News: No news is good news...

Login  |  Register

Author Topic: A new Scenario to play  (Read 324 times)

0 Members and 1 Guest are viewing this topic.

Offline The Waywatcher

  • Newbie
  • *
  • Posts: 17
  • I'm a llama!
A new Scenario to play
« on: August 15, 2003, 12:27:29 PM »
 Hey I've come up with the following scenario. Tell me what you think.

Scenario: Retreat!

Overview:

  The attackers have launched a sudden attack at the defenders’ front line. The Defenders being outnumbered and isolated decide to retreat to a stronger position before the attackers manage to cut them down.

Special Rules:

  Deep strike, infiltrators, reserves, fortifications, obstacles, random game length, victory points, hidden set-up and night fight if both players agree.
 
 Force Organisation:

  This mission uses the force organization charts for attackers and defenders.


Preparation/Deployment:

1. Fortifications and obstacles are set up first. The defender receives twice as many fortifications and obstacles than normal. He may place fortifications at the front line and the outpost, bunkers only at the outpost and obstacles anywhere more than 8” from the attacker’s deployment zone.
2. The attacker deploys first. Using the hidden set-up rules he places counters for each of his units including infiltrators, units he wants to start in reserve or those he wants to deep strike. Although this way the attacker can generate minefields or booby traps he may not do this in this mission (the counters are deployed just to decieve the defender). Space marine attackers may use drop pods in which case do not deploy any counters for the attacker but move immediately to step 2. After the defender deploys the Space Marines arrive.
3. The defender deploys second. He makes counters for each of his units and then he suffles and splits them into two groups of the same number of counters or with the one having only one counter more. The first group must deploy at the front line and the second at the outpost. This is decided randomly. The defender may exclude any Heavy support choices he wants from making counters for them in which case these units may deploy immediately at the outpost (since many Heavy Support choices are artillery pieces which always are at the back supporting the others at the front). The defender may not use the deep strike or infiltrate special rules in this mission.
4. The attacker reveals his hidden set-up counters. For every unit held in reserve simply remove its counter otherwise place the models as per the rules. Any infiltrators which start the game on-table may be re-deployed anywhere on the attacker’s deployment zone or at the 8”x4” “infiltrate” areas of the battlefield (see map above).
5. The attacker takes the first turn.

Mission Objectives:

  The attacker must break the defender’s retreat destroying as many retreating units as possible. He earns double the victory points for every enemy unit which is destroyed or below half strength that didn’t manage to get to the outpost zone at the end of the game.
  The defender tries to maintain a stronger position with minimal losses. Thus he gets +100 victory points for each unit that begun at the frontline and managed to get to the outpost zone and remain there at the end of the game. It doesn’t matter if it is below half strength (or damaged in case of vehicles).
  If the attacker manages to destroy all retreating units before at least one of them arrives at the outpost then he wins immediately no matter how may victory points he earns. Otherwise the winner is the player with the most victory points with the addition to those earned by one of the above ways for both players.

Reserves:

  The attacker’s reserves will enter from his deployment zone. The defender has no reserves.

Line of retreat:

  The attacker’s units, which fall back, will do so towards his deployment zone. The defender’s units, which are completely inside the outpost, are subject to the “they shall know no fear” rule and will fall back towards the edge of this zone. Defending units, which are retreating, will be pinned for one round instead to fall back if they fail a moral check. This includes under strength squads that normally cannot regroup – they will keep moving no matter what! “All on your own” tests still apply.

Game Length:

  The game has a variable number of turns as per the special rule. However start rolling the dice at the end of the 6th turn rather than the 4th. The attacker has a special condition to win, which is described at the mission objectives.

A note for better gameplay:

  It is better to play this scenario with rather big armies of 1500 points at least each. It is recommended as this will make the game more enjoyable. A big gaming board is also required for this scenario as you can see from the mission map too. If you really want to play this game with fewer points then it might be better to alter the initial distances on the map and thus be able to play at a smaller table.



(I am not sure if I have posted correctly a map for this mission, if not then how can I do this?)

Offline Sheepz

  • Marshal: The beatings will continue until discipline improves!
  • Ancient
  • Hero Member
  • *****
  • Posts: 7157
  • Country: 00
  • Getting away with murder.
Re:A new Scenario to play
« Reply #1 on: August 15, 2003, 02:13:32 PM »
Put your map on a website, then go to that website, find properites form your map, find its web address and put        But between the IMG's, put your web address for your picture. Important: Make sure it is the address from the picture, found by selecting properites on the right click task bar when it is over the picture.
« Last Edit: August 15, 2003, 02:17:01 PM by Sheepz Eat Exarchs »

Offline The Waywatcher

  • Newbie
  • *
  • Posts: 17
  • I'm a llama!
Re:A new Scenario to play
« Reply #2 on: August 16, 2003, 02:40:09 AM »
 Ok since it is a bit hard I will describe the mission's map.
It is better to play on a 6x4 board. The attacker's deployment zone is on one narrow table edge extending up to 6" from the table edge. 24" far from it is the Front line which in turn is 6" thick and is 6" far from both long table edges (its lenght are determined by the table you play on). 24" far from the front line is the outpost which begins from the second narrow table edge and 12" in front of it. It is also 6" from both long board edges. The "infiltrate zones" begin from the two corners of the attacker's deployment zone and each of the long board edges extenging 8" long (to the frontline) and 4" wide.

Offline windwalker

  • Newbie
  • *
  • Posts: 73
Re:A new Scenario to play
« Reply #3 on: August 20, 2003, 03:36:03 AM »
nice senrrio
darkness

 


Powered by EzPortal