Tuesday, July 20, 2010

Sample tables...

A few of the table layouts here. Each will come with a notecard with a delineation of terrain, so that you and your opponent can get straight to rolling dice. Everything delineated below is straight out of the 40k BRB. Some of the tables have buildings on them, which we gather some folks don't always play, so below is a delineation of what stats the buildings to the left might have.

#1 (left)--each of the buildings is WISYWIG in terms of entrances/exits and fire points. All armor 10. Two story structures hold up to one unit of twenty models; single story structures hold up to ten. Hedges are a 5+ cover save, though may be tall enough to wholly obscure LOS for some models. Otherwise, standard 4+ saves.

Other layouts, see the album:
The Shenanigan 1250





Monday, July 12, 2010

Scenario 1: Prospector's Pride (land grab)


Before deployment, each player secretly notes which FOC type represented in the opponents' army list will be Tenacious, then discloses their choice to the opposing player.
Deployment: Spearhead

Special Rules: Reserves, Infiltrate, Outflank, Scout, Deep Strike, Prospecting (see below), What are we Fighting For? (See below), and Tenacity (See Below).

PRIMARY OBJECTIVE: PROSPECTING
The battlefield is rich with unknown spoils--which neither side knows the exact location of.

Special Rule: Prospecting
Each time an area terrain feature or building whose footprint is not within (even partially) either players' deployment zone is entered/embarked into, the moving player rolls a die. On a 5+, the terrain/building's entire area becomes an objective.

When prospecting, a Tenacious (see below) unit may reroll the die this does not count against the one Tenacity reroll per phase (below) it receives.

Special Rule: What are we fighting for?
Each side came into the battle with high hopes. If those hopes are dashed, they will entrench for the long haul.
If, at the end of turn 3, no objectives have been discovered, each player deploys a single objective per deep strike (reroll any mishaps or offboard scatters). The first player places his objective first, then the second. Then begin turn 4. All Prospecting (above) ends.

Qualifier: control more objectives than the opponent.
Win: 14 points
Draw: 8 points
Loss: 0 points

Secondary Objective: Decimate their best!
Destroy all of the opponent's Tenacious units, not counting dedicated transports.
Win: 10 points
Draw: 8 points
Loss: 0 points

Tertiary Objective: Salt in the wound
End the game with at least one non-dedicated-transport Tenacious unit in the opponent's deployment area. Both players may achieve this objective.
Win: 4 points.

Tactical Bonus: In for The long Haul
End the game with more non-dedicated-transport scoring units than the opponent
2 points.

Special Rule: Tenacity
At the beginning of the game, each player decides which of their opponents' forces will be tenacious. Each of these units (INCLUDING any dedicated transports, eg, Rhinos) may make a single reroll each phase of each turn. This may be any sort of roll (eg, dangerous terrain test, saving throw, to-hit, scatter, etc), but it must be the units' to make, not the opponents'. Note that the rules prohibiting a reroll of a reroll in the BRB still apply, so a twin-linked weapon, skilled rider, etc, does not become any more skilled, nor twin-linked.

Ending the Game
The game lasts 6 turns.

This Scenario is available for Download.

Scenario 2: Kidnapping & Armed Robbery


Starting the game:
Players alternate placing five objectives at least 12" from any table edge or other objective. Roll off to determine who places first.
Special rules: Reserves, outflank, Scout, infiltrate, abduction (see below), Daybreak (see below) and scramble (see below).

Deployment:
Per Pitched Battle, with the following exceptions for Daybreak and Scramble, below.

Daybreak: The locations of the objectives have just been discovered. No unit may be deployed within 6" of any objective. Note that this may cause there to insufficient room on the table to deploy all units.

Scramble: Each player nominates a single FOC type represented in their list in secret after objective placement, but before deployment. Then each player discloses the FOC type. Units of this type may Enter play from their own side's board edge on turn 1 rather than delploying or being placed in reserve. Note that the Scrambling units are involved in the secondary objective, Force Preservation, below.

Ending the game:
The game lasts 6 turns, or at the end of any complete turn after time has been called.
PRIMARY OBJECTIVE: LOOTING
The objectives in this mission are VIPs, Briefcases full of intelligence material, computers with scandalworthy data on them, the severed head of a warboss taken in trophy, and other portable (but important) sundries.

Special Rule: Abduction
Beginning on turn 3, if a scoring or scrambling (see special rule above) unit, with a WS (weapons skill) characteristic begins its movement phase controlling an objective and is neither pinned nor falling back, that unit may 'pick up' that objective, effectively removing it from the board (note, however, that the unit is carrying the objective). A unit may only carry one abducted objective. If a Scrambling Independent character is joined to a unit, he may also pick up another, single objective.

Units carrying abducted objectives may move off their own sides' table edge during their own movement phase (only), leaving the game permanently. Objectives removed from the table in this way count as scored for their own side.

If a unit carrying an objective is required to fall back, it drops the objective adjacent to a model in the unit of the unit owner's choice.
If a unit carrying an abducted objective is destroyed by shooting, the objective is placed on the table in the location of one of the destroyed models (shooter's choice). If a unit carrying an abducted objective is destroyed in close combat, a scoring or scrambling unit on the winning side may abduct the objective (if allowed); otherwise the objective is placed on the table as per shooting. If an independent character with an abducted objective is killed while joined to a unit, the unit may immediately begin carrying the objective (if allowed, e.g., scoring/scrambling+not already carrying). If enemy are within 3" of the abducting unit (or its transport, if embarked) at the game end, the objective carried counts as contested.

NOTE: if a scrambling, abducting unit is not also a scoring unit, it will not earn its side points for its abducted objective unless it has departed the board, or a scoring unit is within 3" of the abductor.
Victory (more objectives than opponent): 14
Draw: 8 points
Loss: 0 points

Secondary Objective: Force Preservation
Each side must preserve its Scrambling (see above) units, as they are vital units on loan from headquarters. Qualifier: At least one Scrambling unit (dedicated transports do not count) survived or departed the table on your side.
Victory (one or more Scrambling units survived on your side while none did on the opponents): 10
Draw: 6
Loss: 0

Tertiary Objective: Absconding with the goods
For each objective that departed the table due to the Abduction rule, above, you gain 1 point.

Tactical Bonus: A feather in the cap
If you destroyed all of the opponent's Scoring Units: 1 point. Both players can achieve this.

First scenario tested/complete!


At long last, we've managed to piece together time enough to get our scenario programming squared away. To boot, we quartermastered the terrain and a post should be following with pictures of the table layouts.

So, without further adieu, What will likely be scenario #3.
Spinal Injury or "The Breakpoint"
If this looks reminiscent of one of the new pitched battles from Fantasy 8th, there's no coincidence.
SPECIAL RULES:
Reserves, Infiltrate, Scout, Outflank, Deep Strike, Vanguards (see below), Demoralization (see below).
STARTING THE GAME
Each player places one objective at least 18" from any table edge or the other objective. Determine who places first randomly.
Each player then throws a die. The winner may choose to be the first or second player.
The first player then selects a long table edge and deploys per Dawn of War.
The second player then deploys opposite him.
SPECIAL RULE: VANGUARDS--Units with Scout may move onto the board with their scout move before the start of the game. Units with infiltrate may deploy per the infiltrate special rule on the table without counting against the 1HQ/2TRP constraint from Dawn of War.
ENDING THE GAME
At the end of turn 5, roll a die. On a 2+, the game continues and a turn 6 is fought. At the end of turn 6, roll a die, on a 4+, the game continues and a turn 7 is fought.
At the end of turn 7, the game ends.
The game ends at the end of any complete turn after time is called.
PRIMARY OBJECTIVE: BREAKPOINT
For each player, calculate an 'army strength' using the following formula:
(2+2 per HQ FOC slot filled+1 per troops FOC slot filled)
Divide this number by two. Whenever enough kill points are inflicted upon a player's army to exceed this number, the player's army is said to be Broken. EDIT 7/28: Additionally, if an Army has no units remaining (tabled) it counts as broken.
Victory: 14 points
You broke the opponent's army and yours survived.
Draw: 8 points Either A: neither side's army broke, or B: Both side's armies broke.
Defeat: 0 points Your army was broken and the opponent's lay intact.
SECONDARY OBJECTIVE: CLEANSING
Outnumber the opponent 2:1 (or more) in units on the field at the games' end. If anything can count as a Kill Point when dead, then it counts as a unit when alive for purposes of this objective.
Victory: 10 points
Draw: 6 points
Defeat: 0 points
Tertiary OBJECTIVE: HIGH GROUND
End the game in control of an objective.
Each Objective: 3 points.

SPECIAL RULE: DEMORALIZATION
After an army exceeds its breakpoint, all profile characteristics of models in the army, except T and W, (WS/BS/S/I/A/LD for most models; F/S/R/BS for vehicles) are reduced by 1, starting at the beginning of the broken armies' next turn.

Units controlling or contesting one of the objectives are not demoralized as long as they are within 3" of an objective.