Spikade missions

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Mortarion
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Spikade missions

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Här kommer de färdiga uppdragen. Enstaka formuleringar kan komma att ändras, men reglerna är som de är nu.

Mortarion
Inlägg: 2760
Blev medlem: 07 okt 2008, 16:25

Re: Spikade missions

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Scenario 1

Deployment map: Vanguard assault
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place two objectives each as described on page 121 of the rulebook with the following additions. The first objective placed must be set up in the opponent's deployment zone. The second objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll for anything that happens “Before deployment”, such as generating psychic powers, Dark elder Combat Drugs, Dante’s Death mask, etc…
6. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
7. Make choices for Tactical decision (see below)
8. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).

Game Length
This mission will end after turn 6. Do NOT roll for random game length.

Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary objective: At the end of the game, each objective is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, Exterminate, Linebreaker

Exterminate: If you destroy half of more of your opponent’s units, you score one Victory point. A Space marine unit that split into Combat squads counts as the number of units it is split into. Imperial guard infantry squads that combine are counted as one unit. Units created during the game do not count at all.

Mission special rules
Night Fighting, Reserves, Fixed game length

Tactical decision
Starting with the player that will deploy first, each player may choose to make one non-scoring unit in their own army scoring. This may be a vehicle or swarm unit, but not flyers. If this unit is destroyed, the opponent will receive a number of VP:s equal to the unit’s cost divided by 100 (rounded up).

Mortarion
Inlägg: 2760
Blev medlem: 07 okt 2008, 16:25

Re: Spikade missions

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Scenario 2

Deployment map: Hammer and anvil
1. Roll-off to see which player chooses deployment zone.
2. Mark the centre of the battlefield.
3. Roll for Warlord traits (page 111). However, each player may roll the dice before choosing which table to use. This does not affect Warlords that do not roll for their Warlord trait.
4. Roll for Night fight.
5. Roll for anything that happens “Before deployment”, such as generating psychic powers, Dark elder Combat Drugs, Dante’s Death mask, etc…
6. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
7. Make choices for Tactical decision (see below)
8. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).

Game Length
This mission uses Variable Game Length (see page 122).

Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary objective: At the end of the game, each scoring unit that is not falling back, has not gone to ground and has at least part of one model within 12” of the centre of the game is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, Last blood, Linebreaker

Last blood: The last unit, of any kind, to be removed as a casualty during the game is worth 1 victory point to the opponent. Only count units that are actually destroyed on the battlefield or fled from it during the game and not units that count as destroyed when the game ends.

Mission special rules
Night Fighting, Reserves, Warlord’s treat (see 3 above)

Tactical decision
Starting with the player that will deploy first, each player may choose to make one non-scoring unit in their opponent’s army costing at least 100 points scoring. This may be a vehicle or swarm unit, but not a flyer or a unit whose special rules prevent it from holding objectives even if it is scoring. If this unit is destroyed, the player who made the choice receives 1 VP.

Mortarion
Inlägg: 2760
Blev medlem: 07 okt 2008, 16:25

Re: Spikade missions

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Scenario 3

Deployment map: Cleanse and burn
1. Roll-off to see which player chooses deployment zone.
2. Place one objective at the centre of each quarter (i.e. 12” from the nearest long table edge and 18” from the nearest short table edge).
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll for anything that happens “Before deployment”, such as generating psychic powers, Dark elder Combat Drugs, Dante’s Death mask, etc…
6. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
7. Select Assassination targets (see below).
8. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).

Game Length
This mission uses Variable Game Length (see page 122).

Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary objective: At the end of the game, each objective is worth 3 victory points to the player who controls it. In addition, each player receives 1 VP for each enemy Fast attack unit that has been completely destroyed.
Secondary objective: Assassinate, First blood, Linebreaker

Assassinate: Starting with the player that deployed first, each player must choose one Character in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives 1 VP.

Mission special rules
Night Fighting, Reserves, Fast recon (Fast attack units are scoring, see page 129)

Tactical decision
The player who deploys second may place any number of units in reserves, rather than half of his units. However note that he will still count as destroyed if he has no models on the battlefield at the end of any game turn.

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Blev medlem: 07 okt 2008, 16:25

Re: Spikade missions

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Scenario 4

Deployment map: Vanguard assault
1. Roll-off to see which player chooses deployment zone.
2. Place secondary objectives. Starting with the player that chose deployment zone, both players should place one objective each as described on page 121 of the rulebook with the following addition. The objectives may not be placed within 6” of either player’s deployment zone.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll for anything that happens “Before deployment”, such as generating psychic powers, Dark elder Combat Drugs, Dante’s Death mask, etc…
6. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Tactical decision (see below).

Game Length
This mission uses Variable Game Length (see page 122).

Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary objective: Divide the battlefield into four quarters by drawing a line between the middle of each short table edge and a line between the middle of each long board edge. At the end of the game, each quarter is worth 4 victory points to the player who controls it. To control a quarter, you must have more scoring units in the quarter then your opponent has scoring AND denial units in it. A unit is considered to be in the quarter where the majority of its models are. A model is considered to be in the quarter where the majority of its hull (vehicles except flyers) or base (all other models) is. If a unit is equally in multiple quarters, randomly determine which of those quarters it is in.
In addition, each player receives 1 VP for each enemy Heavy support unit that has been completely destroyed.
Secondary objective: Slay the Warlord, First blood, Area control

Area control: If you control one or more secondary objectives at the end of the game, you score one VP. Secondary objectives are controlled like normal objectives with the exception that they can be controlled by both scoring and denial units..

Mission special rules
Night Fighting, Reserves, Normal terrain, Heavy metal (Heavy support units are scoring, see page 128)

Tactical decision
Instead of rolling for Seize the initiative, the player that deployed second may remove one of his own units (with the exceptions noted below) and immediately deploy it by Deep strike. The unit counts as have deployed by Deep strike turn 0.
The following units may not be chosen to deep strike:
- Vehicles or Monstrous creatures (including flying monstrous creatures)
- Units costing more than 200 points
- Units that have not been deployed

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Blev medlem: 07 okt 2008, 16:25

Re: Spikade missions

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Scenario 5

Deployment map: Dawn of War
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place two objectives each as described on page 121 of the rulebook with the following additions. The first objective placed must be set up in the opponent's deployment zone. The second objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Do not roll for Night fight (see Solar Eclipse below)
5. Roll for anything that happens “Before deployment”, such as generating psychic powers, Dark elder Combat Drugs, Dante’s Death mask, etc…
6. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
7. Make choices for Surgical strike (see below).
8. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Tactical decision (see below).

Game Length
This mission uses Variable Game Length (see page 122).

Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary objective: At the end of the game, each objective is worth 2 victory points to the player who controls it. In addition, each player receives 1 victory point for each enemy unit that has been completely destroyed.
Secondary objective: Surgical strike, First blood, Linebreaker

Surgical strike: Starting with the player that deployed first, each player must choose one unit costing at least 100 points in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives 1 victory point.

Mission special rules
Night Fighting, Reserves, Solar eclipse

Solar eclipse: Do not roll for Night fight as normal. Instead, at the start of each game turn, roll a d6. On a roll of 1, the Night fighting rule is in effect for the entire game turn. Regardless of the result, roll again next turn. If a Warlord has the Night attacker trait, it may only be used to cause automatic Night fight on turn 1.

Tactical decision
Instead of rolling for Seize the initiative, the player that deployed second may declare that First blood will be worth 0 VP:s to both players. If he does this, the player that deployed first may declare that one of the other secondary missions will be worth 2 VP:s to both players.

Mortarion
Inlägg: 2760
Blev medlem: 07 okt 2008, 16:25

Re: Spikade missions

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Scenario 6

Deployment map: Dawn of War
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place one objective each as described on page 121 of the rulebook with the addition that the objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll for anything that happens “Before deployment”, such as generating psychic powers, Dark elder Combat Drugs, Dante’s Death mask, etc…
6. Do not roll-off to see which player chooses whether to deploy first or second. Instead, see the “Price of Victory” rule below. Then deploy forces as described on page 121.
7. Make choices for the Primary objective.
8. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Price of Victory rule!

Game Length
This mission uses Variable Game Length (see page 122).

Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary objective: Starting with the player that deployed first, each player must choose one unit in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives a number of victory points equal to the turn number (1 VP in turn one, 2 VP:s in turn two, etc…). If the target is not destroyed during the game but still counts as being destroyed at the end of the game (for being in reserves or fleeing, for example) the player who made the choice receives a number of victory points equal to the turn number of the last turn played. In addition, at the end of the game, each objective is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, First blood, Secure the flanks

Secure the flanks: If, at the end of the game, you have at least one model from one or more scoring or denial units within 6” of either short table edge, you score 1 victory point. Units that are falling back or have gone to ground do not count..

Mission special rules
Night Fighting, Reserves, Price of Victory

Price of Victory: Do not roll-off to see which player chooses whether to deploy first or second. Instead, both players secretly place a d6 on any number. The dice are then revealed. If the players chose different numbers, the player with the highest number may choose to deploy first or second but his opponent will receive a number of victory points equal to the higher number minus one. The player who deployed second may not attempt to seize the Initiative. If both players have chosen the same number, roll-off to see which player chooses whether to deploy first or second as normal and the player who deployed second may attempt to Seize the initiative.
Example: Player A chooses 2 and player B chooses 4. Player B has the higher number and will therefore choose whether to deploy first or second. Player A will receive (4-1=) 3 VP:s. Since the player to deploy first was chosen rather then rolled for, the player who deployed second may not attempt to Seize the initiative.

Tactical decision
The player that deployed second may move one objective 2d6”. Nominate an objective, choose a direction, roll the dice and then move the objective the number of inches rolled. If this would take the objective of the table edge or into impassable terrain, reduce the amount rolled until the objective is on the table and not in impassable terrain. If the player that deployed second chose to move an objective, the player that deployed first may also move an objective (the same one or the other) as described above.

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