Post by hyv3mynd on Jun 24, 2010 21:59:54 GMT -5
So I was daydreaming more than usual today at work and here are some mission concepts I dreamed up. They could work out well, they may be terrible. Feel free to playtest them if you get a chance before me and LMK how they play out.
"Mission Improbable"
General Fluff - Your forces are at risk of giving up vital information. You are tasked with destroying data and artefacts before the enemy can get their hands on it. As fate would have it, enemy curriers are passing within reach with some vital information of their own. Your mission (should you choose to accept it) is destroy your intel with an explosive and capture your enemy's before they can destroy their own.
Deployment: Pitched Battle
Game Length: Random (rolled for starting at the end of t5)
Roll off to decide which player will take the first turn and choose deployment zones. Before any units are deployed, each player must place one objective in their own deployment zone no closer than 6" to a table edge.
Each player may choose one of their own troop choices (no monstrous creatures or walkers) that will be allowed to deep strike or outflank for this mission only, even if they do not have the special rule. Call this unit "Strike Force" for scoring purposes. Troop choices with a dedicated transport may outflank in their transport or deep strike without their transport.
Deploy forces normally, however each player must deploy one infantry or jump infantry unit with at least one model in base contact with their own objective. This unit begins the game "gone to ground" and may not do anything during turn 1 except stand up. They are considered to be placing explosives on the objective. Call this unit "Demo Force". Chaos demons deep strike as normal, but must place at least one model of an infantry unit in base contact with the objective as if they are deep striking without a scatter.
The Objectives : The objectives in this mission are rigged to explode by their owners to prevent aquisition by the enemy. To capture your opponent's objective, you need to move a single unengaged infantry or jump infantry model into base contact with the objective before it explodes. If you accomplish this, remove the objective immediately.
The Explosives : After both players have completed their 4th turn, roll a dice. On a 5+, any objectives still on the table explode, 4+ at the end of turn 5, and automatically at the end of turn 6 if they have not yet been touched by an enemy model. Place the large blast template with the center over the objective. Any models touched by the template take a str10 ap1 hit following the same rules as an ordinance barrage. If the game ends due to time limit restrictions, remaining objectives explode after the last player turn and wounds inflicted before the game score is totalled.
Scoring:
Primary - Win (20) You captured your opponent's objective and detonated your own. Draw (10) both objectives are captured or detonated. Loss (0) Your opponent captured your objective.
Secondary - Win (15) You have more scoring units in your opponent's deployment zone than they have in yours. Draw (7) Each player has an equal amount of scoring units in the opposing deployment zone. Loss (0) Your opponent has more scoring units in your deployment zone than you have in theirs.
Tertiary - Win (10) Victory point difference of more than 600 in your favor. Draw (5) Victory point score within 600 of each other. Loss (1) Your opponent earned at least 600 more victory points than you.
+1 You captured your opponent's objective with a "Strike Force" model
+1 If you have 3 or more scoring units in your enemy's deployment zone at the end of the game
+1 You killed your opponent's most expensive HQ unit
+1 You killed your opponents "Strike Force"
+1 You killed your opponent's "Demo Force"
"Mission Improbable"
General Fluff - Your forces are at risk of giving up vital information. You are tasked with destroying data and artefacts before the enemy can get their hands on it. As fate would have it, enemy curriers are passing within reach with some vital information of their own. Your mission (should you choose to accept it) is destroy your intel with an explosive and capture your enemy's before they can destroy their own.
Deployment: Pitched Battle
Game Length: Random (rolled for starting at the end of t5)
Roll off to decide which player will take the first turn and choose deployment zones. Before any units are deployed, each player must place one objective in their own deployment zone no closer than 6" to a table edge.
Each player may choose one of their own troop choices (no monstrous creatures or walkers) that will be allowed to deep strike or outflank for this mission only, even if they do not have the special rule. Call this unit "Strike Force" for scoring purposes. Troop choices with a dedicated transport may outflank in their transport or deep strike without their transport.
Deploy forces normally, however each player must deploy one infantry or jump infantry unit with at least one model in base contact with their own objective. This unit begins the game "gone to ground" and may not do anything during turn 1 except stand up. They are considered to be placing explosives on the objective. Call this unit "Demo Force". Chaos demons deep strike as normal, but must place at least one model of an infantry unit in base contact with the objective as if they are deep striking without a scatter.
The Objectives : The objectives in this mission are rigged to explode by their owners to prevent aquisition by the enemy. To capture your opponent's objective, you need to move a single unengaged infantry or jump infantry model into base contact with the objective before it explodes. If you accomplish this, remove the objective immediately.
The Explosives : After both players have completed their 4th turn, roll a dice. On a 5+, any objectives still on the table explode, 4+ at the end of turn 5, and automatically at the end of turn 6 if they have not yet been touched by an enemy model. Place the large blast template with the center over the objective. Any models touched by the template take a str10 ap1 hit following the same rules as an ordinance barrage. If the game ends due to time limit restrictions, remaining objectives explode after the last player turn and wounds inflicted before the game score is totalled.
Scoring:
Primary - Win (20) You captured your opponent's objective and detonated your own. Draw (10) both objectives are captured or detonated. Loss (0) Your opponent captured your objective.
Secondary - Win (15) You have more scoring units in your opponent's deployment zone than they have in yours. Draw (7) Each player has an equal amount of scoring units in the opposing deployment zone. Loss (0) Your opponent has more scoring units in your deployment zone than you have in theirs.
Tertiary - Win (10) Victory point difference of more than 600 in your favor. Draw (5) Victory point score within 600 of each other. Loss (1) Your opponent earned at least 600 more victory points than you.
+1 You captured your opponent's objective with a "Strike Force" model
+1 If you have 3 or more scoring units in your enemy's deployment zone at the end of the game
+1 You killed your opponent's most expensive HQ unit
+1 You killed your opponents "Strike Force"
+1 You killed your opponent's "Demo Force"