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| Ideas for an Apoc Floor War; With kill team and BFG lead in games | |
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| Tweet Topic Started: 26 Dec 2009, 03:54 PM (502 Views) | |
| Raellos | 26 Dec 2009, 03:54 PM Post #1 |
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Warrant Officer Second Class
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So chaps, After learning my next Apoc game was just going to be a crammed line up and shoot game on a table that is way too small AGAIn (this time slightly different I suppose, Planetstrike), I decided I'd start to organise my own event. Hearing how cheap the club's hall is to hire certainly helped out too. Anyway, I tried to figure out what to do, other than just Chaos vs. Imperials. After seeing Avatar, and Old Guard's and Digit's vessels I decided the Chaos forces would be trying to take an airfield / starport (a primary objective before the next Apoc game if this is successful). Then I had the idea that we could play lead in games at the club meet before the event, it'd also help to spruik the thing. Lead in games would be Battlefleet Gothic and Kill-team (maybe with a combat patrol finale). Three games in each system, with the first two games giving the winning player a bonus in the next, and the third game giving a bonus to the winner in the Apoc game. The overall winner of the mini-campaign would also be given a bonus for the Apoc game. Here's my idea so far for BFG: Scenario 1: The Raiders. Chaos is the attacker. Masked by the oncoming warp storm, the vanguard of the Chaos fleet exits the empyrean and engages Imperial outer system patrols. Result: The winner gets +1 to their roll to see who chooses first or second turn, and in the event of a split deployment result in Scenario 2. Scenario 2: Fleet Engagement. The Chaos and Imperial fleets clash as the Imperial Fleet tries to stall a Chaos breakthrough. Result: If Chaos wins, they gain an extra transport for Scenario 3. If the Imperium wins they gain an extra D3x10 points to spend on planetary defenses. Scenario 3: Planetary Assault. Chaos is the attacker. Planetfall! Result: The winner receives a free (Apocalypse orbital bombardment, unsure as to which yet) strategic asset. Overall result: Unsure The kill team games might decide how aware the Imperial player is of the chaos attack. A chaos win might mean that the Imperial players air support is still grounded on the first turn, while an imperial win could result in a strategic asset or bonus points. What do you think? Edited by Raellos, 26 Dec 2009, 03:55 PM.
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| Novogord | 26 Dec 2009, 04:52 PM Post #2 |
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Captain
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Your idea's about a campaign to support a game of apocalypse is very good, and makes it more fun. But IF I was you, I should go for something like this: Scenario 1: Like you said. Scenario 2: A Kill team of chaos tries to take over an imperial space port, to support the planet fall. Scenario 3: A small reckon force advances in the city, trying to take some critical points ( 400pt -> 1500pt) Scenario 4: Planet fall of the main force, with some modifiers from the previous games. Like the first giving a free bombardment to the winner, to represent there fleets to fire torpedo's at the enemy camp. And so on... Scenario 5: Last stand, you choose the size. |
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| Raellos | 26 Dec 2009, 07:01 PM Post #3 |
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Warrant Officer Second Class
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Good ideas, but due to time constraints I have to run the BFG and 40k games in parallel. Would be more evocative too I think. The hidden war on the ground, while the fleets clash overhead. I also think that there should be chaos forces on the ground already, in case the BFG campaign goes particularly awry. Maybe the old "neighboring hive gone bad" routine? Killteam, infiltrate forward. Place markers for accurate orbital bombarment or deep strike? Place charges to blow the perimeter wall? Destroy/ capture outlying comms station/ sensor array/ missile silo? Maybe two kill team games, while one team is going for the main base where the Apoc game will be, the other is going for an outlying installation? |
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| Novogord | 27 Dec 2009, 12:22 PM Post #4 |
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Captain
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A global war (a star war). Probably they will drop troops before they start fighting other space ships to destroy the supply lines. I don't think that making deep striking more accurate is possible, you still drop someone from in the orbid. The kill teams would be a good addition for your BFG games. Like you said, destroy missile sites and radar installations to prevent help from the planet. You could also go for a game on a ship. Like they are trying to take over one of the enemy ships? You actually can play small games in stead of kill teams (400pt) to start the apocalypse game? Like the reckon units clash? |
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| Raellos | 31 Dec 2009, 08:36 AM Post #5 |
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Warrant Officer Second Class
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Kill-team is lots of fun though, but for the finale of the Kill team mini campaign(s) a 400 point combat patrol game would be cool.
Edited by Raellos, 31 Dec 2009, 08:37 AM.
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| Raellos | 2 Feb 2010, 07:26 AM Post #6 |
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Warrant Officer Second Class
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Ok. I've decided to change the battlefield to an Imperial Fortress, with aircraft facilities inside; and a small village (have been playing lot of Close Combat lately, that's the inspiration). Including a small village saves on curtain wall building somewhat, and allows me to include cool looking, non-hardened structures such as chemical tanks. Lead in campaign for Battlefleet Gothic game three and overall campaign wins will mean: Orbital bombardment and replacement stratagems, not sure what to assign to each. I've decided on a kill-team campaign (not decided on specifics yet) and two separate, parallel 40k games as well. 40k game one: Secure the breach! The chaos player must make as much ground into the curtain wall breach as possible. A Breakthough style mission from older 40k books. 40k game two: Secure the village. The villiage outside of the fortress is a vital objective for the forces of chaos. One of the more fun cityfight missions. The 40k missions will determine who starts off controlling the breach and village. I am worried somewhat that losses here would damage the chaos player's chances more than the Imperial sides though. I've also though about having "Area Control Objectives" to save on stupid situations where a lone guardsmen facing off against a horde of berserkers can contest an objectives. "Area Control Objectives" would be the breach, and the inner courtyard of the keep. 20% or less Chaos forces in the zone, by points costs, equals Imperial complete control. between 21 and 40% means Minor Imperial Control, and is worth half the points of the objective for the Imperial side. Between 41% and 59% means the objective is contested, no points to either side. Between 60% and 79%, Minor Chaos Control, 80-100% Total Chaos Control. Edited by Raellos, 2 Feb 2010, 07:26 AM.
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