We played this out last night and I wanted to make some adjustedments/refinements based on our playtesting. It was super fun and no one got doubleteamed but a few changes would definately make it better. We'll definately be playing this way again if there's only 3 people and 1750 was perfect. Not too crowded or anything either.
Feel free to try this out and let me know how it plays. I tried to make it even with everything and encourage everyone to get to the middle but not limit people with tougher/weaker troops. As you can't assault the turn you arrive, many people will be showing up on the same side as their enemies! Should be fun and full of carnage
Points limit: 1750 per side - this might seem like a lot
but with the scattered arrival stuff made room quick enough. I
wanted it to seem like a huge scrum anyway.
Table Set up: Game is played on a 4 x 4' table, D3 terrain per quarter. Middle of the table is 'the hill' - I'll be setting up my RoBB this way).
Deployment: All units start off the board and may arrive turn 1 on a roll of 3+ (3+ turn 2, auto turn 3) unless in reserve (deepstrike/outflank arrive as normal, 3+ turn 2 etc.). To arrive, roll a D6 which corresponds to 4 of the table edges (1-4) and a 5-6 reroll. This is done for every unit walking on. Deepstriking arrives as normal.
Backstory - The forces have been battling for days when suddenly a warp rift is detected in sector 42-51Alpha. As small skirmishes were being fought across Prinzel IV forces from each army must head at all cost toward the rift. Coincidentally the rift is on a hill. The rift is becoming more powerful with each passing moment and each warlord's forces are attempting to close/open/bask in the aura of the warp rift.
Objective - Starting on turn 2; At the end of the controlling player's turn they score 1 point if they are within 6" of the objective (centre of table) with a scoring unit. Scoring units from opposing factions cancel eachother out if not engaged in close combat. Units engaged in close combat do not count toward units on the hill. Example: Faction A has 1 scoring unit, Faction B and C are engaged with eachother on the hill. Faction A receives points. Example 2: Faction A has 1 unengaged scoring unit and 1 non scoring engaged in close combat with two scoring units from Faction B. Faction A gains points.
Warlords give up 1 VP when killed.
Game is random length; 5-7 turns as normal, with night fight as normal
Targetting: you may shoot into close combat not involving your army: resolve wounds as normal.
Close combat: occurs in each round of a controlling player (up to 3x if 3 players involved).
Turn order: roll at start, stays the same throughout game.
Table Set up: Game is played on a 4 x 4' table, D3 terrain per quarter. Middle of the table is 'the hill' - I'll be setting up my RoBB this way).
Deployment: All units start off the board and may arrive turn 1 on a roll of 3+ (3+ turn 2, auto turn 3) unless in reserve (deepstrike/outflank arrive as normal, 3+ turn 2 etc.). To arrive, roll a D6 which corresponds to 4 of the table edges (1-4) and a 5-6 reroll. This is done for every unit walking on. Deepstriking arrives as normal.
Backstory - The forces have been battling for days when suddenly a warp rift is detected in sector 42-51Alpha. As small skirmishes were being fought across Prinzel IV forces from each army must head at all cost toward the rift. Coincidentally the rift is on a hill. The rift is becoming more powerful with each passing moment and each warlord's forces are attempting to close/open/bask in the aura of the warp rift.
Objective - Starting on turn 2; At the end of the controlling player's turn they score 1 point if they are within 6" of the objective (centre of table) with a scoring unit. Scoring units from opposing factions cancel eachother out if not engaged in close combat. Units engaged in close combat do not count toward units on the hill. Example: Faction A has 1 scoring unit, Faction B and C are engaged with eachother on the hill. Faction A receives points. Example 2: Faction A has 1 unengaged scoring unit and 1 non scoring engaged in close combat with two scoring units from Faction B. Faction A gains points.
Warlords give up 1 VP when killed.
Game is random length; 5-7 turns as normal, with night fight as normal
Targetting: you may shoot into close combat not involving your army: resolve wounds as normal.
Close combat: occurs in each round of a controlling player (up to 3x if 3 players involved).
Turn order: roll at start, stays the same throughout game.
Feel free to try this out and let me know how it plays. I tried to make it even with everything and encourage everyone to get to the middle but not limit people with tougher/weaker troops. As you can't assault the turn you arrive, many people will be showing up on the same side as their enemies! Should be fun and full of carnage
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