Armies and Campaigns

Monday, 23 November 2020

Narrative campaign ideas

Some ideas I've had to do some narrative missions. 


1.       When attacking a GC position (sewer entrance or similar) Space Marines come up against equal force resistance. PDF guardsmen are sent to reinforce. GC start with a deep deployment on short table edge with objective in the centre of deployment. Space Marines get other table edge but cannot deploy within 9” of it. PDF force should be 50% of initial force points (i.e. 1000pts each for SM and GC, IG reinforcements equal 500 points.)

 Imperial guard reinforcements could actually turnout to be Brood Brother units. Thinking 4+ die roll and the GC get them. Less and they are Loyal.

 If possible Imperial player should not be aware of reinforcements until they arrive and the dice roll is made (GM to deploy IG forces). Players should be told the GC objective is the sole VC and requires “capturing” by turn 4.

 Terrain should be in favour of defenders and encourage attackers to advance ( line of sight blocking pieces that allow Cult to hide from initial fire.

 VC for those that don’t get the reinforcements would be to escape. SMs would have to punch through either ends or destroy all comers. GC units would have to move off the board through the tunnel or destroy all comers. VPs awarded for PL destroyed or escaped.

 

2.       Drukhari wishing to get a strong Imperial response to the GC to enable them to capture the Patriach simulate a GC attack upon a critical Imperial structure guarded by PDF forces. Objective is to destroy/damage the structure leaving terrified survivors of the attack to report “Xenos” attackers. Drukhari to leave GC icons/evidence/bodies for Inquistion to find.

Potentially a Kill team game with a sabotage objective and DE play using Grotesques and Wracks to make it look like mutants attacking. VPs for killing models (x2 for specialists) and a stack of 5 for blowing up/defending the building by turn 4. Optionally placing evidence at an objective point gains a VP.

 Alternatively play a 40k with a similar coven themed DE force. Objective is played like a Defend objective “-“ DE player has to hold it for a turn to place the bomb. 5 VPs for that and then VPs per PL destroyed. DE get x2 for close combat kills optionally placing evidence at an objective point gains a VP similar to secure objective “– “. DE not allowed Vehicle keyword units. Guard get x2 VP if building not destroyed by turn 4.

 Suitable objective/building should be placed in Guard Deployment zone. Evidence objectives outside of DE deployment zone and 12” from each other and the target building.

 If DE fail to achieve more VPs that would mean potential discovery requiring assassination mission or defend mission to retake the initiative.

 

3.       The Drukhari use the chaos of the now triggered uprising to gain access to a civilian shelter and take slaves. The ministorium priest who has his congregation in the shelter calls for aid and the Death Tempters/Imperial Guard answer the call.

The Shelter entrance is placed in the centre of the board with lots of ruins surrounding it. This is a simple take and hold mission for the Drukhari. Their side has to take and hold the entrance long enough for the doors to be breached at the end of the game. Turn 4. If the defending forces are at 50% or less it’s a win for the Drukhari. If they don’t hold the objective it’s a loss. If the imperium hold the objective they win. If the Drukhari hold the objective and the imperium forces are at 50% or more then it is a draw.

 Drukhari decides whether to replay at more power level or leave it. If Drukhari breach can play inside the shelter with imperial conscripts defending the shelter in a zone motalis style game.

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