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I'm trying to work up some extra scenarios for a campaign we've got going. I want to toss in an occasional extra battle against some gangs we don't normally play against, such as some Spyrers and Enforcers.
BUT - I've never played either of them and so I'm not really 100% sure about the relative difficulties. I have some easy and some hard scenarios I'm trying to build - the easy ones being basically nice gimmes and bonuses that the player will hugely benefit from. The hard ones representing major goofs that the player will just barely survive, if they're smart. The gangs will be around 1700 to 2000 points.
Here's what I have - and easy and hard scenario for Enforcers and Spyrers and a hard scenario versus a Goliath gang. Are these roughly on par with each other? Because I've never played Spyrer or Enforcer games, I would love any advice on this! Please!
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An arrogant snot of a Sergent takes a newbie squad of Enforcers down and they're ambushed. If the gang wins, they can keep a single piece of equipment from each OOA Enforcer. (Don't forget to roll for recovery of any wounded Enforcers after the game end. Any captured or dead results are counted as OOA.) The Enforcer patrol will flee when four are wounded or OOA. The Enforcers must deploy first more than 12" from the edges and must be more than 3" apart from each other. The Gang may deploy anywhere on the board no closer than 10" to the Enforcers.
Authorities are near panic and send down a major force of an entire Enforcer Precinct of 10. If the Gang wins, they may keep a piece of equipment off OOA Enforcers according to the same rules as above. Deployment is according to standard Gang Fight rules, but the Enforcers may reposition up to 3 models according to the rules for a Tunnels territory. The Enforcers will take standard bottle-roll tests to flee, but may not flee otherwise until half their forces are wounded or OOA. The Gang may not voluntarily flee until the completion of their 4th turn.
A group of n00b Spyrers come into the Underhive convinced that they are 'da bomb and very quickly wind up being ambushed by a Gang. The Gang fights a 1000 point Spyrer gang according to the Abush scenario. The Spyrer gang may not take a bottle test until completing their 4th round at which point they will take normal bottle tests. If the Gang wins they gain 25 credits from each OOA Spyrer and may roll an extra D3 on the Rare Items list.
A Spyrer gang of the same rating will fight them in a Gang Fight. The Spyrer gang will not take bottle roll tests until they have lost a quarter of their force as OOA, not just wounded. The Gang may not Bottle Out until the completion of the 4th turn. If the Gang wins, it counts as having beaten a gang with a rating 250 above their own.
The other gangs are furious and combine to outfit a powerful Goliath force to punish the Gang. The Gang loses half of its funds to actions ahead of time. A Goliath gang attacks them in an Ambush scenario. The Goliaths have an equal rating in addition to 2 level advances applied like normal to each character. The Goliaths will take bottle rolls like normal and will not flee voluntarily. The Goliaths are outfitted with common weapons and a free extra Power weapon of its choice. If the Gang wins, it counts as having beaten a gang with a rating 250 above their own. The Gang may not Bottle Out until completing the 4th turn.
Oh come on guys, don't make me beg!
I think if the gang attacks the enforcers they should have a good chance of becoming outlawed.
Unless you change it up a bit and run the enforcers as an attacking force. You could play it off like they didn’t have a warrant or something, and your gang was defending itself.
I have given people the chance to face a "creature" in the hive. I used the stats of a Geensteeler and a pair of them seriously crippled two gangs that attempted to claim the bounty.
The scenario was that the hivers have trapped a creature in a section of the hive, and nobody has been able to kill the creature, so they put out a reward for its death.
I’ve also set up a game Vs enforcers where they are guarding a transport loaded with "loot" The vehicle was simply treated like the target in a raid mission that would roll 6'' a turn from one end of the table to the other, I used a chimera model for it.
If the attacking gang was able to disable it, the same way they blow up the objective in a raid, and forced the enforcers to bottle they would get a bonus. Id count it like recovering 10 loot counters.
The enforcers would not bottle until the transport was damaged. Also they ran a risk of becoming outlaws.
Hmmm, very good point. I don't want to force anyone to go outlaw. I like your idea of some Enforcers acting outside the law and running into trouble. Maybe I'll change up the story a bit to make it more like a squad of bad Enforcers doing shakedowns or looting, and the gang hits them hard when the squad arrogantly tries to walk in and take the gang's money.
Good story items, too.
Anyone have any thoughts as to the difficulty levels of these scenarios?