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Post by droofus on Jul 21, 2008 13:10:10 GMT -5
Hey Ben, deamons comming in on their first turn, or deepstrikers, do they triger a landmine check as they move to come in? Well, they now have to take dangerous terrain checks when landing in difficult terrain. I'd say landing/materializing in a minefield would probably not be conducive to their health. But that's just my take. Also, do you count as "detecting" a minefield if you trigger it?
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Post by zorbag on Jul 21, 2008 14:37:54 GMT -5
You dont count as detecting one if you trigger it. If you try to search for one and dont get the 4+ you just stay in place for the turn.
Deepstrikers do not trigger it by deepstriking.
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Post by deadlyflorist on Jul 22, 2008 13:28:41 GMT -5
I think I may have to call shanangins on the deepstrikers not triggering landmines. How is it any safer to drop into a patch of mined land then to walk through it? If the units have to take a dangris terrian test just to land in a swamp then how come they won't trigger mines when they land on them? Also it doesn't make much sence in the area of game play, with the Dawn of War deployment you only deploy 2 troops and an HQ, everything else MOVES onto the board, meaning armies like deamons who deepstrike everything are perfectaly fine (not to mention there invl) where as every other army has to take possoble mine hits on everything but those first 3 unites they deploy, that doesn't really make sence.
Deep strikers allready get a bonus, as they can come in pretty close to where they want to be, so may only have to take one round of movement (and thus land mine checks) why should they also be immune to the land mines the turn they come in?
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Post by zorbag on Jul 22, 2008 19:50:17 GMT -5
Okay then.
Deepstrikers do have to check when they come in. Makes sense.
And you arent hit by mines the turn you enter play.
As for the other stuff. It stays the same.
Be flexible. Your list is not set in stone. GO with longer ranged shooting if you dont want to move around, or if you feel deepstrikers have an advantage take some yourself.
Many missions favor some armies over others, how many times have you been to a tourney where the mission completely hoses you?
Example.
An infantry based guard army that has to get units in the opposing deployment zone.
A Rgue trader mission that screws with psykers and their powers, and you're fileding 2 seer councils. There used to be one like this.
An Elysian Drop army, with Deep Strikers not allowed. Although under the new rules, deep striking is always allowed.
So on and so forth.
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Post by droofus on Jul 23, 2008 9:05:30 GMT -5
Just in case anyone is interested, Ethan, Tom and myself will not be down tonight. Ethan and I are planning on coming up on Friday.
Devin, if you can resist the temptation to play your first game before then, I'd still like a match.
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Post by lanky on Jul 24, 2008 13:44:03 GMT -5
I sadly got all my games Wednesday. Ethan should be pleased to know that the mission does the exact opposite thing to daemons than what he expected.
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Post by zorbag on Jul 24, 2008 21:11:49 GMT -5
Agreed.
Deepstriking is nice, but the deepstriking unit has to stand more often than not totally in the open for an entire turn.
Not always healthy.
My point.
Im making up the missions as I go. Will they always be 100% fair? Nope. I'll do the best I can. There are a lot of variables in trying to make sure these are balanced forall.
If you think the mission is suicidal, try it anyway. Or don't.
Next time we run a league like this, I have a new idea. At the start of the league, we will pick an order. Each week whoevers turn it is will make up the mission for that week., and post it. They can also add to the fluff and story of the campaign. This will get everyone involved.
What do you think?
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Post by deadlyflorist on Jul 24, 2008 22:17:38 GMT -5
I just want to point out that I hadn't played any games when I posted, and like ben, I don't know how a mission will turn out. Just because I see a flaw doesn't mean themission has to be changed, I just point out what I see incase ben didn't think about it. I think deamons not takeing hits would have been fine...as long as units that other armies move onto the board didn't have to either, or I would have been fine with deamons taking hits, as well as units that move on takeing hits. As it stands that deamson still (in theroy) still have the advantage as they have an invonrabul save where as most other armies don't. Just htink, my wraithlord will get totaly screwed if he takes mine hits, as his Trougniss 8 nore his 3+ save won't help him at all.
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Post by zorbag on Jul 27, 2008 21:48:56 GMT -5
Week 8
"The Canyon of the Twisting Path"
Finally with a good idea of where the webway is, you press forward.
Eventually you come to a wide canyon cutting thru exceedingly rough terrain. The canyon seems to be the only way to press forward.
Ages past a powerful demon Prince of Tzeentch , T'Chazarn rampaged across this planet. Even the Eldar couldn't kill him. Eventually they managed to imprison him inside this canyon, his essence bound forever within the walls.
Roll up mission and deployment.
These special rules apply.
At the start of each players turn, the player whose turn it is rolls a die. This die roll is D3. On a 1-2 its minus 1, 3-4 its minus 2, 5-6 is no modifier.
This is your negative leadership modifier for the turn. This modifier overrides anything else. THings like every space marinesalways using the force commanders leadership, and the sisters of battle book still apply. You simply have to modify the leadership accordingly.
EXAMPLE.
You roll a 4 at the start of the turn. You are using a Space Marine Force commander, LD 10. You can still use his leadership, but modified by -2. So its a 8.
During the movement phase roll a leadership check for each squad. Vehicles are unaffected. If you fail a leadership check roll on the chart. All results fade away at the end of the turn.
1. Squad does not move. If in a transport they disembark. They then open fire on each other in the shooting phase. Counting as moving with the maximum amount of shots. Simply roll to hit with their own weapons, just like someone was firing at you. Roll to wound, take saves. If the squad has no ranged weapons, or is in an assault go to result number 2 instead. Take a leadership check if you cause enough casualties on your squad and fall back as normal.
2. Squad does not move. If in a transport they disembark. The squad performs an assault on itself in the assault phase. They are not allowed to shoot in the shooting phase. If the squad is already locked in an assault half of their attacks hit themselves. If you cause 25% casualties take a fall back check .
3. If in a transport they disembark. Make an immediate move as far as you possibly can towards the closest friendly unit. In the shooting phase fire the maximum number of shots at the closest friendly unit, and in the assault phase, assault if you can. The assault has to be legal , if you fired rapid fire you can't. Take morale checks for the unit fired upon if applicable. If you are locked in an assault go to result number 4.
4. SPAWN!!! One of the members of the unit transforms into a chaos spawn. Put it in close combat with the unit he came from. He is now a unit worth no kill points, and is not a scoring unit, under your opponents control. Stats.
WS4, S5, T5, I2, A D6, W2 BS 0, Fearless, Poisoned Atks
There are spawn models in the case at triple play.
5. In a sheet of flame the unit disappears and reappears elsewhere. Pick up the unit, excluding the transport, and place it anywhere you want on the battlefield. You may shoot when you land counting as moving , but may not assault. Once you land the unit take d6 S6 hits, with full armor saves, or inv saves.
6. The unit gains a permanent +1 to any stat. If you roll this result again you may not further increase the same stat.
Aaaaaand.. now for the cool part. Everytime you wipe out an opposing unit you gain a reroll you can use on your chart rolls. The rerolls are only usable when your forced to roll on the chart . You can only reroll chart results once. And you must wipe out an opposing unit to gain rerolls, not make it fall back off the board.
Bonus pts.
3 pts for 40% troop comp
2 pts for every unused re roll at the end of the game.
3 pts for destroying the enemies highest pt unit.
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Post by Sterling Archer on Jul 28, 2008 10:08:12 GMT -5
OOOO, I love it. Can't wait to play this mission.
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Post by zorbag on Jul 28, 2008 11:30:32 GMT -5
Oh .. I forgot. Yes, even fearless people have to take the checks at the start of the movement. All troopers minus vehicles.
And if characters are joined to squads take their test as one.
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Post by droofus on Jul 28, 2008 13:12:25 GMT -5
Week 8 3. If in a transport they disembark. Make an immediate move as far as you possibly can towards the closest friendly unit. In the shooting phase fire the maximum number of shots at the closest friendly unit, and in the assault phase, assault if you can. The assault has to be legal , if you fired rapid fire you can't. Take morale checks for the unit fired upon if applicable. If you are locked in an assault go to result number 4. Q on this one, will the squad that was assaulted fight back or will they just simply try and fend their allies off without hurting them? Also, assuming no one breaks and runs, do the units stay locked in combat in future player turns or do they end the combat at the end of the player turn?
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Post by lanky on Jul 28, 2008 16:07:07 GMT -5
Just wanted to clear this up before I tried it...how would you suggest I work Pavane out if it's a model's only shooting ability?
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Post by zorbag on Jul 28, 2008 17:18:02 GMT -5
No their friends will not hit them back.
And at the end of the fight the "assaulting" unit will consolidate 3 inches.
Only count shooting abilities that have the ability to cause wounds. If the shooting ability does something else then it is not counted as a ranged weapon.
I relaize this mission may cause a lot of unforseen questions but keep asking and ill keep trying to clear them up. Or just come up with a sensible solution on the spot. And we'll use that.
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Post by Sterling Archer on Jul 28, 2008 20:14:22 GMT -5
One more question, what happens if a lone character or guy(like my suits) roll a 1 or 2? Are they immune to die rolls 1 and 2?
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