Post by JohnnyDangerous on Aug 13, 2013 0:39:47 GMT -5
This is a hybrid of ideas... Some of Tiamats Ork scenario... but some new stuff.
The idea here is that 2 forces were sent to fight, but for whatever reasons... perhaps the local grog is delicious, perhaps they are skilled trappers, perhaps they yearn for the regaling of warstories, or for vehicles perhaps the locals have promised to maintain them... fill in your own fluff... for these reasons several units which should be fighting have been waylayed and due to not having helmets on or restraints do not know the fight has begun!
Set Up: Use random terrain, as normal as far as quantity. Changes to norm are as follows:
1:terrain must first be buildings or ruined buildings as much as possible.
2:terrain must be placed so that if it is a ruin it squares off another ruin. This will be considered a structure or inhabitance. Perhaps even a mead hall if it is so big:)
3: Roll a d6 for each unit... if the dice is 5 or greater they are not deployed with the standard deployment.
4: deploy forces as per random deployment in the 40k rule book.
5: Roll a d6 for the units that did not
get deployed... this indicates which structure the unit is being held/socializing/regaling war stories in. If there is more than one randomize.
In addition, if troops are deployed into a structure where friendly troops are located, the troops in that building may deploy as normal.
Game play: if during the game a friendly unit comes within one inch of these structures, the unit inside(friendly only) is released...
Units held in structures emerge from any point they want and get movement and shooting as normal.
But of course they are pissed at missing the battle and gain the rage special rule for the rest of the game... if a vehicle, there first volley of shots gets tank hunter...
Structures containing enemy units must have them removed before a friendly unit is released... ie: a unit of devastaors perches high above protecting a structure containing a hive tyrant. The hive tyrant will not be released until the devastators are destroyed and a tyranid unit is within release range.
If an hq unit is held in a structure, the opposing player decides which table edge they come off.
In addition the hq's special abilities have no affect until they are released.
So its not too weird.. just enough to throw wrench in plans.
The idea here is that 2 forces were sent to fight, but for whatever reasons... perhaps the local grog is delicious, perhaps they are skilled trappers, perhaps they yearn for the regaling of warstories, or for vehicles perhaps the locals have promised to maintain them... fill in your own fluff... for these reasons several units which should be fighting have been waylayed and due to not having helmets on or restraints do not know the fight has begun!
Set Up: Use random terrain, as normal as far as quantity. Changes to norm are as follows:
1:terrain must first be buildings or ruined buildings as much as possible.
2:terrain must be placed so that if it is a ruin it squares off another ruin. This will be considered a structure or inhabitance. Perhaps even a mead hall if it is so big:)
3: Roll a d6 for each unit... if the dice is 5 or greater they are not deployed with the standard deployment.
4: deploy forces as per random deployment in the 40k rule book.
5: Roll a d6 for the units that did not
get deployed... this indicates which structure the unit is being held/socializing/regaling war stories in. If there is more than one randomize.
In addition, if troops are deployed into a structure where friendly troops are located, the troops in that building may deploy as normal.
Game play: if during the game a friendly unit comes within one inch of these structures, the unit inside(friendly only) is released...
Units held in structures emerge from any point they want and get movement and shooting as normal.
But of course they are pissed at missing the battle and gain the rage special rule for the rest of the game... if a vehicle, there first volley of shots gets tank hunter...
Structures containing enemy units must have them removed before a friendly unit is released... ie: a unit of devastaors perches high above protecting a structure containing a hive tyrant. The hive tyrant will not be released until the devastators are destroyed and a tyranid unit is within release range.
If an hq unit is held in a structure, the opposing player decides which table edge they come off.
In addition the hq's special abilities have no affect until they are released.
So its not too weird.. just enough to throw wrench in plans.