Post by chumbalaya on Jun 20, 2010 18:41:54 GMT -5
Since folks are talking about missions, I figure I'll throw up some I've been working on. At this point it's a rough draft, so I'm looking for any input y'all can offer.
Moving Forward
As Colonel Toyota of the 1337th Cadian once said, "Slowing down is for heretics!"
Deployment: Spearhead. 5 Objectives are placed, 1 in the center of the board and 1 in the center of each table quarter. Normal roll off and Seize.
Primary: Hold objectives. The objective in your quarter is worth 0, while your the one in your opponent's quarter is worth double.
Secondary: Kill Points
Tertiary: Bring more units to the opposite long table edge
Bonuses: Kill HQ, Have more units in your opponent's DZ than they do in yours, ?, ?
This one is a twist on the normal objective mission, encouraging players to get out there and grab some turf and getting rid of boring turtles. However, since there are 3 objectives up for grabs, a shootier or slower army is still capable of winning by holding these and contesting their own.
Decimation
Kill! Maim! Burn!
Deployment: Pitched Battle
Primary: Modified Kill Points. Instead of counting straight KPs, count the percentage of KPs. So, for example, player A racks up 10 KPs out of player B's 20 KP army while player B kills off 7 of player A's 10 KP army. Player B wins 50% to 70%.
Secondary: Table Quarters. Have more units (not just scoring units) in a quarter than your opponent. Scoring units count as 2 units for this purpose only.
Tertiary: Destroy enemy transports (and Tervigons/Monoliths)
Bonuses: Kill Elites/Fast Attack/Heavy Support (player's choice, empty slot means you can't pick it), Units in opponent's deployment zone, kill HQ, kill Troops.
This one is a straight up killy game, but it removes a lot of the sillyness inherent to the KP system.
So, there are my missions. I'll stress again that these are rough drafts, so your feedback is greatly appreciated.
Moving Forward
As Colonel Toyota of the 1337th Cadian once said, "Slowing down is for heretics!"
Deployment: Spearhead. 5 Objectives are placed, 1 in the center of the board and 1 in the center of each table quarter. Normal roll off and Seize.
Primary: Hold objectives. The objective in your quarter is worth 0, while your the one in your opponent's quarter is worth double.
Secondary: Kill Points
Tertiary: Bring more units to the opposite long table edge
Bonuses: Kill HQ, Have more units in your opponent's DZ than they do in yours, ?, ?
This one is a twist on the normal objective mission, encouraging players to get out there and grab some turf and getting rid of boring turtles. However, since there are 3 objectives up for grabs, a shootier or slower army is still capable of winning by holding these and contesting their own.
Decimation
Kill! Maim! Burn!
Deployment: Pitched Battle
Primary: Modified Kill Points. Instead of counting straight KPs, count the percentage of KPs. So, for example, player A racks up 10 KPs out of player B's 20 KP army while player B kills off 7 of player A's 10 KP army. Player B wins 50% to 70%.
Secondary: Table Quarters. Have more units (not just scoring units) in a quarter than your opponent. Scoring units count as 2 units for this purpose only.
Tertiary: Destroy enemy transports (and Tervigons/Monoliths)
Bonuses: Kill Elites/Fast Attack/Heavy Support (player's choice, empty slot means you can't pick it), Units in opponent's deployment zone, kill HQ, kill Troops.
This one is a straight up killy game, but it removes a lot of the sillyness inherent to the KP system.
So, there are my missions. I'll stress again that these are rough drafts, so your feedback is greatly appreciated.