it 1W/unit alive. I would only give the Hit and Run Special rule to units locked in combat with the enemy warlord.<br /> <br /> 4) I think I will have to try this one before giving any feedback, I'm not sure how balanced it would be since I've never played such a scenario. <br /> <br /> Thanks for sharing<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 7 Mar 2013 09:18:22]]> GMT</pubDate>
				<author><![CDATA[ Citabogue]]></author>
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				<title>Some new missions</title>
				<description><![CDATA[ In your scenario 3, someone like mephiston cannot shoot or assault. All he can do is run away. Same as Crowe. Same as any other character who isn't an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> but is the Warlord. That needs some fixing.]]></description>
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				<pubDate><![CDATA[Thu, 7 Mar 2013 09:28:39]]> GMT</pubDate>
				<author><![CDATA[ motyak]]></author>
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