| | #11 (permalink) |
| Senior Member Join Date: Dec 2005 Location: Wales/N.Ireland,UK Age: 17
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I tried this today and it worked really well.It adds a whole extra element to the game and makes you think about which units are really most valuable too you.Of course though,the enemy will obviously choose the four units that are easiest and most vulnerable to kill,so maybe some way of determining the units randomly?or is that just being too picky about the rules?Maybe thats the fun about it,you dont just use your men as meatshields anymore,it changes tactics altogether.Great idea anyway,thanks, Tygra
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| | #12 (permalink) | |
| Son of LO ![]() Join Date: Apr 2004 Location: Sigtuna, Sweden Age: 20
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| | #13 (permalink) |
| Senior Member Join Date: Dec 2005 Location: Wales/N.Ireland,UK Age: 17
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I ll have to try that then next time,more likely i will pick on turn 3 as opposed to 4 Tygra
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| | #14 (permalink) | |
| Member Join Date: Feb 2006 Location: on a cloud
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but that might be overpowered, just an idea. | |
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| | #15 (permalink) |
| Senior Member Join Date: Dec 2005 Location: Wales/N.Ireland,UK Age: 17
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I tried the new way of choosing the units the other day,i dont prefer it at all. Tygra
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| | #16 (permalink) |
| Member Join Date: Apr 2006
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is there a famed Captain Shrike mission? I was thinking something along the lines of Shrike and ump infantry vs hordes of gobbos. the SM could have a base somewhere inaccessable by teh orcs (jump height?) at the end of X turns, SM's heal wounds? several CP orcs w a bunch of reserves allow some form of looting by Shrike and company |
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| | #17 (permalink) |
| Member Join Date: May 2007 Location: Why the hell do you wanna know?
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Here's an idea that's been floating in my mind for some time: Story: Depending on your faction your story and gameplay will vary: Imperials(Space Marines, Inquisitors, IG, etc..): the local PDF have recieved messages of disappearances in a nearby forest. They suspect that something big is over the horizon. An inspection squad has been deployed. A week later a search party was sent in to search for the first squad. A month has passed and neither has returned. You and your elite team must find out what has happened. Chaos(Lost and the Damned, Chaos Marines): Ancient texts hints that a greater daemon is trapped within the forest next to this packed hive city. Should you release him you can overthrow your superiors and take control of this warband. The slaughter of the hive populance will also please the Chaos Gods. Orks: Wee! letz smash dem humies!(do I really need to give the Orks a reason!?) Tau: the "daemonic" energies have yielded a new type of crystal. Recent samples have shown that they give off incredible amounts of energy. There is promise in them. For further research, more samples must be collected. You and your team must collect them, but without detection. This is Imperial territory and we do not want to arouse tension during diplomatic times. Eldar: There is a Necron Tomb lay buried within the local forests. You must seal them up before a full blown war starts. But be descret, Rangers and Pathfinders have found that several other races have also gained an interest in these territories. Necron: Your a Pariah created from a dying man. You begged for your life. You and your PDF comrads have joined the ranks of the Necrons, the undying. Your lord is waking, but he is not yet ready. You must secure this place for him. He has sent you a modest taskforce, they are expendable. The Game: Forces: Depending on your race/faction your forces will vary: Imperial, Chaos, and Ork forces must select a "unit" made up of solely one-wound troops with access to the armoury. You will also have 200pts in total to spend on troops, wargear, and weapons. Heavy Weapons, Vehicles and Bikes are not allowed. All models must be from the same unit(i.e you can have Space marine Scout Sergents or Space Marine Vet sergents, but not both together). Space Marines may not have more than 4 models, although they may have less. Orks must have 600pts But must have at least 10 models(there is no maximum). Orks may also have models without access to the armoury, but must come from the same unit as the ones that do have access. Eldar forces must be made up of a "court of Young Kings". This must be made up solely of Exarches, all from different aspects. No two exarches may be of the same aspect. You have 200pts to spend on the squad. They have their normal options. Necron forces are made up of any number to choices from the list, although they must all be single wound infantry models. A Pariah must lead them. They must total 200pts. The Tau expendary force is made up in the same way as the Necron force: solely of single-wound infantry models. They may have access to the armoury. (eg they may be made up of a single Pathfinder, a Fire Warrior Shas'la, even a Kroot and a Hound). The force must number 200pts. A daemonic artefact will be set up and will contain a Greater Daemon of Khorne. Set Up: Any table size, so long as everyone agrees, is fine. Because of deployment differences All must deploy outside of 12" from eachother. Set up terrain for a forest. Also set up a Pyramid in the Necron Deploymen zone. A Daemonic artefact must be set up in the center. Around the Daemonic Artefact must be fields of crystals(use substitutes if required) scattered within a 12" radius. Deployment: Eldar, Tau: due to the nature of their mission they must set up with deep strike. They are not destroyed if landing in terrain, but will be destroyed if they land in enemy units. Chaos must set up next to the Daemonic Artefact. Imperials must come into the barod from reserves. All others deploy as normal. Objectives: Tau must get their crystal samples and so must stay in a crystal patch for a turn with a single member of the squad doing nothing(shooting and Close combat). Then they must retreat off the board asap. Eldar must destroy the Necron Pyramid, Treat it as a immobile vehicle with 12 armour all around. Note that only a Vehicle Destroyed or Vehicle Exploded will have effects, all other results are ignored. The Necrons must survive the duration of the game, along with the pyramid intact. Chaos must release the Daemon, they will attempt summoning rolls each turn, starting on the second turn. The Second turn the Daemon is summoned on a 6, 5+ on the third, 4+ on the fourth, etc. Once the Daemon is summoned then they must protect the daemon or slaughter the other races. If the Daemon is not summoned then they loose. Orks: Kill Dem Humies!!!!(destroy everyone) Imperials must locate the Daemon Artefact. This is done by having the artefact within LOS and a number of inches equal to double the Initiative of the model. Once it is located then the squad must retreat with their knowledge. So this is my scenario. It is still in the development stages so any and all suggestions are welcomed. I, however, dont want compromises made with existing rules, as that somewhat ruins the fun of making up a scenario on your own. thanks. |
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| | #19 (permalink) |
| Professional Lurker ![]() Join Date: May 2003 Location: Dover Plains, New York Age: 20
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I ran this one a while back, made for a fun match. Take, Destroy, and Hold/The Last Stand Story: A strategic location is currently contested between two armies, however unknown to the armies a third force has holed up in the location only adding to the confusion of battle. Table: Larger than normal, divided into 4 quarters. Ruins, small woods, hills placed around the board. In the center of the board is a well fortified terrain piece, preferably a building, this is the objective. Game: 3 players or teams minimum. The players or teams are grouped as attackers and the defender. The Defending team has half as many points to spend on their army as the attackers. The Players each roll a die and the winner chooses which quarter an attacker deploys in, the other attacker deploys in the opposite quarter, and the defender deploys in the objective. Setup: Players take turns deploying units in the usual order: HS, TR, EL, HQ, FA. No attacking unit may be placed within 24" of the objective. Infiltrators may not deploy within charge range of the objective. Special Rules: Reserves, Deep Strike, Infiltrators, Hidden Setup, Dusk and Dawn. Game Length: 8 Turns Victory Conditions: The player controlling the objective at the end of the game wins. To control the objective a player may not have any opposing models on or in the objective. If the objective is not claimed or is contested by the defender the defender may claim a (very) minor victory for going out in an incredible blaze of glory. This game was originally played in a suitably massive fashion, two teams of 1500 point armies and a single 1500 point army in the center. Therefore I can say nothing about how it might turn out in a smaller game. The main point of the game was to get a bunch of people togther and fight tooth and nail for a position while some poor sap gets stuck in the crossfire and struggles to hold eveyone off.
__________________ Veni Vidi Variant I came, I saw, I got a different type of Leman Russ. The spikey ones go faster. 98% of the teen population has smoked weed, the other 2% went straight to crack. Saga of the Ages. Click it. Rules for grenades are on page 72 of the rulebook. |
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