Post by lowlygaunt on Dec 21, 2007 18:55:13 GMT
Just thought I would share the concept and scenarios for my local gaming clubs Christmas tournament. Its a long post, but might spark some ideas.
The War for Acklios
Acklios is a large planet consisting mostly of liquid seas, combining huge amounts of toxic chemicals, that sits on the edge of the warp storm known as The Maelstrom. Island chains dot the surface of the planet, as volcanic and tectonic activity is constant, creating a long chain of livable, if hostile, terrain. Acklios is a planet no one would want, except for its position within the universe. Acklios sits on a strategic jump point connecting some of the most important trade routes of the Imperium. Furthermore, warp activity makes this strategic point only useful for a decade every century. Ships using the Acklios shortcut can cut their travel time down by as much as 75%in this are of the universe, making it strategically as well as economically important. The warp storms have finally subsided, opening Acklios for use, and forces thru-out the region move quickly to secure it for their uses.
Scenario 1: Assault
Securing a base of operations is always important for any army in the fields. Planetfall can be extremely dangerous for even the most prepared armies. This is far more complex on a planet like Acklios, whose small land mass and extremely rugged terrain make good landing spots few and far between. As fate would have it, two opposing armies have chosen the same landing zone, and arrived at the same time. Commanders must react quickly to organize their forces and secure their landing zones. To make matters worse, one of the many volcanoes along the island chains has recently erupted, covering the sky with black soot and limiting visibility on the battlefield.
Set-up:
Each army is “dropping” onto the planet, and therefore has lost some control of its overall strength. Each player must roll a d6 for each unit in their army. On a roll of 1-3 the unit is available for set-up at the beginning of the game, on a 4-5 the unit starts the game in reserve, on a 6 the unit has scattered too far off course to be available for this battle and cannot be used. Units with the Scout special ability may ignore this roll. After forces are determined each player rolls their strategy dice, the winner chooses to either set-up second OR gets to choose their long table edge for deployment.
Special rules:
Deep strike, reserves.
Due to volcanic activity, this battle is fought under a cloud of soot. Units that wish to shoot must roll 3d6 and double the results to determine how far they may shoot. This roll can be made before targets are chosen. Weapons that fire indirectly, and do not have LOS to their target (including distance as rolled above) may still shoot, but will automatically scatter, ignore the “hit” on the scatter dice, and use the arrows on the “hit” logo for this purpose.
The soot also disperses concentrated lasers. All Las-type weapons have +1 added to their Ap value. Meaning an Ap2 lascannon is now AP 3.
Deployment Zones:
Each army may deploy anywhere along their long table edge, up to 12” from the table edge.
Each player rolls a d6, highest roll chooses to go first or second.
Objective:
The objective of this game is to secure the landing zone. Each table quarter held is worth an additional 300 Victory points
Victory:
Victory points are counted as normal, with an additional 300 points rewarded for each table quarter held. Furthermore, the side that wins this battle and controls a landing zone may add +1 to their highest die in their next strategy roll for scenario two. This +1 is added only once, and not added to “tie” breaker rolls.
Scenario 2: Do or Die slugfest
The narrow island structure of Acklios as well as its rugged terrain has resulted in a stalemate of reinforced defensive lines facing one another. Neither side has been able to gain the upper hand, but the attacker has now planned a breakthrough assault of overwhelming force.
Set-up:
Each player rolls their strategy rating, the winner may choose to be the attacker or the defender, the loser chooses their table edge and deploys first. The defender may choose to keep any elite or HQ choices in reserve, and must keep fast attack units in reserve.
Special rules:
Scouts (no deep striking or infiltrating in this scenario)
The defender is occupying a line of bunkers, and may choose to have any of his units in defensive positions. These defensive positions take many forms, trenches, bunkers, sandbags, log emplacements, burrowed into the ground, camouflage fields, etc, but they all give the defending unit a 4+ cover save. However, because of the attacker’s bombardment, these units will be hunkered down in their bunkers, resulting in a slower reaction time to the assault. For each unit the defender starts in a bunker, they must subtract one from their roll to see who goes first. Thus if the defender places 4 units in bunkers, he rolls a d6-4 for the roll to see who gets first turn.
Deployment Zones:
The defender’s deployment zone is along a long table edge, and covers an area 12 inches from his table edge to the centerline. This means that the defender must set his units up at least 12 inches from his table edge. The attacker’s deployment zone is 12 inches from his table edge.
Each player rolls a d6 to see who goes first.
Objective:
The attacker objective is to break thru the line and control a gap in the defenders line. The defender must hold his line and keep the attacker from achieving his objective. The attacker must create a lane for his following units to exploit, that is at least 24 inches wide.
Victory:
Victory points are counted as normal, with these bonus points available.
The attacker receives +25 points for each model within 12 inches of the defenders table edge at the end of the game, or for each model that has exited the board thru the defenders deployment zone.
The defender receives + 25 points for each model in his deployment zone at the end of the game.
The attacker gains an additional 300 victory points, if there is a 24 inch wide gap with no enemy models in a straight line across the table at any point.
The defender gains 300 victory points if the above conditions are not met
Scenario 3: Supply Run
Constant fighting over the preceding weeks has left the battlefield strewn with abandoned equipment, supplies, and valuable intelligence. As you gather your forces for a final assault, scouts scour the fields for useful material. As the sun rises, a large supply dump has been located, but not just by your forces. Both sides quickly gather, hoping to strike a decisive blow against their enemies, as well as gather the material they will need for a final offensive.
Set-up:
Each player fights this battle with their entire army on the table.
Special rules:
Infiltrate, Scouts, deep strike.
Supply caches: A unit holds a supply cache if it meets the following requirements:
• It has at least one model within 2” of the supply dump
• The unit is at half strength or above, or is a mobile vehicle with a working weapon
• No enemy unit meets the above criteria for the supply dump
Using the supplies; a unit holding a supply dump may choose to “use” the supplies cached there at the beginning of the controlling players turn. This is done in one of the following ways;
• Ammo, the unit may re-roll all missed shooting during the phase
• Food, the unit may make an additional fleet move instead of shooting in the shooting phase
• Intelligence, the unit has learned specific information about an enemy unit, and may choose one enemy unit on the board to become a preferred enemy according to the CRB
If a supply dump is used in one of the ways above, the player using it rolls a d6, on a roll of 1-3 the supply dump is used up and removed, on a 4-5 it remains in play for victory point purposes, but may not be used as above again, on a 6 it remains in play and may be used.
Deployment Zones:
Each player rolls their strategy dice, the highest roll chooses to either deploy second OR to increase their deployment zone by 3”. Each army may deploy anywhere along their long table edge, up to 12” from the table edge (or 15” if that option is chosen).
Objective:
The objective of each commander is to inflict damage upon his opponent, and hold the supply caches at the end of the game.
Victory:
Normal victory points are used, in addition, each supply dump that a unit controls at the end of the game is worth 300 victory points.
Scenario 4: Prolonged Offensive
A break thru has led to a pro-longed and deep thrust thru enemy lines toward a strategic offensive. The defenders forces have reached the objective, and now must hold it while the rest of their forces catch up. The attacker has managed to pull reserves off the line and is preparing to re-take the objective.
Set-up:
Each player rolls their strategy rating. The winner may choose to be the attacker or the defender. The attacker starts with their entire army on the table, the defender must divide their army according to the following chart.
• Force A: defending
1 HQ choice
Elite, at least 1 elite must be in force A
Troops, all troops, with the possible exception below under transports
Heavy, at least one heavy unit must be in the defending force
• Force B: reserves
Fast attack units
Any additional HQ choices
Elites, the defender may choose to place any additional elites in reserve.
Transports, one unit in a dedicated transport may be held in reserve, as long as the minimum requirements above have been met.
The defenders reserves move onto the board from his own long table edge.
Reserve rolls for the defender are not made until his turn 3, but arrive on a 3+ on turn 3 as usual.
Special rules:
Scouts, deep strike, reserves
Low supplies; the defender has been on a prolonged offensive, at the extent of their supply line, and is now low on the consumables. Each time a unit fires its weapons there
Deployment Zones:
The attackers deployment zone is 12 inches in along his long board edge.
The defender is “defending” an objective roughly in the center of the table. His deployment zone is the center 36 inches, at least 12 inches from his deployment zone and extending to the centerline of the board. This area represents the “defended” objective.
Objective:
The attacker must take the objective, the defender must defend it.
Victory:
Victory points are counted. In addition, whichever player controls the “objective” are at the end of the game receives 500 victory points. A player controls the objective by having more scoring units within it then his opponent.
The War for Acklios
Acklios is a large planet consisting mostly of liquid seas, combining huge amounts of toxic chemicals, that sits on the edge of the warp storm known as The Maelstrom. Island chains dot the surface of the planet, as volcanic and tectonic activity is constant, creating a long chain of livable, if hostile, terrain. Acklios is a planet no one would want, except for its position within the universe. Acklios sits on a strategic jump point connecting some of the most important trade routes of the Imperium. Furthermore, warp activity makes this strategic point only useful for a decade every century. Ships using the Acklios shortcut can cut their travel time down by as much as 75%in this are of the universe, making it strategically as well as economically important. The warp storms have finally subsided, opening Acklios for use, and forces thru-out the region move quickly to secure it for their uses.
Scenario 1: Assault
Securing a base of operations is always important for any army in the fields. Planetfall can be extremely dangerous for even the most prepared armies. This is far more complex on a planet like Acklios, whose small land mass and extremely rugged terrain make good landing spots few and far between. As fate would have it, two opposing armies have chosen the same landing zone, and arrived at the same time. Commanders must react quickly to organize their forces and secure their landing zones. To make matters worse, one of the many volcanoes along the island chains has recently erupted, covering the sky with black soot and limiting visibility on the battlefield.
Set-up:
Each army is “dropping” onto the planet, and therefore has lost some control of its overall strength. Each player must roll a d6 for each unit in their army. On a roll of 1-3 the unit is available for set-up at the beginning of the game, on a 4-5 the unit starts the game in reserve, on a 6 the unit has scattered too far off course to be available for this battle and cannot be used. Units with the Scout special ability may ignore this roll. After forces are determined each player rolls their strategy dice, the winner chooses to either set-up second OR gets to choose their long table edge for deployment.
Special rules:
Deep strike, reserves.
Due to volcanic activity, this battle is fought under a cloud of soot. Units that wish to shoot must roll 3d6 and double the results to determine how far they may shoot. This roll can be made before targets are chosen. Weapons that fire indirectly, and do not have LOS to their target (including distance as rolled above) may still shoot, but will automatically scatter, ignore the “hit” on the scatter dice, and use the arrows on the “hit” logo for this purpose.
The soot also disperses concentrated lasers. All Las-type weapons have +1 added to their Ap value. Meaning an Ap2 lascannon is now AP 3.
Deployment Zones:
Each army may deploy anywhere along their long table edge, up to 12” from the table edge.
Each player rolls a d6, highest roll chooses to go first or second.
Objective:
The objective of this game is to secure the landing zone. Each table quarter held is worth an additional 300 Victory points
Victory:
Victory points are counted as normal, with an additional 300 points rewarded for each table quarter held. Furthermore, the side that wins this battle and controls a landing zone may add +1 to their highest die in their next strategy roll for scenario two. This +1 is added only once, and not added to “tie” breaker rolls.
Scenario 2: Do or Die slugfest
The narrow island structure of Acklios as well as its rugged terrain has resulted in a stalemate of reinforced defensive lines facing one another. Neither side has been able to gain the upper hand, but the attacker has now planned a breakthrough assault of overwhelming force.
Set-up:
Each player rolls their strategy rating, the winner may choose to be the attacker or the defender, the loser chooses their table edge and deploys first. The defender may choose to keep any elite or HQ choices in reserve, and must keep fast attack units in reserve.
Special rules:
Scouts (no deep striking or infiltrating in this scenario)
The defender is occupying a line of bunkers, and may choose to have any of his units in defensive positions. These defensive positions take many forms, trenches, bunkers, sandbags, log emplacements, burrowed into the ground, camouflage fields, etc, but they all give the defending unit a 4+ cover save. However, because of the attacker’s bombardment, these units will be hunkered down in their bunkers, resulting in a slower reaction time to the assault. For each unit the defender starts in a bunker, they must subtract one from their roll to see who goes first. Thus if the defender places 4 units in bunkers, he rolls a d6-4 for the roll to see who gets first turn.
Deployment Zones:
The defender’s deployment zone is along a long table edge, and covers an area 12 inches from his table edge to the centerline. This means that the defender must set his units up at least 12 inches from his table edge. The attacker’s deployment zone is 12 inches from his table edge.
Each player rolls a d6 to see who goes first.
Objective:
The attacker objective is to break thru the line and control a gap in the defenders line. The defender must hold his line and keep the attacker from achieving his objective. The attacker must create a lane for his following units to exploit, that is at least 24 inches wide.
Victory:
Victory points are counted as normal, with these bonus points available.
The attacker receives +25 points for each model within 12 inches of the defenders table edge at the end of the game, or for each model that has exited the board thru the defenders deployment zone.
The defender receives + 25 points for each model in his deployment zone at the end of the game.
The attacker gains an additional 300 victory points, if there is a 24 inch wide gap with no enemy models in a straight line across the table at any point.
The defender gains 300 victory points if the above conditions are not met
Scenario 3: Supply Run
Constant fighting over the preceding weeks has left the battlefield strewn with abandoned equipment, supplies, and valuable intelligence. As you gather your forces for a final assault, scouts scour the fields for useful material. As the sun rises, a large supply dump has been located, but not just by your forces. Both sides quickly gather, hoping to strike a decisive blow against their enemies, as well as gather the material they will need for a final offensive.
Set-up:
Each player fights this battle with their entire army on the table.
Special rules:
Infiltrate, Scouts, deep strike.
Supply caches: A unit holds a supply cache if it meets the following requirements:
• It has at least one model within 2” of the supply dump
• The unit is at half strength or above, or is a mobile vehicle with a working weapon
• No enemy unit meets the above criteria for the supply dump
Using the supplies; a unit holding a supply dump may choose to “use” the supplies cached there at the beginning of the controlling players turn. This is done in one of the following ways;
• Ammo, the unit may re-roll all missed shooting during the phase
• Food, the unit may make an additional fleet move instead of shooting in the shooting phase
• Intelligence, the unit has learned specific information about an enemy unit, and may choose one enemy unit on the board to become a preferred enemy according to the CRB
If a supply dump is used in one of the ways above, the player using it rolls a d6, on a roll of 1-3 the supply dump is used up and removed, on a 4-5 it remains in play for victory point purposes, but may not be used as above again, on a 6 it remains in play and may be used.
Deployment Zones:
Each player rolls their strategy dice, the highest roll chooses to either deploy second OR to increase their deployment zone by 3”. Each army may deploy anywhere along their long table edge, up to 12” from the table edge (or 15” if that option is chosen).
Objective:
The objective of each commander is to inflict damage upon his opponent, and hold the supply caches at the end of the game.
Victory:
Normal victory points are used, in addition, each supply dump that a unit controls at the end of the game is worth 300 victory points.
Scenario 4: Prolonged Offensive
A break thru has led to a pro-longed and deep thrust thru enemy lines toward a strategic offensive. The defenders forces have reached the objective, and now must hold it while the rest of their forces catch up. The attacker has managed to pull reserves off the line and is preparing to re-take the objective.
Set-up:
Each player rolls their strategy rating. The winner may choose to be the attacker or the defender. The attacker starts with their entire army on the table, the defender must divide their army according to the following chart.
• Force A: defending
1 HQ choice
Elite, at least 1 elite must be in force A
Troops, all troops, with the possible exception below under transports
Heavy, at least one heavy unit must be in the defending force
• Force B: reserves
Fast attack units
Any additional HQ choices
Elites, the defender may choose to place any additional elites in reserve.
Transports, one unit in a dedicated transport may be held in reserve, as long as the minimum requirements above have been met.
The defenders reserves move onto the board from his own long table edge.
Reserve rolls for the defender are not made until his turn 3, but arrive on a 3+ on turn 3 as usual.
Special rules:
Scouts, deep strike, reserves
Low supplies; the defender has been on a prolonged offensive, at the extent of their supply line, and is now low on the consumables. Each time a unit fires its weapons there
Deployment Zones:
The attackers deployment zone is 12 inches in along his long board edge.
The defender is “defending” an objective roughly in the center of the table. His deployment zone is the center 36 inches, at least 12 inches from his deployment zone and extending to the centerline of the board. This area represents the “defended” objective.
Objective:
The attacker must take the objective, the defender must defend it.
Victory:
Victory points are counted. In addition, whichever player controls the “objective” are at the end of the game receives 500 victory points. A player controls the objective by having more scoring units within it then his opponent.