Post by JohnnyDangerous on Aug 1, 2013 1:27:45 GMT -5
This was inspired by Servos recent trip....
This scenario can be played in two different set-ups. I will apply the scenario to a more standard set-up then explain the ideal set-up below.
The Volcano
Background: This battle, one of many raging in the galaxy has found itself in a precarious position. It appears that this planet is experiencing extraordinary seismic activity and from sensor readings it appears as if a very nearby volcano is about to erupt! This will prove disastrous for the relics on its surface and your warriors will have to brave the dangers of this natural threat while defending them from other foes in order to secure them.
Step 1: Basic Set-up
-Divide the table into 6ths for regular 6th Ed. terrain placement.
-Randomly choose a deployment.
-Before terrain is put down, as much as is possible, place one small paper circle in the middle of each 6th of the table, and leave them.
-Roll for terrain and place as normal.
Step 2: Place 6 random objectives on the table.
Step 3: Before the game begins roll 1 d6. Center the large blast template on the paper circle in the corresponding deployment zone. Roll for deviation(2d6 + direction die. Hits will still deviate by the arrow on the hit facing) any models hit by the "First blast" take a S8 ap3 hit.
Step 4: Roll for stealing initiative.
Step 5: Play game as normal but with these changes:
1st Turn: At the end of each players 1st turn roll a d6, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S4 Ap- hit.
2nd Turn: At the end of each players 2nd turn roll a d6, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S4 Ap- hit. Roll a second d6, any units in this 6th of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
3rd Turn: At the end of each players 3rd turn roll a d6, this will now note how many small blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S4 Ap- hit.
Roll another d6, any units in this 6th of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
4th Turn: At the end of each players 4th turn roll a d6, this will now note how many small blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S5 Ap4 hit. Where these hit place a lava marker or other dangerous terrain indicator.
Roll a another d6, the seismic activity is increasing, this d6 determines how many earthquakes are occurring. Roll a d6 to determine which 6th is effected by them, any units in these 6ths of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
5th Turn: At the end of each players 5th turn roll a d6, this will now note how many LARGE blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the LARGE blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S6 Ap4 hit. Where these hit place a lava marker or other dangerous terrain indicator.
Roll a another d6, the seismic activity is increasing, this d6 determines how many earthquakes are occurring. Roll a d6 to determine which 6th is effected by them, any units in these 6ths of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
Additionally, all units in the earthquake zone take a leadership test, or fallback. Its crazy to try to keep an objective if you'll all perish!
6th Turn(if applicable):At the end of each players 6th turn roll a d6+3, this will now note how many LARGE blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the LARGE blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S7 Ap4 hit. Where these hit place a lava marker or other dangerous terrain indicator.
Roll a another 2d6, the seismic activity is increasing, this d6 determines how many earthquakes are occurring. Roll a d6 to determine which 6th is effected by them, any units in these 6ths of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
Additionally, all units in the earthquake zone take a leadership test, or fallback.
7th Turn(If applicable): At the end of each players turn, place one large blast template in each 6th. Roll for deviation. The models hit by this Large blast take a S8 Ap3 hit.
Additionally all units test for earthquakes. This means all units take an initiative test and all units take a leadership test.
Points:
Kill the warlord only awarded if warlord killed by opponent:3
First blood: 2
Line breaker: 2
Random Objectives: As points per ranging 1-4 ea.
Ideally the table would be built with a big volcano in the middle and it would be like holy crap we are all going to die this thing is spitting out huge fire balls! However, as history and science would show and which I tried to model this after was an initial strong blast which usually removes the peak, then a gradual strengthening of strength after this explosion.
After reading several of the gw books, I could really see astartes protecting objectives against a xenos army until their transports arrived... really testing their merit!
This scenario can be played in two different set-ups. I will apply the scenario to a more standard set-up then explain the ideal set-up below.
The Volcano
Background: This battle, one of many raging in the galaxy has found itself in a precarious position. It appears that this planet is experiencing extraordinary seismic activity and from sensor readings it appears as if a very nearby volcano is about to erupt! This will prove disastrous for the relics on its surface and your warriors will have to brave the dangers of this natural threat while defending them from other foes in order to secure them.
Step 1: Basic Set-up
-Divide the table into 6ths for regular 6th Ed. terrain placement.
-Randomly choose a deployment.
-Before terrain is put down, as much as is possible, place one small paper circle in the middle of each 6th of the table, and leave them.
-Roll for terrain and place as normal.
Step 2: Place 6 random objectives on the table.
Step 3: Before the game begins roll 1 d6. Center the large blast template on the paper circle in the corresponding deployment zone. Roll for deviation(2d6 + direction die. Hits will still deviate by the arrow on the hit facing) any models hit by the "First blast" take a S8 ap3 hit.
Step 4: Roll for stealing initiative.
Step 5: Play game as normal but with these changes:
1st Turn: At the end of each players 1st turn roll a d6, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S4 Ap- hit.
2nd Turn: At the end of each players 2nd turn roll a d6, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S4 Ap- hit. Roll a second d6, any units in this 6th of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
3rd Turn: At the end of each players 3rd turn roll a d6, this will now note how many small blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S4 Ap- hit.
Roll another d6, any units in this 6th of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
4th Turn: At the end of each players 4th turn roll a d6, this will now note how many small blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the small blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S5 Ap4 hit. Where these hit place a lava marker or other dangerous terrain indicator.
Roll a another d6, the seismic activity is increasing, this d6 determines how many earthquakes are occurring. Roll a d6 to determine which 6th is effected by them, any units in these 6ths of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
5th Turn: At the end of each players 5th turn roll a d6, this will now note how many LARGE blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the LARGE blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S6 Ap4 hit. Where these hit place a lava marker or other dangerous terrain indicator.
Roll a another d6, the seismic activity is increasing, this d6 determines how many earthquakes are occurring. Roll a d6 to determine which 6th is effected by them, any units in these 6ths of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
Additionally, all units in the earthquake zone take a leadership test, or fallback. Its crazy to try to keep an objective if you'll all perish!
6th Turn(if applicable):At the end of each players 6th turn roll a d6+3, this will now note how many LARGE blasts are ejecting from the volcano. For each roll a d6 to determine 6th of table hit, place the LARGE blast template over the paper in the corresponding territory. Deviation as above, any model hit takes a S7 Ap4 hit. Where these hit place a lava marker or other dangerous terrain indicator.
Roll a another 2d6, the seismic activity is increasing, this d6 determines how many earthquakes are occurring. Roll a d6 to determine which 6th is effected by them, any units in these 6ths of the table take an initiative test as the ground rumbles with volcanic fury. Any units which fail become slow and purposeful for the next turn as they pick themselves up from the unsteady ground.
Additionally, all units in the earthquake zone take a leadership test, or fallback.
7th Turn(If applicable): At the end of each players turn, place one large blast template in each 6th. Roll for deviation. The models hit by this Large blast take a S8 Ap3 hit.
Additionally all units test for earthquakes. This means all units take an initiative test and all units take a leadership test.
Points:
Kill the warlord only awarded if warlord killed by opponent:3
First blood: 2
Line breaker: 2
Random Objectives: As points per ranging 1-4 ea.
Ideally the table would be built with a big volcano in the middle and it would be like holy crap we are all going to die this thing is spitting out huge fire balls! However, as history and science would show and which I tried to model this after was an initial strong blast which usually removes the peak, then a gradual strengthening of strength after this explosion.
After reading several of the gw books, I could really see astartes protecting objectives against a xenos army until their transports arrived... really testing their merit!