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Scenario: Outposts Alpha & Bravo

 Post subject: Scenario: Outposts Alpha & Bravo
PostPosted: Wed Jun 19, 2013 10:47 pm 
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I've created a scenario that I'll be playing this weekend, would be interested to know what you all make of it!

NB This isn't designed with Eldar and Marines/IG specifically in mind, it's just what we decided to use for the game.

Also, the outposts referred to in the game will be making use of AngelBarracks rather fine wall sections;

http://angelbarracks.co.uk/Scenery/OKI_walls_Zoom.bmp

Outposts Alpha & Bravo

Objectives: There are two outposts at either end of the board. Each outpost contains an objective worth 10 points each. There will be an additional four objectives across the board, worth the usual 5 points each.

Turn 1: An Eldar 1,000 point force begins deployed in two outposts at different ends of the board. The Eldar have sent out a distress call as a huge Marine/Imperial Guard force is deploying into the sector. They will be forced to defend against the first wave of Marines, a 3,500 point army.

Turn 2 (end phase): The Eldar player rolls to see if the first wave of reinforcements arrive. A roll of 5 or 6 will see them do so and a relief force of 4,000 points will arrive on the Eldar side of the board.

Turn 3 (end phase): The Eldar player will receive the relief force on a roll of 3+. The Marines will receive their second and final wave of 3,500 points on a roll of 6. If it arrives, the force will be deployed on the Marine side of the board.

Turn 4 (end phase): The Eldar relief force will automatically arrive. In addition, a roll of 6 will see the Eldar receive their second and final wave of 2,000 points. If desired, the Eldar player may place up to 1,000 points of this force on any side of the board other than the Marine edge. The remaining 1,000 points must be deployed on the Eldar side of the board. The Marines will receive their second wave on a roll of 5+.

Turn 5 (end phase): Eldar receive their force on a roll of 4+, Marines on 3+.

Turn 6 (end phase): Eldar receive their force on a roll of 2+, Marine force will automatically be deployed.

Turn 7 (end phase): Eldar force will automatically be deployed.

Victory conditions: This is a 7,000 point battle. The victor will be the first to win 60VPs.

Special rules: The outpost gates have a save of 1+. Use the rules for Superheavy vehicles when rolling to see if they are destroyed. The outpost walls are made of reinforced concrete and can only be destroyed by barrage fire. They have a save of 3+ (remember, 2D6 rolled for saving against barrages).

Tips: Controlling the two outposts will give a huge advantage. However, with forces coming on in later turns, it probably isn't a good idea to risk huge levels of casualties early on. This is very much a long game, so conserving forces may be important in the first few turns. Control of objectives will certainly become more important the longer the game goes on, and critically as the points edge toward the 60 point threshold for victory.

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 Post subject: Re: Scenario: Outposts Alpha & Bravo
PostPosted: Sun Jun 23, 2013 10:29 am 
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I got a doing, even before all armies were on the table! 63 - 27! The Eldar got their reinforcements which meant it was 5,000 v 3,500 points. It was pretty close from a break point perspective, 28 - 22, but with the Eldar having so many additional units it meant they seized all but one of the objectives. I'll may try the scenario again some day, but I'll definitely have to look at reducing the gaps between the points!

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 Post subject: Re: Scenario: Outposts Alpha & Bravo
PostPosted: Sun Jun 23, 2013 10:48 am 
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From my 40k experience over many years, random reserve rolls are just crap. Might as well just flip a coin to see who wins.

Just my opinion :)


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 Post subject: Re: Scenario: Outposts Alpha & Bravo
PostPosted: Sun Jun 23, 2013 10:53 am 
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Fair enough, say what you see! :)

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