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		<title><![CDATA[Latest posts for the thread "Campaign with quality missions"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Campaign with quality missions"]]></description>
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				<title>Campaign with quality missions</title>
				<description><![CDATA[ Special Missions: Designed to be played with dedicated lists after deciding on mission and<br /> role(attacker or defender). Roll off to decide who is the attacker or defender.<br /> <br /> Campaign Note:  Special characters must be used during "Cut the Head off the Snake" mission and may only be used in <br /> subsequent mission if he/she does not die in that mission and so on(i.e. if he dies during the 6th mission, <br /> he cannot be used on the final mission.)<br /> <br /> Mission 1: Strongpoint attack!<br /> <br /> Attacker uses 1500pts.<br /> defender uses 1000 points.<br /> Defender deploys and goes first.<br /> <br /> Deployment: defender deploys up to 24 inches from the center of defender's board edge and up 24" out.(top aligned box 24inches by 24 inches) Attacker deploys within 6 inches of opposite long board edge and 6 inches from either short board edge.<br /> <a href='http://www.dakkadakka.com/gallery/530500-.html'><img src='http://images.dakkadakka.com/gallery/2013/8/23/530500_md-.png'  ></a><br /> Victory conditions:<br /> Victory is decided on how long it takes the attacker to<br /> wipe out the defender.<br /> <br /> Turn 1 = Crushing victory for the attacker<br /> Turn 2 = Solid victory<br /> Turn 3 = Minor Victory<br /> Turn 4 = Minor Loss<br /> Turn 5 = Major Loss<br /> Turn 6+ = Crushing victory for the defender!<br /> <br /> Campaign Notes: If the defender lasts til 5th turn, he uses the same points as the attacker for the rest of the campaign!<br /> <br /> Mission 2: Death by Moonlight<br /> Attacker uses 1850pts<br /> Defender uses 1500pts<br /> Special Rule: nightfight whole game<br /> Deployment: defender deploys within 6" of the lengthwise center-line of the board.<br /> Attacker goes first and moves on first turn from 1 long board edge.<br /> <a href='http://www.dakkadakka.com/gallery/530508-.html'><img src='http://images.dakkadakka.com/gallery/2013/8/23/530508_md-.png'  ></a><br /> Special Rules:<br /> Teleport jammers: prevent deep strike into enemy territory( deployment zone and beyond).<br /> They may deepstrike into the area just outside enemy territory, however. Scattering into enemy territory will cause a deepstrike mishap.<br /> Sensor arrays: Infiltrators start on the board within 6 inches of the attackers board edge.<br /> They may perform a scout move instead of infiltrating normally.<br /> <br /> Victory conditions: Attacker's mission is to get as many Objective Secured units past the enemy's deployment zone as possible.<br /> 0-1 = Crushing victory for the defender<br /> 2 = Solid victory<br /> 3 = Minor Victory<br /> 4 = Minor Loss<br /> 5 = Major Loss<br /> 6+ = Crushing victory for the attacker!<br /> <br /> Note: attacker has more points, but many of these will need to be troops to secure victory.<br /> They will also need to run/ride for most of the game to get so far into the backfield.<br /> <br /> Campaign Notes: If the attacker gets 5 or more scoring units past the enemy's deployment zone, then he gets a <br /> free orbital bombardment(<span class="glossaryitem" onmouseover='gp(123);'>STR</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 Ordnance) to be used at anytime during the campaign.<br /> <br /> Mission 3: Two Camps:<br /> Equal points: 1500 points each<br /> Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.<br /> Deployment: each player deploys in a 12" inch circle centered 18 inches from their selected short board edge.<br /> Units that do not fit go in reserve.<br /> <a href='http://www.dakkadakka.com/gallery/530503-.html'><img src='http://images.dakkadakka.com/gallery/2013/8/23/530503_md-.png'  ></a><br /> Victory conditions: (Old school victory points) i.e whatever points you paid for a unit is scored by the enemy apon complete destruction/broken at end of the game.<br /> Half points for wounded characters/monstrous creatures, immobilized vehicles and units at less than 50% starting strength.<br /> <br /> Campaign note:  Whoever wins this mission gains a free Fortification during the 5th mission.<br /> <br /> Mission 4: Strategic Option 2000 points per side<br /> Deployment:Table quarters( like 5th ed). 12" Radius no mans land<br /> Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.<br /> <a href='http://www.dakkadakka.com/gallery/530501-.html'><img src='http://images.dakkadakka.com/gallery/2013/8/23/530501_md-.png'  ></a><br /> Victory Conditions: d3+2 Strategic Objectives<br /> each objective that has a scoring unit within 3 "inches is worth 1 point first turn;<br /> 2 points second turn, and so on. Points are cumulative throughout the game<br /> First objective is placed in the middle and is a Relic(and can be moved using the same rules).<br /> <br /> Campaign Note: The victor of this mission may give 1 unit the infiltrate <span class="glossaryitem" onmouseover='gp(136);'>USR</span> in mission 7(The Last Stand)<br /> <br /> Mission 5: Cut the Head off the Snake!<br /> <br /> Deployment: defender deploys within 18 inches of the center of the board. The attacker moves on during the first turn from<br /> the board edge of his choice (Short or Long). Reserves from both sides come on from a random board edge.<br /> <a href='http://www.dakkadakka.com/gallery/530507-.html'><img src='http://images.dakkadakka.com/gallery/2013/8/23/530507_md-.png'  ></a><br /> Roll on this chart to determine what side reserves come from:<br /> 1 -Front side (from attackers chosen board edge)<br /> 2. - Back side (farthest from attackers chosen board edge)<br /> 3. - Left side (board edge to the left of the attackers chosen board edge)<br /> 4. - Right side (board edge to the left of the attackers chosen board edge)<br /> 5-6. - Board edge chosen by owning player<br /> <br /> Victory Conditions: Each side must eliminate the highest point <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> on the other side.<br /> If both/neither is destroyed, then calculate kill points.<br /> Salvage Bonus: +1 victory point for each scoring unit within 3" of a Wrecked(not destroyed) vehicle at the end of the game.<br /> <br /> Campaign Note:  Special characters must be used during "Cut the Head off the Snake" mission and may only be used in <br /> subsequent mission if he/she does not die in that mission and so on(i.e. if he dies during the 6th mission, <br /> he cannot be used on the final mission.)<br /> <br /> Mission 6: Breakout!<br /> <br /> Deployment: Defender deploys his forces within 12 inches of the width-wise center of the board. The attacker deploys half his<br /> starting units within 12 inches of one short board edge and the other half within 12 inches of the other short board edge.<br /> The Relic starts in the center of the board.<br /> Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.<br /> <a href='http://www.dakkadakka.com/gallery/530502-.html'><img src='http://images.dakkadakka.com/gallery/2013/8/23/530502_md-.png'  ></a><br /> Victory Conditions: Kill points with +1 <span class="glossaryitem" onmouseover='gp(140);'>Vp</span> for each scoring unit in the enemy's deployment zone(s).<br /> Bonus <span class="glossaryitem" onmouseover='gp(140);'>VPs</span>:<br /> Slay the Warlord: +1 point<br /> Salvage: + 1 for each scoring unit within 3" of a wrecked vehicle at the end of the game.<br /> The Relic: +1 point<br /> <br /> Campaign Note: Whoever wins this mission may replace one previously destroyed elite unit destroyed during the Mission 7( The Last Stand) with an exact duplicate on their next turn.<br /> <br /> Mission 7: Last Stand<br /> The defender uses 1850 and bunkers, fortifications and obstacles<br /> The attacker uses 2000 points.<br /> <br /> Note that "Paid for" Bunkers are <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, while "free" bunkers are <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 and have nonfunctional weapons.<br /> <br /> Deployment:The defender deploys anywhere on the board.<br /> The attacker moves on to the board first turn from any board edge of his choice.<br /> <br /> Non deep-striking reserves roll on this chart:<br /> Roll on this chart to determine what side reserves come from:<br /> 1 -Front side (from attackers chosen board edge)<br /> 2. - Back side (farthest from attackers chosen board edge)<br /> 3. - Left side (board edge to the left of the attackers chosen board edge)<br /> 4. - Right side (board edge to the left of the attackers chosen board edge)<br /> 5-6. - Board edge chosen by owning player<br /> <br /> Outflankers re-roll the dice on deciding which board edge to come in on .<br /> <br /> Victory Conditions: Modified Kill points<br /> Each <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit is worth 3 <span class="glossaryitem" onmouseover='gp(316);'>KP</span><br /> Each Elite, <span class="glossaryitem" onmouseover='gp(35);'>FA</span> and <span class="glossaryitem" onmouseover='gp(57);'>HS</span> unit is worth 2 <span class="glossaryitem" onmouseover='gp(316);'>KP</span><br /> Each Troop unit is worth 1 <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 24 Aug 2013 18:25:29]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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