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		<title><![CDATA[Latest posts for the thread "Help with a special mission"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Help with a special mission"]]></description>
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				<title>Help with a special mission</title>
				<description><![CDATA[ Okay, so I'm working on a special mission for a campaign. The short version of it: You have to work your way down into a titan and destroy the control room and the power generators of it to win. I'm using a series of 3 2'x2' boards to represent the various levels of the titan. Board 1 is the top, board 2 is the level below the top and board 3 is the level with the control center and generators. The attacker deploys via deep strike to board 1 and must work their way down to board 3 in order to destroy the Control center and generators. Board 1 is basically a city fight while 2 and 3 are more like space hulk or Zone Mortalis.  <br /> <br /> Well, I'm having some problems with it. Namely it's waaaaay too easy for the defender to just tar pit the attacker for several turns on board 2. And when I say "Tar pit for several turns" I mean like 4-5 turns no one is going anywhere on board 2. The critical problem here is that in order for the attacker to even have a chance to win he needs to be able to board 3 by turn 5, maybe 6 (as it is right now the mission is designed for 10 turns). So I'm trying to change the mission to help the attacker out some. I've come up with 2 ideas and I'm hoping I can get some feed back from folks about them (or if you have a suggestion of your own to hear that as well).<br /> <br /> The mission itself already has a rather sizable amount of special rules to account for the unique nature of the mission which you can check out in my <a href="http://www.mgc-projects.com/projects/destroy%20the%20titan.pdf" target="_new" rel="nofollow">mission write up here</a>.<br /> <br /> First idea: The defender gets 25% fewer points for their army then the attacker gets. So the Defender would get 750 points while the attacker would get 1000 points. <br /> <br /> Second Idea: Have a rule that the defender must deploy 50% of his army on board 1, but prior to turn 1 the attacker initiates a Fire storm attack.<br /> <br /> So thoughts from anyone about the ideas here? In both cases the objective is to give the defender fewer units that he can use to tar pit the attacker with. <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 11 Apr 2015 04:34:42]]> GMT</pubDate>
				<author><![CDATA[ Maverike_prime]]></author>
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				<title>Re:Help with a special mission</title>
				<description><![CDATA[ I like this scenario idea. Sounds fun.  I think we shall try this out if you don't mind.<br /> <br /> If the attacker is getting bogged down perhaps he needs more reinforcements. Maybe letting him recycle destroyed units as new reserves representing an ongoing assault. The lift from level 2 to 3 seems like it would be easy to deny just by being on it. Would/should it be possible for models armed with chainfists or melta bombs make their own passageway between levels? Maybe allow teleporting but randomize what level they appear on. Maybe allowing smaller than normal unit sizes or single models to break off. My 2 cents.]]></description>
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				<pubDate><![CDATA[Sun, 12 Apr 2015 01:59:20]]> GMT</pubDate>
				<author><![CDATA[ rhinosaur]]></author>
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				<title>Re:Help with a special mission</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bf9b9e66909bc4b51ee36ad9ae2a5b91.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/644129/7745542.page"><b>rhinosaur wrote:</b></a><br/>I like this scenario idea. Sounds fun.  I think we shall try this out if you don't mind.</div></blockquote><br /> Not at all. All I ask if you post up any comments or thoughts you have from the play through.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/bf9b9e66909bc4b51ee36ad9ae2a5b91.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/644129/7745542.page"><b>rhinosaur wrote:</b></a><br/>If the attacker is getting bogged down perhaps he needs more reinforcements. Maybe letting him recycle destroyed units as new reserves representing an ongoing assault. The lift from level 2 to 3 seems like it would be easy to deny just by being on it. Would/should it be possible for models armed with chainfists or melta bombs make their own passageway between levels? Maybe allow teleporting but randomize what level they appear on. Maybe allowing smaller than normal unit sizes or single models to break off. My 2 cents.</div></blockquote><br /> <br /> I had previously considered making a rule where once on boards 2 and 3 the attacker can break his units down into any size he likes, even single man units if he wishes to (as an aside I don't know why I didn't think of this before, but such a rule would make for some really great heroic stands in the mission) but I was worried about weighing down the mission with an assortment of too many rules. Though I have to say I think I'm past that particular point already.  So I think I'm going to revisit the idea. As for the teleporting in, a suggestion made in another forum was to allow x-number of infiltrators that had the option of taking something akin to teleport homers on board 2. That way the attacker and bring on units into board 2. <br /> <br /> The ongoing assault I think will help. Will have to try that next time I play test the mission.]]></description>
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				<pubDate><![CDATA[Sun, 12 Apr 2015 03:44:41]]> GMT</pubDate>
				<author><![CDATA[ Maverike_prime]]></author>
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