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Winter Warmer BIG Battle (Scenario for end of Day)

 Post subject: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 2:24 pm 
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Alrightey Gents, I've drawn up an idea for a scenario earlier on but am not sure how to attach the file here...Perhaps I'll have to upload it to a file sharing site?

Nevertheless here's what I'm planning

-Several 3000pt Imperial and Ork armies, the orks are trying to break through imperial lines and smash a fort, the imperials are desperately trying to stem the tide as reinforcements come to the rescue.
-Game is played over several tables turned sideways. Deployment zones are increased to 30cm.
-Armies are set up so all formations are 'next' to each other. No 'intermingling' of armies! (keep it simple to start with!)
-Orks get 500pts per army of reinforcements per turn.
-Imperials get's a big fort and an additional 100pts of entrenchments per army.
-Imperial reinforcements turn up on turn 2 from 1 flank chosen before play begins.
-Victory conditions are as follows:
-Smash the Fort: THe fort is a 14dc RA4+ War Engine: 1 VC for 50% Damage 2VC for destruction
-Stem The Tide!: If Imperials can hold the Ork Blitzkrieg it's worth 2 VC. No Ork Reinforcements if held by imperials
-Sector Control: 1VC for the side that controls the majority of the table quarters on the imperial side
-Strategic Import: There are 4 Objectives at crucial battlefield areas (ammo dumps etc): 1VC for controlling each one.
-BTS: Destroy More of the enemies BTS formations than they can yours: 1VC.
-That's a total of 8VC points available per side. VC's are worked out turn 4 and 5 to account for sheer amount of forces.
-If we only have a few players (it'll be imperitive that people be able to stay till late!) then we can up the armies to 4 or even 5000pts!

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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 2:37 pm 
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Have you out of interest tried this? Or is it brainstorming?

If the latter I would suggest making the fort only damagable in Hand to hand as otherwise it will get zapped to death in short order.
Can the orks still garrisson? Otherwise that rules out foot formations from having much impact.
How would Imperial armies like siegemasters fit in?

Also given there are 5 target points on the table what stops armies from rapidly leaving their sector to reinforce in important one? Can you only operate in your starting table?


Last edited by The_Real_Chris on Thu Nov 18, 2010 2:40 pm, edited 1 time in total.

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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 2:38 pm 
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Have you thought about running the Winter Warmer on for a second "scenarios day" ?

I'd be happy enough to stay on for that.

I agree with TRC that having the fort as a WE, unless it's concealed by curtain walls or the like, would result in it being zapped up in short order.

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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 2:44 pm 
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The rules I've bounced around in the past for multi player have target areas on every table. A player can activate any allied formation on their table as long as it has not activated this turn.
So if a company drives off one table onto another, next turn it can only be activated by the player whose table it is on.
Then you throw in a time limit for each side to finish in and if you mass troops in one area it is likely to overwealm that player and run them out of time.


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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 2:52 pm 
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Not tested but it's going to be :-) Keep those suggestions and criticisms coming!

-Garrisons are still allowed: the four objectives throughout are placed as usual.
-Not sure about the fort: up it's DC? Make it into seperate areas using Chroma's rules for 'Heavy Fortifications'?
-Absolutely NOTHING wrong with Siegemasters! In fact they'd be an excellent army to take part.
-If we have enough time I see nothing wrong with armies leaving thier starting sector as the game goes on: if one person acts as a GM we can make sure anything complicated get's resolved quikly enough: Currently I feel it would be best to allocate a small amount of time to each side to carry out 1 activation WITH EACH ARMY (armies are still allowed to retain the intitiave if they wish) before passing play to the opposing side.

"Have you thought about running the Winter Warmer on for a second "scenarios day" ?"


An EXCELLENT idea Ben...and perhaps a better way to make sure we have enough time to boot: we can take our geek hats off come the evening of saturday, go out, and then come back the next day and have at it again.
This would cost an additional £2.50 per head.

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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 2:53 pm 
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Quote:
This would cost an additional £2.50 per head.

Happy to stay for a day 2 if that's the cost!

Quote:
I feel it would be best to allocate a small amount of time to each side to carry out 1 activation WITH EACH ARMY (armies are still allowed to retain the intitiave if they wish) before passing play to the opposing side.

That's how we've played multi-player games before, and they've worked fine with that structure.

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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 3:01 pm 
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And how big have those games been Ben?

TRC's idea seems to have merit too...

As an aside Chris do you plan on attending WW if possible? Would be good to see your face this side of the country for once!

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 Post subject: Re: Winter Warmer BIG Battle (Scenario for end of Day)
PostPosted: Thu Nov 18, 2010 3:04 pm 
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And how big have those games been Ben?

The last one we did was 12k a side, IIRC, Marines vs. Orks using a "break out" scenario.

Chris' idea sounds like it could end up with players losing their armies if they send them to an ally's table, so there's no great incentive to help out your allies as you'll end up sitting there with no units to command.

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