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Spectre Senence
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Post by Spectre Senence on Nov 3, 2016 1:48:16 GMT -5
I have given a rough draft for this date. John "Karg" will post the final scenario and flyer for this event. See you there
The Complex at 3:00 PM
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karg
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Post by karg on Nov 3, 2016 12:11:20 GMT -5
Scenario 4: Research and Conquer Chaos and Xenos forces have been wreaking havoc on the sector even with traces of Tyranid creatures evident on the planet. Now they seem interested in gaining vital information that may herd or agitate the Tyranids into even more destructive action in the Sector. All available Imperial forces are needed to stop this infection from spreading. The Chaos forces led by Khorne fanatics have pushed other Xenos armies further into Sector 16 and disrupted attempt for the Imperial Forces to regain any footholds. The appearance of the Blood Angels and the Elite Deathwatch Chapters it has not stopped the destruction of the Sector by these invading armies. Worse, continued reports of Tyranids have surfaced and pose a serious threat to the civilized regions of Sector 16. Format: 1300pt Skirmish Deployment: Dawn of War Game Length: 5 turns Objectives - Table 1: Control the research base, the chaos/xenos player may place an imperial bastion anywhere within the imperial player’s deployment zone. The bastion has no weaponry, and is secured to the bedrock (may not be moved by any means after placement). Controlling player get 3 VP at the end of the game. An endless swarm of termagants rove the midfield. Objectives – Table 2: Tap into the Hive Mind, All forces have discovered a wounded Hive Tyrant, 2 wounds left, that is protected by a Tervigon plus 300 pts of other bugs. Each Wound on the tyrant is worth 1 VP, if the final wound is done in melee it is worth 2 VP. If need do 3rd table as above w/ 4 zoanthropes instead of tervigon. Secondary Objectives: First Blood, Slay the Warlord, Line Breaker Mission Special Rules: Night Fighting, Reserves, Can’t Stop the Signal, Boost the Signal, Come Out Ya Cowards!, Hive Interconnected Can’t Stop the Signal: The Bastion has the rule It Will Not Die, and may be repaired as per vehicles Boost the Signal: Once per turn, the controlling player may roll a d6 if an independent character is embarked in the Bastion. Add +1 for every 2 I.C.s after the 1st. On a result of 6+, all non-synapse tryanids on the other tables enter the Fall Back state, regardless of how close to other synapse they are. Come Out Ya Cowards!: If in Base to Base on the appropriate side, in assault the attacker may choose to attack the door of the bastion rather than the bastion. It has 1 HP, and the same AV as the bastion. Once open it remains open for the rest of the game. On subsequent turns, if within 6” players may fire snapshots into the bastion, so long as there is no melee inside. If able to embark, players may make a disordered charge into the bastion. Embarked models may fire overwatch. All wounds are randomly allocated except in a challenge. Hive Interconnected: If the Tervigon is slain the endless swarm ends on table one. Each Zoanthrope on table 3 slain causes a wound on the Tervigon
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karg
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Post by karg on Nov 3, 2016 12:14:29 GMT -5
Winners from the last Scenario, Anthony and Jake, have found a score of melta bombs on the Imperial Guard they rescued/slaughtered. All non-bestial troops are equipped with meltabombs for free. Remember only one grenade per unit per phase may be used. IE. one frag in shooting, one krak in overwatch, one melta in assault.
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karg
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Post by karg on Nov 3, 2016 12:15:28 GMT -5
I tweaked your draft a bit, Benito, since you guys inspired me to have more cross table interaction.
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Spectre Senence
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Post by Spectre Senence on Nov 5, 2016 22:57:59 GMT -5
Very cool John. Just glad I was able to Kickstart the scenario campaign. Of course final decision is yours. Also I met with Justin today at the Warhammer store, very cool guy who is also ready to support what we want to do so at some point maybe we can set something up. On another note he hinted at an Epic Blood Bowl league with a super Big prize!!!!
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karg
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Post by karg on Nov 7, 2016 16:05:37 GMT -5
Oooh, that could be keen! Yeah I dropped flyers off on Sunday, and chatted with him a little bit.
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Spectre Senence
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Post by Spectre Senence on Nov 7, 2016 23:42:03 GMT -5
Excellent, I let him know that you were directed the 40k for us! So let me know what we can do to get some face time playing there. We got some options so I'll discuss with you when we get a chance
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karg
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Post by karg on Nov 8, 2016 11:32:22 GMT -5
I am hoping to to do Kill Team scenarios there in January.
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Art
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Post by Art on Nov 8, 2016 12:29:36 GMT -5
I'd be up for helping you out with the Kill team stuff and figure out a good experience system for it.
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karg
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Post by karg on Nov 21, 2016 9:21:16 GMT -5
Well we had a good final game of this seasons campaign. The forces of Chaos were able to kill off the tyrant on turn one with a very good roll on a psychic shriek. The orks tried valiantly to kill off the enemy warlord to catch up, but that Damnable Shrieking Sorcery wiped out the Warboss's bodyguards, and the Warboss was cut down by the Chaos Lord quickly after. I believe the pain buys are still trying to put him back together.
Things we learned this season allowing elite and Fast attack units to gain further benefits quickly became over powering for the faithful players, especially when every unit on the chaos side gained smash. Andrew, Anthony and I set down after the match to chat about how to make next seasons experience system better. We where thinking we'd limit experience to ONLY characters, or synapse creatures for Tyranids. Characters in Kill Team Scnearios would gain experience as per normal, but we wouldn't give the character trait to all members of the kill team like we did this season. I am further thinking we wouldn't allow Unique characters/synapse to gain experience either, but they also wouldn't be subject to the wound table. Vehicles may remain as is, we really didn't see much from the vehicles gaining experience too quickly.
And as far as quick experience it was partially a problem, that only survivors got XP, and they got it every time they survived. It was discussed that we put an XP system in. Something like 1 XP for every wound caused/healed, every successful repair or psychic power cast. Then there would be a level system that would be progressively harder to gain a level, something like Blood Bowl had maybe.
Anyhow, Awesome season guys! Thanks for the fun! Next year we will start fresh with new armies but continue the story line. I'll put some thought into revamping the system over the holidays.
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Spectre Senence
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Post by Spectre Senence on Nov 23, 2016 12:47:21 GMT -5
Great! Thanks John for running the 40k campaign for Spectre Studios. Thank you Anthoney & Andrew for faithfully showing up for the whole campaign.
It is also awesome that you guys reflected on the experience addition to the game. I look forward to the changes to the system and a new direction to the campaign. I would like maybe to do some recap recording of rounds during the campaign so players that miss out could watch to get interested or catch up if they missed out.
Awesome guys!
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