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Does anyone have any sweet scenarios?

693 views 8 replies 6 participants last post by  Zema 
#1 ·
Looking for some sweet scenarios to try out.
 
#5 ·
I played one today that was fun. 2 players field 1500-point armies, one fields a 500 (the 500 need not follow force organization).

The player of the smaller army is guarding an objective in the middle of the board. The two larger armies are trying to take it. Game ends the moment someone captures it (other than the Guardians). Guardians win if no units able to capture the location remain in the other two armies.

Granted, I was playing Guardian role as Tau with Tyrranids and Orks going for the objective (they called me in for the scenario, as they're doing a campaign series), but it was just as fun as anything I've ever done in the game.
 
#6 ·
sweet that sounds awesome. I just played a couple of games that were pretty fun. We had a 500 pt doubles where one mission was fought completely in the dark and at the beginning of each movement phase you rolled a d6, on a roll of one the unit moved 6 inch's in a random direction chosen by scatter dice. The second forbid communication with your partner until your HQ units made base contact.
 
#7 ·
I've played a whole campaign senarios with a dumbed down risk board being the campaign. On certain areas there were bases and such, which granted bonuses to the army, such as being able to deep strike anything in your army, or granting your whole army a 5+ invul, etc. make maybe 6-7 bases on the risk map. You would need maybe 5-6 players but its something you can do over the course of weeks or months, and makes it fun. Oh, and your spearhead (the main force of your army) is the only one that can field Unique characters. Bases bonuses stack, and the winner has to occupy like 20 squares on the risk map. Winning a game gets you any square but for bases you have to play the person who occupies it. It was really fun.

Also, i've played a scenario that we were on a planet with almost no gravity, so it was possible for models to float into space. to represent this, every time you moved you took dangerous terrain test as if you were jump pack infantry landing or moving through terrain, (roll of 1 fails) and the model "died". Made it kind of fun, specially since we were trying to capture a single powerplant in the middle of the map
 
#8 ·
If you're willing to toss a few bucks to some of the most awesome guys around, the guys behind Astronomi-con offer a scenario CD on their site. 50 of the most inventive scenarios you'll find out there, plus pictures and table layouts.

Here's an old favourite:

Convoy Raid (from memory, may not be totally accurate):
Battlefield: Standard 6x4 table, light to moderate terrain cover, with a road running right through the middle (long way). Designed for 1500 point armies, for higher points games you may want to substitute more imposing vehicles for the convoy. (Falcons and War Walkers, Devilfish and Piranhas, Land Raiders and Dreadnoughts if you're feeling crazy...) ***Note that Outflank should probably be disallowed, as having squads appear in the midst of the convoy could be a real game breaker and the scenario wasn't designed for 5th edition rules.

Deployment: Deploy 1 HQ and 2 Troops choices in 8 inch by 4 foot deployment zones, on opposite edges at one end of the table. Remaining forces are held in reserve. At the other end, a convoy of 3 Chimeras and 2 Sentinels travelling down the road (Sentinel up front, Chimeras in middle, Sentinel brings up the rear). Each Chimera carries a supply crate. The convoy uses a third turn, separate from player turns (Convoy, Player 1, Player 2, Convoy, P1, P2...), and it moves straight down the road at combat speed, each vehicle firing at the nearest hostile (aka: either player's) unit (opposing player should make the shots). If the road is blocked (lead tank gets wrecked, for example), the convoy moves around it by the shortest possible distance and resumes its run for the opposite board edge.

Gameplay: Forget kill points, forget table quarters, forget claiming and contesting objectives... Your troops are low on food and ammo, you NEED those crates! Crates are obtained by killing the chimeras - when the tank is wrecked, the crate falls out the rear hatch. For every time penetrating hits are scored on the transports (and if the tank explodes), roll a D6 - on a roll of a one, the crate has been hit and destroyed.

Once you've cracked open the convoy, it's time to grab the crates. Anything can pick up and carry a crate, with the following requirements:
1> The model must have a hand/claw/manipulator/tentacle/whatever to carry the crate with. For example, Dreadnoughts with two gun arms can't grab a crate, Dreads with a DCCW can.
2> One crate per model! No monster characters on jump packs snatching all 3 and running away on their own, or similar. Say that they've got to leave one hand free to fight with, or something.
3> If your opponent's unit grabs a crate ahead of you, you'll have to either shoot the unit apart and grab the crate yourself, or pile in and chop it out of them in combat. You have to be prepared to defend the crates if you want to keep them!

Victory: It all comes down to posession of the crates at the end of the game. Whoever's got more, wins. If you bloodthirsty lunatics manage to blow up all the crates instead of grabbing them, it's an automatic draw - you can go right ahead and rampage however you want with the remainder of the game.
 
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