Post by ross on Apr 23, 2009 20:38:34 GMT -5
after we finish our current trilogy i have an idea for another mega battle.
The idea is that it takes place in a ruined city and the good guys have to get the hell out of dodge before they are overrun by the bad guys.
the objective is similar to the first megabattle but the difference is the good guys need to get their hq choice to one of the designated transports on the other side of the map and don't need to pick anyone up or worry about simply losing a combat.
i have come up with some special rules and they probably need some tweaking.
first off is no vehicles or monstrous creatures. by vehicle i mean anything with an armor value. the city is so ruined that they can't navigate through the ruble. further more anywhere jump troops land will count as a dangerous terrain test.
the good guys who need to escape are allowed one hq choice and one troop squad and will deploy scattered around their side of the board. The transports will be on the other side of the board.
the bad guys will have about 500 pts of units. they will deploy scattered all over the board to represent them wandering around the city and plundering. the other twist is that the bad guys can only take the minimum number of models a squad can take for each unit they bring. of course at such low point values the force organization chart will be ignored just remember that you can't bring vehicles or monstrous creatures.
other special rules:
the good guys are desperate to escape!!!! they can fire at one unit with assault weapons and then assault another unit, also if they so wish they can take another run move during the assault phase.
the bad guys have overwhelming numbers!!!! when a unit of bad guys is destroyed on a 3+ it will return onto the board from any side they wish. This rule does not include hq choices if anyone chooses to take them. you keep rolling for that unit to come back at the begining of each of your turns until it does finally come back. it's like when the unit dies it goes into reserve but the dice roll to bring it back will always be 3+.
for the good guys one unit of troops they can add any weapons or additional wargear normally allowed for that unit and can take the maximum number of models for it try to keep the squad under 200 pts. they can also deck out their hq choice to a max of 150. remember no monstrous creatures so NO avatars and NO Rhinos or any other transport.
deep striking is allowed so devin can deep strike demonettes all over the place and brad could bring raptors or terminators if he wishes.
we need to figure out a scoring system of how to show who wins. i was thinking a point system so that the bad guys get a point for each enemy hq unit still on the board or dead and the good guys of course get a point for each escaped hq.
i think this can work and be really fun so please leave some feedback.
The idea is that it takes place in a ruined city and the good guys have to get the hell out of dodge before they are overrun by the bad guys.
the objective is similar to the first megabattle but the difference is the good guys need to get their hq choice to one of the designated transports on the other side of the map and don't need to pick anyone up or worry about simply losing a combat.
i have come up with some special rules and they probably need some tweaking.
first off is no vehicles or monstrous creatures. by vehicle i mean anything with an armor value. the city is so ruined that they can't navigate through the ruble. further more anywhere jump troops land will count as a dangerous terrain test.
the good guys who need to escape are allowed one hq choice and one troop squad and will deploy scattered around their side of the board. The transports will be on the other side of the board.
the bad guys will have about 500 pts of units. they will deploy scattered all over the board to represent them wandering around the city and plundering. the other twist is that the bad guys can only take the minimum number of models a squad can take for each unit they bring. of course at such low point values the force organization chart will be ignored just remember that you can't bring vehicles or monstrous creatures.
other special rules:
the good guys are desperate to escape!!!! they can fire at one unit with assault weapons and then assault another unit, also if they so wish they can take another run move during the assault phase.
the bad guys have overwhelming numbers!!!! when a unit of bad guys is destroyed on a 3+ it will return onto the board from any side they wish. This rule does not include hq choices if anyone chooses to take them. you keep rolling for that unit to come back at the begining of each of your turns until it does finally come back. it's like when the unit dies it goes into reserve but the dice roll to bring it back will always be 3+.
for the good guys one unit of troops they can add any weapons or additional wargear normally allowed for that unit and can take the maximum number of models for it try to keep the squad under 200 pts. they can also deck out their hq choice to a max of 150. remember no monstrous creatures so NO avatars and NO Rhinos or any other transport.
deep striking is allowed so devin can deep strike demonettes all over the place and brad could bring raptors or terminators if he wishes.
we need to figure out a scoring system of how to show who wins. i was thinking a point system so that the bad guys get a point for each enemy hq unit still on the board or dead and the good guys of course get a point for each escaped hq.
i think this can work and be really fun so please leave some feedback.