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Breakout!; Another custome mission for 40K
Topic Started: May 14 2012, 11:07 AM (107 Views)
Kevin the Yank
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Another week, another mission!


Breakout!

In the shifting chaos that is the battlefield of the 41st Millennium, manoevreability is key. Manoeuvreability, however, means that the lines of battle shift quickly. Infantry units caught flat-footed by the enemy can quickly find themselves cut-off from friendly forces and fighting for their lives.

In most situations, a simple ordered retreat is enough to rectify the situation. But there are times when a wily enemy can force a confrontation, cutting off and potentially massacring the trapped forces as they attempt to escape.



Armies:

Both Breakout and Blockade forces are of the same points value as agreed between players.

The Breakout Force builds an army following the standard FOC, with on important addendum. For every vehicle unit in the army, they must also have one unit of type infantry or jump infantry. This includes dedicated transports.

For example: Kevin builds a unit of Necron Warriors with a Ghost Ark. This Ghost Ark counts as a vehicle, so if Kevin wanted to add a Monolith, he would need to add another unit of infantry or jump infantry.

The Blockade force must follow the standard FOC, but may only contain units of the type infantry, jump infantry, monstrous creature or walker.


Setup:

Use a 4x6 board.

Place a single marker 24" from one of the short board edges, and 24" from each long board edge. This is the Blockade Marker.

Terrain is then set up as per normal rules.


Deployment:

The Breakout Force deploys first. They must deploy all their infantry units within 12" of the Blockade Marker. All vehicles must be deployed within 12" of the short board edge furthest from the Blockade Marker. This is called the Vehicle Deployment Zone (VDZ). This includes dedicated transports, which must deploy separately from the unit they were purchased with, if it is an infantry unit.

The Blockade Force starts anywhere along the board edges, so long as they are not within the VDZ. All Blockade force units MUST be in contact with the board edge.

Units with the Infiltrate USR may then deploy as normal.

Units may not Outflank or Deep Strike during this mission. This includes units which normally could Deep Strike in any mission (eg. Space Marine Terminators).


First turn:

The Breakout Force takes the first turn.


Special Rules:

Scattered Bombardment

The commander of the Blockade Force has managed to hastily cobble together a slapdash artillery bombardment to hound the Breakout Force.

Once at the beginning of each game turn, the Blockade Force may choose to launch a Suppressive Artillery Barrage with the following statline:

Range: Unlimited, S:8, AP:3, Ordnance D3, Barrage, Large Blast, Pinning

Scatter for this attack is never modified by ballistic skill.

Geddu da choppah!

Breakout forces which are falling back will always fall back toward the VDZ, regardless of enemy unit placement or distance.


Game Length

Standard.


Victory Conditions:

At the game's end, the Breakout Player scores 1 point for every friendly infantry unit in their Vehicle Deployment Zone, and 2 points for every friendly infantry unit which has managed to move off the VDZ board edge. This applies even if the unit was Falling Back at the time.

The Blockade Player scores 2 points for every enemy Infantry unit completely destroyed. Independent Characters always count separately, even if they had joined another squad. They score 1 point for every enemy Infantry unit which is crippled at the end of the game.

Crippled units are:

1. Falling back
2. Locked in melee
3. Below 50% strength
4. Pinned

If a unit is crippled from more than one source (eg. pinned and below 50%) it is still worth just 1 point.

The Breakout Player must have MORE points to be declared the winner... tie goes to the Blockade Player.

---

Comments and Questions welcome.
Edited by Kevin the Yank, May 15 2012, 06:02 PM.
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Pedro Kantor
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Very nice mission sir and very nice predator reference too. B)
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Fuzzman
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The Master of Fuzz
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Hrmm there is something missing but I don't what it is. I just don't see how you would break out. The blockade force has a big advantage. Though you semi nerf them but denying them vehicles. The blockade force has the edge.

As a Marine player Id have to give up armour for infantry. To much of a point sink, where the blockade would gain from that save points and get a free bombardment that could effectiveely take down precious armour before you start.

I don't see the balance. Unless its purposeful to be unbabalnced and forces you to play no armour then yeah it works.
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Kevin the Yank
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Hmmm....

You make some really good points there, Fuzz. The idea that I had was taken from the Battle of Mogadishu, when you had a bunch of footmobiles fighting a bunch of other footmobiles with a relief column of vehicles trying to break through.

Would it be more balanced if I made the Blockade Force into a pursuit force? Basically they had to move on from the board edges, rather than setting up on the table? That way you get at least a turn of the Breakout Force running for their lives before they get caught up in shooting.

More balanced that way, you think?

EDIT: This would also mean that the Breakout Force had to decide whether it was worthwhile sacrificing units (and potential VPs) in holding the rear-line or whether it would be better for everyone to just run for it and let the chips fall where they may.
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Fuzzman
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The Master of Fuzz
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Have you seen the battle mission with the 3 Baneblades. They simply had to get to the other side.

Though if its themed. Maybe so 0-1 in certain sections. I like the idea not sure how you cater for everything. Normally you take the ideas then simplify them.
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Kevin the Yank
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I roll 20s
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EDITED to change Blockade Force deployment.
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Fuzzman
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The Master of Fuzz
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If I get time i'll playtest it. Like the change. Should be a challenging mission.
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