Monday, September 15, 2008

Coming up with a Black Reach introductory scenario...

As you all know by now, I've been quite disappointed not to find any scenario in the Assault on Black Reach box. I had ordered the novel of the same name (which made for a nice quick read even if it sometimes sounded too much like an advert for the new SM units that you can get in the spearhead box) , and now know enough about the events to try and come up with scenarii of my own which would use the contents of the box. (Why? Because I want to!)

The main difficulty comes from the difference in points of the 2 forces present in the box, which can make it hard to build balanced games. But by either using only part of the SM force, or giving the Orks a slight advantage, or placing the SM player in a challenging situation this problem can be solved.

I thought that it could be interesting to show the process by which I build a scenario, using the limits imposed by the fluff and the models available... I'm sure it may help those of you who never tried their hand at scenario building to see what needs to be considered.

Okay, now that the necessary introduction is made, let's get to work!

The first part of the novel describes how the Ultramarines drop-podded near Hive Ghospora with two missions. First, to keep the Orks from invading the Hive, which means that they had to cross the battlefield from their landing point to the breach in the hive-city wall. And, two, to try and kill Zanzag, to "cut the head" of the green-tide. That's what I'll use as the fluff basis of the scenario.

First, let's see the basic table layout. Since a breach in a hive wall isn't something even the heaviest terrain builders have in their collection, the breach will simply be represented by the central point of a table edge. To make reaching this objective in time to contest/control it challenging enough (and to force the SM player to Sprint instead of firing for at least one or two turns), it will have to be at least 36" away from the SM deployment zone. This means the table will have to be at least a 48" square to leave enough room for the SM to deploy. The Orks will simply deploy at least 18" from the Marines to represent the fact that the landing zone was cleared by the initial Orbital bombardment. I've made a quick sketch with MSPaint to make that easier to understand:


Since one of my goals was to use the whole contents of the box for both sides in the opening game of the "campaign", I have to give an advantage to the orks to make the game more balanced. I thus decided that, except for Zanzag himself and the Kopters, the Ork units would be recycled during the game. As soon as enough Orks will have been killed (i.e 10 Boyz or the 5 Nobz), they will come back as a new unit. This will represent Orks, spread by the initial orbital bombardment, coming back from other parts of the battlefield to deal with the "Marine-Boyz" threat.

However, simply making the Boyz and Nobz recyclable would give too much of an advantage to the Ork player if I allowed the Boyz to enter the table too close to the objective (even more so since the Nobz also count as Troops). It means I have to limit their entry points to either the Marines' own table border or from the two side-borders to make them enter at least 24" away from the objective. [I even think it'd be better to also forbid entry by a fraction of the sides closest to the border representing the objective, but this will have to wait a bit of playtest to decide.] To add a level of randomness to the Orks reinforcements arrival, the table border will be decided by a d6, on 1-2 they enter play from the Marines' border, on 3+ they arrive by the side-border of the Ork player's choice.

Now, I have to decide on a more detailled table setup. Since the box doesn't have any terrain, and since the newcomers to 40K won't have much in terms of terrain to align on the table, I came up with the conclusion that a table as barren as possible would be better. It fits well with a battlefield flattened by the orbital barrage that comes before a drop-pod landing anyway. Since they are easily scratch-built even by beginners (and are readily available from GW for those who have the money) the only terrain pieces allowed will be barricades on the Ork half of the table and craters on the Marines' half, in equal numbers. [A quick note for beginners who would read this: folded pieces of cardboard can make acceptable barricades, round-ish pieces of cardboard put flat on the table can easily simulate craters.]

So, we now have the limits to the forces in presence and a complete table set-up, all we need is the victory conditions. Since there is only one objective on the table, it is quite easy: the side which holds the breach at the end of the game wins 1 victory point, if it is contested no one scores.
But there is an additional objective for the Marines: killing Zanzag. If Zanzag is killed (well, badly hurt actually or there wouldn't be a campaign after that) the Marines win 1 victory point, if he's still alive, the Orks get 1 victory point.

So there, we've got the basis of a simple scenario which fits the box contents, fits a beginner's possibilities in terms of terrain and fits the known fluff about Black Reach... It wasn't even that hard to do! [Rant Mode On]Couldn't GW do it?[/Rant Mode Off]

I'll test it tonight and will keep you informed on how it went later this week... I'll wait till I've had playtested it to make a "mission sheet" but I'm pretty sure I've got all bases covered already.

Any questions, criticism, ideas... Fire at will! I'm eagerly waiting for your opinions.

2 comments:

MasterDarksol said...

Looks nice, if very tough on the marines ;) I just ordered AoBR, so I'll have to give your scenario a try when it comes in.

Nash said...

It's really not that tough... I'd rather call it "challenging" ;)

I'd love to get feedback from you as soon as you've been able to try it... I know from experience that different people play the game differently and thus won't be faced with the same problems. Your feedback could help me make it even better.