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Xavier319

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Everything posted by Xavier319

  1. 2015 Escalation League Mission #2: The Bombs Bursting In Air Small conflicts have cropped up all across the Kirosa Sector once again, though they go largely unnoticed by the sector government, trusting the local PDF and officials to quell them and smooth things over. The weapons caches fought over previously are being put to use, as inexperienced or simply uncaring gun crews begin to bombard various battlefields of their rivals and their own troops. Small skirmishes are turned into nervous affairs with troops looking up nervously, trying to see the next shell whistling down While they attempt to secure important documents, key hostages, or simply steal something from a rival. 1. Step 1. Adjust and define terrain with your opponent. 2. Step 2. Roll for Psychic Powers/Gifts/etc. 3. Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT 4. Step 5. Place Objectives using normal objective placement rules as modified below. a. The Relic is placed as normal. b. Each player places 1 Maelstrom Objective in their own deployment zone, these are numbered 1 and 2. 5. Step 6. Roll for Warlord traits per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement). 6. Step 7. Roll for Night Fighting. 7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative. 8. Reference the ITC Scenario Guidelines for additional scenario information. Dawn of War Mission: The Relic: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost. Maelstrom Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost. 1. Hold Maelstrom Objective 1 2. Hold Maelstrom Objective 2 3. Have a scoring unit at least partially within 12”; of the enemy deployment edge. 4. Destroy an Enemy Unit 5. Destroy an Enemy Unit 6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone. 3 Point Maelstrom Objective 1: If Maelstrom Objectives 1 and 2 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points. 3 Point Maelstrom Objective 2: If Maelstrom Objectives 4 and 5 are generated, they may be exchanged for: Destroy 3 Enemy Units and earn 3 Maelstrom Points. Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________ Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________ Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________ Bonus Points: 1 Mission Point each: First Strike, Table Quarters, Slay the Warlord. Special Rules: At the start of each game turn, roll 1d3+1, this is the number of small blast templates that are fired from the indiscriminate mortars off-board. Assign each table quarter a number, and randomize a quarter for each blast, and randomize which unit in that table quarter is targeted with the blast weapon (figure it out, it’s not hard). Then place the blast over that unit, covering as many models in the target unit as possible, even if it is in close combat. The blast is akin to a mortar shot, being Strength 4 AP 6 and causes pinning with a small blast. You MAY go to ground from this attack, and count as pinned during your following turn with that unit. The battlefield at this point is a pock-marked landscape of craters and ditches, giving all infantry the benefits of 6+ cover even when in the open (though it is not difficult ground). The Relic grants whatever model that is holding it immunity to the artillery blasts. Because. Deal with it. Game balance Mr. Frodo.
  2. Hmmmmm... Necrns would be good. what other xenos do you have?
  3. nooo skip! ;_; I NEVER get to play Fluger! Buuuuut khorne daemons vs foot orks sounds like a good time for everyone.. so I could be persuaded. If your offer of souls and/or alcohol is adequate!
  4. rock 'em sock 'em. i got yer number pretty lady.
  5. Well, I'll be there tomorrow Katey, if you wanna do stuffs?
  6. That and no fliers at combat patrol! But back to the topic at hand. Doing all foot marines is a problem in the current meta. Marines just aren't that tough, and they die in droves to certain types of armies. If you're going unmounted, you NEED some sort of alternative deployment, such as scout, or infiltrate, or deep strike. Calgar is a beast and is actually amazing for his points. Honestly Ultras play really well in an all Drop Pod army style, or with mechanized infantry. If you're going on foot i'd have to suggest either raven guard (all jump), Mantis Warriors (Forge world, scout and Tacs with them get move through cover, and models get furious charge and cause impact hits if they charge out of area or into it. known as guerilla fighters), or Raptors (Forge world, scout plus infiltrate via Issadon). Sadly not what you wanted to hear, but Ultras are the kings of "cover all your bases" mech infantry.
  7. Crap. work. Uh... i'll put together something semi-professional looking soon.
  8. 2015 Escalation League Mission #1: At The Edges The Kirosa Sector has been quiet for ten years since the Warp Lane War. The Imperium of Man Has rebuilt in the sector, and reestablished their base of power. A new, more attentive Sector Governor has been installed in the place of the old one, and the PDF forces are on constant lookout for Xenos and Chaos alike. Your small force is guarding a supply dump, either an isolated cache to reinforce Imperial units, or a staging ground for a piratical raid into the recently reclaimed sector. You must defend your cache, or take the one your forces have found, from the hands of the enemy. ITC 2016 Scenario 1 1. Step 1. Adjust and define terrain with your opponent. 2. Step 2. Roll for Psychic Powers/Gifts/etc. 3. Step 3. Roll for deployment zones. See special rules for deployment. 4. Step 5. Place one objective in the exact middle of the table. 5. Step 6. Roll for Warlord traits per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement). 7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative. 8. Reference the ITC Scenario Guidelines for additional scenario information. Dawn of War Mission: Modified Emperor’s Will: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost. Maelstrom Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost. 1. Hold Central Objective 2. Hold or Contest Central Objective 3. Have a scoring unit at least partially within 12” of the enemy deployment edge. (center point is deployment edge of defending player) 4. Destroy an Enemy Unit 5. Destroy an Enemy Unit 6. Destroy an Enemy Unit Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________ Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________ Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________ Bonus Points: 1 Mission Point each: Big Game Hunter, First Strike, Slay the Warlord. Special Rules: One player is the defender, and one player is the attacker (this is determined by the table side roll, winner may choose). The defender sets all of their units up within 12” of the center of the table. In the center is an objective that is at least the size of a 40mm base. This is the supply cache. It grants the controlling player rerolls on 1’s to hit for one unit controlling it each shooting phase. The player that controls it at the end of the game achieves the modified emperor’s will. Defending units flee toward the closest table edge if they flee for any reason. Defending units gain Counter-Attack within 6” of the supply cache. Attacking units may choose if the game has night fighting on the first turn. Attacking units gain preferred enemy when shooting (and only shooting) at the unit controlling the supply cache.
  9. And you can ally in the raven guard with the AM later on too Greg.
  10. Alright, we'll start with the first two weeks. We've got two weeks of combat patrol. The rules are as follows... - 400 pts - No combined armor value on vehicles above 32 (adding up all three facings. Ie. Rhino is 11/11/10, so 32) - No models with more than 2 wounds - No armor saves better than 3+ - No invulnerable saves better than 4+ - No more than 2 total psychic levels in your army - No Fliers - Other rules adjusted on case by case basis - Tyranids are exempt from this in the case of warriors and zoanthropes, due to synpase rules. - No HQ required, regardless of force org. Though warlord must be picked from available characters in the army. - No formations - No datasheets (only CAD)
  11. i dont know why it wont. that's strange. I'll be posting a post with the league rules here in a day or so, before this upcoming weekend. So no worries there. I"m sure it'll be more active once that starts.
  12. *looks at a list* Huh, that's pretty good. Uh.. two? *looks at next list* I don't play this army. Looks okay. two? *fifteen lists later, and fifteen twos* Alright, done! XD
  13. I hear ya. with deaths in the family, funerals. health/medial issues, as well as my Comprehensive exams for my PhD starting this summer, i'm looking at my army list and thinking two things. "Why didnt I pick models I already have?" and "Maybe they wont notice if it's not all painted... >..>" In all seriousness, life is rough sometimes, we all understand.
  14. I dont think they give stealth anymore. I looked through the BRB and I couldn't find reference to that. I think that was a 6th ed thing Pax. I could be wrong though.
  15. huh? The angels of death supplament says up to three per HQ. the rule was updated. o-o but yes!
  16. rock on. that actualy makes sense. it confused the hell out of me that you could ONLY get a techmarine in an iron hands army by taking an armored strike force.
  17. Good. so what formation would the techies be a part of? battle company? none? part of the dicurion at least i assume? would they be a part of the battle demi-company?
  18. You cant have your cake and eat it too. If he's an HQ, he gives you slotless techmarines. If he's not, he doesn't. How can he be an HQ, and NOT give the slotless techmarines?
  19. So, for the Iron hands special rule it states that you can take up to three techmarines for each HQ selection that you make ,and they dont take up a force org slot. If you take a captain as part of a battle demi-company, that is part of the fist dicurion, do you get to take up to three techmarines that count as part of the dicurion? do they count as part of the battle demi-company since they were taken because of that captain? Do they still count as HQs? this goes for the big guns never tire mission as well. if you have a vindicator taken as an auxiliary from the imperial fist dicurion, does it still count as 'heavy support' for victory points, since it wasnt part of a CAD? or does all the the above ONLY work in a CAD?
  20. wait wait wait... when you take a character as part of a detatchment like a dicurion style.. does it COUNT as an HQ and open up the ability to take a techmarine? I thought that was ONLY in CADs. please tell me this works.
  21. Talon. what this power does, is guarantee your turn one charge. and the anti-psyker assassin doesn't really help anymore, as he cant hitch a ride in a drop pod. The point poeple are making is, this is no fun, not balanced, and is just outright bad for the game. assault is extremely powerful when you dont have to worry about being shot.
  22. +1 to AP. 6th was when you got that sinking feeling that things were starting to go off the rails. As someone who has been playing since Gorkamorka, there have always been unbalanced and overpowerd things in the game. Blood angel rhino rush, 4th ed mechdar, the 4th ed chaos book (chaos gods rest it's soul), and more. But 6th was the first time that the game itself, on a fundamental level felt like it was out of control. It wasnt a single book, it was the core rules.
  23. I agree completely with AP at this point (THAT alone should get your attention). ;) he's 100% right. The ITC nerf keeps the spirit of the power, allows you to use it for everything BUT turn 1 assaults. i think that getting a unit out of assault isnt that bad, as long as the unit that's replacing it is not placed in assulat, but 1" away. but in the end, preventing turn 1 assaults is the entire point of the nerf. Anything that allows for reliable, nearly unstoppable Turn 1 assaults is bad for the game, period. Shifting worldscape is... well... bonkers and should not exist, for a variety of reasons.
  24. Are those the only dice they have? Any Iron Hands dice? :D
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