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Author Topic: New scenerio  (Read 313 times)

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Offline Invidious

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New scenerio
« on: September 19, 2003, 09:40:43 AM »
Long story short I wanted a 3 player game, and I thought it would be cool to have a blindsided battle.  Blinding took a lot more work than I expected.  Tell me what you think, especially balance etc.  




Scenario:  Eye for an Eye, Tooth for a Tooth.


Force Organization: Standard Missions.

Overview:  This game is for three players.  Two players act as normal, the third functions as an impartial judge.  Two forces have met each other in a ruined city, they must dispense of the other force while attempting to leave the denizens of the city unharmed.


Scenario Special Rules:  This mission uses Infiltrators, Cityfighting, Moderators, Victory Points, Wall of Darkness, Noncombatants, Shots in the Dark, Splitfire Shooting, Scouts, and Trigger Happy special rules.

*Wall of Darkness:  The battle is a twisting froth of confusion.  Neither force knew of the others presence, and have no idea what they are getting into.  A large Wall of Darkness is placed dividing the table in half.  The wall should go across the entire table and be tall enough than neither player can see above it.  The purpose of the Wall of Darkness is to blind the commanders, it has no effect on units, and does not give them a cover save of any kind.  Players MUST stay on their side of the wall of darkness at all times.  The moderator may move around freely.

*Moderators:  The third player acts as the moderator.  He measures distance for any players units that are on the opposing players side of the Wall of Darkness, and resolves any rules debates.  He also will watch dice rolls and ensure that the game is fair.  

*Cityfighting:  The rules from Codex: Cityfight are mandatory and MUST be used in this mission.

*Shots in the dark:  A player may always declare a shot in the dark with any unit during his shooting phase.  Shots in the dark represent your troops firing blindly and hoping they hit something.  Draw a straight line from the firing unit in the direction specified by the player.  The shots will hit the first unit the line comes in contact with, so long as it is within the firers range.  Even if the target that would be hit is one of the players own units on the other side of the Wall of Darkness.  Shots in the dark will always be measured and judged by the moderator.  Any shots in the dark function as normal shooting attacks using Ballistics skill of 1, regardless of the shooters normal ballistics skill.  Guess range weapons scatter 2x the normal distance.  (Indirect firing then will scatter 4D6).

*Noncombatants:  Before setup begins the moderator places a number of squads of noncombatants, they operate in squads of 5 models.  They are placed in the center of the table on either side of the Wall of Darkness.  They move randomly using a scatter dice to determine direction. They move by rolling 2d6, and choosing the highest roll as the distance moved.  Noncombatants have the following profile


WS  BS  S  T  W  I  A  Ld  Sv
   2     0   3  3    1  1   1  -      -
Noncombatants and do benefit from cover.   These noncombatants represent technicians, warp core manufacturers, or intelligence operatives that both sides wish to capture alive so that they can make use of their unique knowledge.  Any noncombatant that is killed by a player takes away 20 victory points from the players victory points total.  

*Splitfire Shooting:  During a players shooting phase he may declare any of his units that are going to use splitfire shooting.  These units do not fire in his shooting phase but are reserved for actions of being Trigger Happy.  Mark the units that are reserved for being Trigger Happy in some fashion.  *Note, you may wish to do this so that you do not have to fire Shots in the Dark, but can still get some use out of your shooting.

*Trigger Happy:  Your units are on a state of high alert, and they just might snap at the slightest sound.  If during the enemies movement phase, a player moves a unit on to the opposing players side of the Wall of Darkness, any units that have been reserved for Trigger Happy actions may shoot at it.  However, the shots are rolled and worked out BEFORE the moving unit is revealed.  IE: a player will say “I am moving THIS on to the other side of the wall of darkness.”  The moderator will measure the distance that could be moved, and mark where the unit will wind up.  At this point the moderator will ask for any Trigger Happy actions.  These actions will be rolled and worked out (hits, and wounds determined by the moderator, as well as saving throws that should be attempted).  Only after ALL Trigger Happy actions have been resolved against this unit is it revealed.  So it is possible that several Trigger Happy squads will fire their weaponry at a tank they can not even damage.  A player with several Trigger Happy units does not have to fire all of these units at one unit, but once a unit is revealed no more Trigger Happy actions may be made against it this turn.  If a player still has Trigger Happy units left to shoot at the end of the opponents movement phase, the shots are wasted.   If you declare a Trigger Happy action than you must follow through with it (even, for example, if the unit moving through the Wall of Darkness are noncombatants).

*Scouts:  If a player has a unit on the other side of the Wall of Darkness then the player may see through that units eyes and is permitted to look at the other players side of the wall of darkness as long as at least one unit remains on the other side of the Wall.  If the only unit on the opposing players side of the Wall of Darkness is killed, then the commanding player must return to his side of the Wall of Darkness.  If an army has a unit acting as scouts than all units may fire normally and do not have to fire Shots in the Dark.  They may still be reserved for Trigger Happy Actions.  

Set Up:  Each player sets up his units within 12” of his or her board edge.  The moderator positions the units of noncombatants on either side of the Wall of Darkness.  The Wall of Darkness will always divide the board in half.  Both players deploy their armies in any manner (because of the Wall of Darkness, it doesn’t matter the order).  Roll to see who gets first turn, highest roll may choose to go first or second.

Mission Objective:  Both forces must attempt to destroy the enemy forces while avoiding the death of the critical noncombatants.  The person with the most victory points at the end of the game wins.

Game Length:  The game lasts for six turns.

Line of Retreat:  Troops fall back towards their board edge.  Noncombatants do not suffer the effects of morale, as they are already terrified and disoriented!
The thing I hate the most about 40K is people who amass the largest possible quantities of their Codex's most powerful unit and then proceed to call it "theme".

Offline rastlin

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Re:New scenerio
« Reply #1 on: September 19, 2003, 02:55:10 PM »
all i can say is that this seems very complicated. there was a scenario for the previous edition of warhammer which worked well, and it had the screen up at the start of a standard game for deployment only. that seemed to work well.
Don't say revenge; don't say revenge......

Er, revenge?

Right, that's it, i'm out of here....

 


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