Showing posts with label scenario. Show all posts
Showing posts with label scenario. Show all posts
Tuesday, September 16, 2008
Why playtesting is necessary... (Black Reach Scenario-building part 2)
So, yesterday night I tried my new scenario with a friend and after only about 10 minutes of game we were already starting to make adjustments...
The first thing we had to deal with was a problem I hadn't thought about: in which direction should the Orks fall back? For, if they fall back towards their table edge, as is normally the case, that makes them go towards the objective!
It was easily solved however, within 30 seconds of the question being raised, by deciding that they would fall back towards the nearest side-edge instead. It seems logical anyway, since the Orks own edge is supposed to be the Hive-city wall, that they call fall back that way...
Yet, this clearly shows that playtesting is necessary because there will always be potential problems that you won't think about until you're faced with them.
The game went quite well. It was a bit harsh on the Marines, as I meant it to be, yet the Marines won by contesting the breach and killing Zanzag. But my opponent and I were in agreement that the scenario wasn't really balanced yet, that a beginner SM player would have had much more trouble getting a victory than I did, with my almost 20 years of experience...
Thus, we decided to play another game changing a few things:
- First, we've forbidden the entry of Ork reinforcements via the 12" of side-edge nearest to the objective, making it harder for the Orks to simply rush in the last game turn to contest the objective.
- Then, we made the Marines start only 30" from the objective.
This time, I won the control of the objective a bit too easily and was able to use my captain and the dreadnought specifically on killing Zanzag... But, in the end, we were not sure of the real reason for this "easy victory", because my opponent had rolled a lot of 1s and 2s when rolling for his reinforcements and having all his units enter 48" away from the objective in the last 2 turns means they've been mostly useless.
And thus, we reset the game once more, adding another change: the Ork reinforcements only enter via the Marines' edge on a result of 1 on the d6. But this quickly proved not to be the solution. Even with this change, once the Marines have succeeded in taking control of the objective (and thus don't need to move anymore, allowing them to use their heavy weapon at its full potential), it is much too hard for the Orks to come back and get a chance to contest it.
That's why we played a fourth game, re-setting the initial distance at which the Marines were to start at 36". And this time we were happier with the balance of the game. It is indeed challenging for the Marine player on the first 3 turns, because he has to decide whether to make his unit(s) Sprint to reach the objective early or to move normally and thus get to thin down the Ork ranks, but the "tables turn" as soon as the Marines have reached striking distance of the objective and the Orks start to feel the full wrath of the Emperor...
In conclusion, the final scenario limits the entry of the Ork reinforcement to part of the side-edges and makes it less probable that they enter via the Marines' edge.
I'll make a cleaned up pdf version of the scenario as soon as possible. I hope you will enjoy it as much as we did! And I hope that these 2 posts on the "mechanics" of scenario-building will inspire you into building your own. It is IMO a very interesting part of the Warhammer 40000 Hobby...
Before calling this post complete, I can't help but share a funny moment we had several times during the 4 games: Have you ever seen a Marine player crossing his fingers not to kill too many Orks? Well, you'll sure see that while playing this scenario because in the last turns you'll really wish to kill just enough to cause them to fall back but not enough for the Ork player to get reinforcements, believe me...
The first thing we had to deal with was a problem I hadn't thought about: in which direction should the Orks fall back? For, if they fall back towards their table edge, as is normally the case, that makes them go towards the objective!
It was easily solved however, within 30 seconds of the question being raised, by deciding that they would fall back towards the nearest side-edge instead. It seems logical anyway, since the Orks own edge is supposed to be the Hive-city wall, that they call fall back that way...
Yet, this clearly shows that playtesting is necessary because there will always be potential problems that you won't think about until you're faced with them.
The game went quite well. It was a bit harsh on the Marines, as I meant it to be, yet the Marines won by contesting the breach and killing Zanzag. But my opponent and I were in agreement that the scenario wasn't really balanced yet, that a beginner SM player would have had much more trouble getting a victory than I did, with my almost 20 years of experience...
Thus, we decided to play another game changing a few things:
- First, we've forbidden the entry of Ork reinforcements via the 12" of side-edge nearest to the objective, making it harder for the Orks to simply rush in the last game turn to contest the objective.
- Then, we made the Marines start only 30" from the objective.
This time, I won the control of the objective a bit too easily and was able to use my captain and the dreadnought specifically on killing Zanzag... But, in the end, we were not sure of the real reason for this "easy victory", because my opponent had rolled a lot of 1s and 2s when rolling for his reinforcements and having all his units enter 48" away from the objective in the last 2 turns means they've been mostly useless.
And thus, we reset the game once more, adding another change: the Ork reinforcements only enter via the Marines' edge on a result of 1 on the d6. But this quickly proved not to be the solution. Even with this change, once the Marines have succeeded in taking control of the objective (and thus don't need to move anymore, allowing them to use their heavy weapon at its full potential), it is much too hard for the Orks to come back and get a chance to contest it.
That's why we played a fourth game, re-setting the initial distance at which the Marines were to start at 36". And this time we were happier with the balance of the game. It is indeed challenging for the Marine player on the first 3 turns, because he has to decide whether to make his unit(s) Sprint to reach the objective early or to move normally and thus get to thin down the Ork ranks, but the "tables turn" as soon as the Marines have reached striking distance of the objective and the Orks start to feel the full wrath of the Emperor...
In conclusion, the final scenario limits the entry of the Ork reinforcement to part of the side-edges and makes it less probable that they enter via the Marines' edge.
I'll make a cleaned up pdf version of the scenario as soon as possible. I hope you will enjoy it as much as we did! And I hope that these 2 posts on the "mechanics" of scenario-building will inspire you into building your own. It is IMO a very interesting part of the Warhammer 40000 Hobby...
Before calling this post complete, I can't help but share a funny moment we had several times during the 4 games: Have you ever seen a Marine player crossing his fingers not to kill too many Orks? Well, you'll sure see that while playing this scenario because in the last turns you'll really wish to kill just enough to cause them to fall back but not enough for the Ork player to get reinforcements, believe me...
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.
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:
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.
Sunday, August 24, 2008
Flash Flood rules
Today, I've got some rules for a “special event” which I designed for another game of the Ichar IV campaign.
One of the scenarii, using the Combat Patrol format, was supposed to take place in the Hive’s sewer system. The Imperials were trying to place charges into a brood-nest hidden within the sewer system. If the Imperials failed then the ‘Nids would gain a fourth stratagem for the next game: Sewer Rats.
To add a level of randomness to this game, it was decided that the sewer systems were badly damaged and that flash floods frequently occurred. I was thus tasked with coming up with rules for such an event...
I'm only posting the rules without a full scenario because they are actually usable regardless of the mission you pick (adding a twist to the events).
I've added a few comments (between brackets) here and there to help you understand the reason behind some of the rules and thus use them more easily. But the translation from french proved harder than I anticipated and there may still be some parts which are not clear enough. If that's the case, please let me know, I'll edit accordingly.
Without further delay, here are the rules as we played them:
[You can have the pdf version (without the additional comments) here (right click and "save as"). ]
++ FLASH FLOOD RULES ++
Decide prior to the game where the flood will originate from. [A corner of the table does the trick nicely. If you pick a central point, then you can cut the resolution of the flood effects in two, getting one half of the table done before dealing with the other.]
It is important to note which parts of the system will remain out of reach of the flood (gantries, etc...).
Grates, sluice-gates and the eventual cave-ins in the system will count as Impassable during the flood (even if they only count as Difficult terrain during the rest of the game).
The flood may occur at any moment starting with turn 2. On turn 2 the flood occurs on a 6+, on turn 3 on a 4+, on turn 4 on 2+ and it takes place on turn 5 if it didn’t earlier...
When the flood occurs roll for each model separately against their Strength, starting with the furthest from the origin point of the flood (in case of doubt roll a d6 to decide which model must test first), if the roll is failed then the model looses its footing and is carried away by the rushing water. [It may seem counter-intuitive to start by the model furthest from the flood's point of origin, but it has its own game logic: "bumped" models --see below.]
The model is carried away by 1d6". If the result of the roll is a 6 then it is carried for another d6", if that result is another 6 then roll another d6, etc... Roll until the model either stops or comes into contact with Impassable terrain. [This represents the tunnel-fighter trying to gain hold of something to stop being carried further by the torrents of water.]
If the corridor turns, then the model's movement follows the twists and bends. If a corridor branches, then roll 1d6 to decide along which branch the model is carried away.
If, while carried away, a model comes into base contact ("bumps") with another one, on a 4+ the "bumped" model is knocked off its feet by the other and is carried away by the water. [This means that a model which was once carried away and succeeded in stopping its movement can still be carried away further because one of his squad mates bumps into him --and is the reason why you should start with the model furthest from the flood source.]
All models which loose their footing and get carried suffer a S1 hit without save, +1S for each full 3" moved (hence S2 for 3" to 6", S3 for 6" to 9", etc...). A model which is stopped by Impassable terrain suffers an additional S3 hit. [This represents the fighter hitting the walls, pipes and grates while fighting to stop his momentum and the possibility that he's knocked-out or even drowns.]
Once the flood took place, every part of the board which was flooded counts as Difficult terrain for the rest of the game.
It is evident that the flood will cause chaos and force the majority of the models to break unit coherency.
All models out of coherency must use their maximum movement to restore unit coherency and cannot do anything else but run/fleet during the shooting phase. They may however fight in CC if charged (but can't charge).
A unit which has less than 50% of its (surviving) members in unit coherency is scattered and cannot act normally (they remain only able to move towards their nearest squad mates by their maximum movement, run/fleet and fight if charged).
Once part of a unit has lost the scattered status, it may act normally, but all the members of the unit still out of coherency will continue to be only able to try to join with their squad mates.
If a single model or a scattered unit can't restore unit coherency without having to go within 1" of an enemy unit/model then 2 possibilities arise:
1) if the enemy unit is itself scattered, move the unit/model by its full movement "through" the enemy models, any model which could not go fully through the unit and more than 1" away by the end of the shooting phase instantly dies. Once all the models have been moved, fight a single round of CC considering all models for both units were engaged. Remove casualties as usual. [This represents the men/xenos fighting their way through the relative opposition of enemies without coordination.]
2) if the enemy unit is not scattered then move the models into base contact with the enemy unit and fight a round of CC as usual, the enemy counting as having charged! If the model/unit survives the round of CC then leave it locked in CC with the enemy unit. On the enemy's turn another round of CC will be made and if the unit/model survives then you'll be allowed to break combat on your movement turn without any penalty. [This represents the men/xenos fighting their way through organised opposition.]
++++++++++++
As you can guess, these rules transform the game into pandemonium as soon as the flood occurred. They were very funny to play with and we’ve used them a few other times since then with great pleasure…
The fact that one of my friends, the one who’s tasked with all the terrain building for our campaigns, built a beautiful modular sewer system table for us played a big part in us re-using these rules. But you don’t really need to build a table just for this, you may simply build “corridors” by placing rectangles of cardboard on a table and with a bit of imagination you’ve got a playable sewer system table ;)
What I like the most about these rules is that, for at least 2 turns after the flood, the game feels very different to play, emulating quite well the complete anarchy that would result in such a situation.
I must recommend however not to play it with a format bigger than Combat Patrol, because the model by model nature of the flood rules themselves would become to heavy to manage if you’ve got more than a few squads each to move around on the table.
I hope you’ll have as much fun with these as we did!
One of the scenarii, using the Combat Patrol format, was supposed to take place in the Hive’s sewer system. The Imperials were trying to place charges into a brood-nest hidden within the sewer system. If the Imperials failed then the ‘Nids would gain a fourth stratagem for the next game: Sewer Rats.
To add a level of randomness to this game, it was decided that the sewer systems were badly damaged and that flash floods frequently occurred. I was thus tasked with coming up with rules for such an event...
I'm only posting the rules without a full scenario because they are actually usable regardless of the mission you pick (adding a twist to the events).
I've added a few comments (between brackets) here and there to help you understand the reason behind some of the rules and thus use them more easily. But the translation from french proved harder than I anticipated and there may still be some parts which are not clear enough. If that's the case, please let me know, I'll edit accordingly.
Without further delay, here are the rules as we played them:
[You can have the pdf version (without the additional comments) here (right click and "save as"). ]
++ FLASH FLOOD RULES ++
Decide prior to the game where the flood will originate from. [A corner of the table does the trick nicely. If you pick a central point, then you can cut the resolution of the flood effects in two, getting one half of the table done before dealing with the other.]
It is important to note which parts of the system will remain out of reach of the flood (gantries, etc...).
Grates, sluice-gates and the eventual cave-ins in the system will count as Impassable during the flood (even if they only count as Difficult terrain during the rest of the game).
The flood may occur at any moment starting with turn 2. On turn 2 the flood occurs on a 6+, on turn 3 on a 4+, on turn 4 on 2+ and it takes place on turn 5 if it didn’t earlier...
When the flood occurs roll for each model separately against their Strength, starting with the furthest from the origin point of the flood (in case of doubt roll a d6 to decide which model must test first), if the roll is failed then the model looses its footing and is carried away by the rushing water. [It may seem counter-intuitive to start by the model furthest from the flood's point of origin, but it has its own game logic: "bumped" models --see below.]
The model is carried away by 1d6". If the result of the roll is a 6 then it is carried for another d6", if that result is another 6 then roll another d6, etc... Roll until the model either stops or comes into contact with Impassable terrain. [This represents the tunnel-fighter trying to gain hold of something to stop being carried further by the torrents of water.]
If the corridor turns, then the model's movement follows the twists and bends. If a corridor branches, then roll 1d6 to decide along which branch the model is carried away.
If, while carried away, a model comes into base contact ("bumps") with another one, on a 4+ the "bumped" model is knocked off its feet by the other and is carried away by the water. [This means that a model which was once carried away and succeeded in stopping its movement can still be carried away further because one of his squad mates bumps into him --and is the reason why you should start with the model furthest from the flood source.]
All models which loose their footing and get carried suffer a S1 hit without save, +1S for each full 3" moved (hence S2 for 3" to 6", S3 for 6" to 9", etc...). A model which is stopped by Impassable terrain suffers an additional S3 hit. [This represents the fighter hitting the walls, pipes and grates while fighting to stop his momentum and the possibility that he's knocked-out or even drowns.]
Once the flood took place, every part of the board which was flooded counts as Difficult terrain for the rest of the game.
It is evident that the flood will cause chaos and force the majority of the models to break unit coherency.
All models out of coherency must use their maximum movement to restore unit coherency and cannot do anything else but run/fleet during the shooting phase. They may however fight in CC if charged (but can't charge).
A unit which has less than 50% of its (surviving) members in unit coherency is scattered and cannot act normally (they remain only able to move towards their nearest squad mates by their maximum movement, run/fleet and fight if charged).
Once part of a unit has lost the scattered status, it may act normally, but all the members of the unit still out of coherency will continue to be only able to try to join with their squad mates.
If a single model or a scattered unit can't restore unit coherency without having to go within 1" of an enemy unit/model then 2 possibilities arise:
1) if the enemy unit is itself scattered, move the unit/model by its full movement "through" the enemy models, any model which could not go fully through the unit and more than 1" away by the end of the shooting phase instantly dies. Once all the models have been moved, fight a single round of CC considering all models for both units were engaged. Remove casualties as usual. [This represents the men/xenos fighting their way through the relative opposition of enemies without coordination.]
2) if the enemy unit is not scattered then move the models into base contact with the enemy unit and fight a round of CC as usual, the enemy counting as having charged! If the model/unit survives the round of CC then leave it locked in CC with the enemy unit. On the enemy's turn another round of CC will be made and if the unit/model survives then you'll be allowed to break combat on your movement turn without any penalty. [This represents the men/xenos fighting their way through organised opposition.]
++++++++++++
As you can guess, these rules transform the game into pandemonium as soon as the flood occurred. They were very funny to play with and we’ve used them a few other times since then with great pleasure…
The fact that one of my friends, the one who’s tasked with all the terrain building for our campaigns, built a beautiful modular sewer system table for us played a big part in us re-using these rules. But you don’t really need to build a table just for this, you may simply build “corridors” by placing rectangles of cardboard on a table and with a bit of imagination you’ve got a playable sewer system table ;)
What I like the most about these rules is that, for at least 2 turns after the flood, the game feels very different to play, emulating quite well the complete anarchy that would result in such a situation.
I must recommend however not to play it with a format bigger than Combat Patrol, because the model by model nature of the flood rules themselves would become to heavy to manage if you’ve got more than a few squads each to move around on the table.
I hope you’ll have as much fun with these as we did!
Thursday, August 21, 2008
Pursuit - A 40K mini-game
For my first post, I'll present you with a mini-game which I designed for my group's Ichar IV campaign, we replayed the events of the Kraken Invasion, culminating with the defence of Hive-city Perseus (which was France in the GW official worldwide campaign). We used most of the games available to us in this campaign. We started with a few games of BFG and Space Hulk to reproduce the arrival of the Hive-fleet and the breaching of the Imperial blockade, then Epic to reproduce the advance of the 'Nids force towards the Hive-city, then we used 40K for the cityfighting, which would decide the ultimate fate of the Hive-city, and Necromunda to play the civilian's escape in face of the xenos invading the Hive.
To decide who would get the "initiative" in the first 40K game, I designed this mini-game called "Pursuit" in which a squad of Space Marine Scouts stumble upon the vanguard of the Tyranid advance and must escape to inform their command. If the SM player wins, the Imperials will be warned and gain a few advantages in the next game, if the 'Nids player wipes out the Scouts, then the xenos will fall upon unprepared lines.
Just one last thing before proceeding with the rules themselves, this mini-game was written with 4th edition, and, while 5th removed the notions of "sizes" for buildings (etc...), I've decided to keep them in this mini-game for ease of play. As you'll see the sizes are quite useful for the pursuit and movement phases, you'll just have to ignore them in the shooting phase and use TLoS to update the mini-game to 5th ed. ;)
EDIT: If you'd rather download a .pdf version than read it on the blog, or to print it and have it handy to try the mini-game, then you can download it here (right click and "save as").
+++++++++++
The Story:
A Scout Squad on bikes has located the Tyranids advancing through a ruined part of the city. But they couldn't withdraw unnoticed and find themselves chased in the ruined streets by Gargoyles. If that was not enough, they ended up within a spore-minefield... They must escape to make their report or the Tyranids will fall upon unprepared Imperial lines!
Lists:
Space Marines: 5 Scout bikes (without frag grenades/melta bombs)
Tyranids: 12 Gargoyles and 4 Spore Mines clusters (3 frag mines each)
If the Scout Sergeant is upgraded to Veteran Sergeant and takes additional equipment from the Arsenal, then the Tyranid player gets 3 additional Gargoyles.
Table:
This game takes place on the length of a table at least 60" long. One of the table's small edges will be the "Arrival". Place as much City terrain as possible on the table, leaving a sinuous "street" along the middle. Try to keep the terrain type balanced, putting the same number of each different terrain types (size 1, 2 and 3).For this game all ruined terrain pieces of size 1 and 2 are considered Difficult while ruined size 3 and intact buildings are Impassable. The Gargoyles however are simply flying over size 1 terrain and thus don't consider it Difficult.
Deployment:
The squads don't have to keep unit coherency for this game.The Scouts are deployed anywhere but at least at 48" of the "Arrival".The Gargoyles are deployed according to the same conditions, but must also be at least at 12" of any Scout.The Spore Mine clusters enter the game as described further.
Objectives:
The Space Marines win if at least one of their figs leaves the table through the "Arrival" edge or if all the Gargoyles are killed.The Tyranids win if all the Scouts are killed.
Game Sequence:
1-Pursuit Phase
2-Movement Phase
3-Shooting Phase
+++ Pursuit Phase +++
This mini-game doesn't use the normal movement rules. The illusion of a high speed chase is recreated during the Pursuit Phase which determines all the events that may occur during such a chase. To achieve that, you must move everything on the table in the opposed direction from the arrival. The terrain pieces must always move back, but the figs may decide to maintain their speed, hence staying put on the table, or to slow down and move back too.Figs and terrain are moved in a precise order, starting by the furthest from the arrival edge and then the next until the closest from the arrival edge was moved. If there is a doubt on which object should be moved next, throw a dice.
When a terrain piece must be moved, move it of 12" away from the arrival. If the piece reaches the table edge opposed to the arrival, it is "recycled" and placed in contact with the arrival edge. The players take turns placing the recycled pieces, starting with the Tyranid player. The recycled pieces must be put at least at 2" of any fig or other terrain piece --if it can't then it is kept aside for the turn to be the first to be recycled on the next Pursuit Phase.
Each turn, one Spore Mine cluster can enter the game by being put in base contact with a recycled element. Spore Mines do not move during the Movement Phase, but are moved back along with the terrain piece they are "attached" to during the Pursuit Phase.
When a fig must be moved, the player who controls it decides whether it keeps its pace or slows down. Since everything on the table moves 12" back, a fig which maintains its pace doesn't move (since it is supposed to have moved of 12" the other way). If the player wants his fig to slow down he must decide how much he wants it to slow down: a fig may slow down by 1d6", 2d6" or 3d6". If a fig's orientation differs from the table's of more than 45°, it can't keep its pace and thus must be moved back of 12" (note that it can't slow down and will always be moved back of 12").
If a fig moves back of 3d6" and gets a result which would make it enter a terrain piece which was already moved this turn, stop its movement as soon as it enters in base contact with the piece. There is no damage to be taken.
Any fig which would leave the table during the Pursuit Phase is considered to have given up the pursuit, it counts as killed.
+++ Movement Phase +++
During the Movement Phase, the figs may move and turn. Note that this takes place differently than what is written in the WH40k Rulebook. It is important to determine the orientation of the bikes and Gargoyles for this game. We'll consider that the fig faces the direction in which it moves. The movements are done in a precise order, starting with the fig which is the closest to the Arrival (throw a dice in case of doubt).
Each fig can move 6". For each 2" moved, it can turn of 45°. A fig must move of 2" before being allowed to turn -- you cannot move it 4" and then turn 90°, or first turn 45°, then move 6" and turn 45° again.
A fig may also accelerate and can be then moved 12", but in that case will only be allowed to turn 45° for each 4" moved. (See above rules for movement limitations.) Note that you are not forced to move a fig if you don't want to.
If a fig enters into base contact with a friendly fig during any of the phases, its movement is immediately stopped.
If a fig enters into base contact with an enemy fig, it must immediately stop its movement and the enemy cannot move during that phase. A combat must be resolved immediately using the usual CC rules from the WH40k Rulebook. The fig which moved to enter in contact with the other counts as charging for that round of CC, unless it did so while slowing during a Pursuit Phase. If the combatants are still in base contact after the combat (i.e. if one of the sides isn't killed by the other) then all the involved figs will be left in place during the next Pursuit Phase and another round of CC must be made, they are considered to be fighting while moving alongside each other at normal speed --resolve any contact with Difficult or Impassable terrain normally. If they are both still alive by the end of the Pursuit Phase, they will be allowed to break contact (without any penalty) during the next Movement Phase, a dice roll decides who gets to move his fig first. If they nevertheless remain in contact then another round of CC must be made, etc...Note that this means there can be 2 rounds of CC per game turn.
Difficult and Impassable Terrain
If, during a Movement Phase, a fig enters a Difficult terrain, continue to move it normally, for each 2" (complete or not) moved within the terrain, the fig must succeed a dangerous terrain test or suffer a Strength 5 hit without Save. Note that Gargoyles fly over size 1 terrain without problem. If the fig fails the test but survives it will be considered "stopped" on the next turn and will be moved along with the terrain piece during the Pursuit Phase. It will also have to succeed another dangerous terrain test to be allowed to move during the Movement Phase (a failure doesn't imply a hit though). Three such test can be taken during a single Movement Phase, but for each test failed the movement is reduced by 2" (i.e. first test succeeds=>move 6", 1 failed test=> move 4", 2 failed tests=>move 2", 3 failed test=> stay put and wait for the next movement phase...)
If a fig collides with Impassable terrain or with one of the table's long edges it suffers a Strength 5 hit without Save. If the fig survives, it stays in contact with the piece/edge and can be oriented in any manner by its player. If such an incident happens during the Pursuit Phase, continue to move the piece of terrain normally, the fig moving back with it.
If any fig (even the Gargoyles) enters in contact with, or shoots within 2" of a Spore Mines cluster, it explodes -- see the Spore Mines rules in Codex Tyranids. Note that there cannot be more than 4 clusters on the table at any time but that clusters may be "recycled" after having exploded.
Note that the Fleet of Foot and Turbo-Booster rules are not effective during that mini-game...
+++ Shooting Phase +++
During that phase any fig which did not accelerate (i.e. moved 12") during the Movement Phase can shoot at any enemy within range and within a 90° arc in front of it. If the Scout Sergeant is equipped with an additional shooting weapon, and if he did not accelerate during that Movement Phase, he can shoot with that weapon at any fig within range, even if it is out of the front 90° arc, but, in that case, his CT is reduced to 3 (to account for the fact that he's trying to shoot "over his shoulder").
The shooting is done in a precise order, starting with the fig which is the closest to the Arrival, in case of doubt the fig with the highest Initiative gets to shoot first.
++++++++++
This mini-game was great fun to play during the campaign, so much in fact that we've replayed it as a "stand alone" quite a few times since then.
It is also easily adaptable to almost any army you may want to play it with. In most cases, you simply have to pick a likely Fast Attack choice in each of the armies and start playing! For example, if you play with Imperial Guard and Tau then pick a squadron of Rough Riders and Gun Drones, the spore-mines become "simple mines"...
Of course several configurations may require a bit more of thought and modifications, but it remains relatively easy.
If you see a way to get rid of the "sizes" to really upgrade this mini-game to 5th ed and yet keep the gestion of the different terrain pieces quick and easy (to keep a fast pace in the game resolution, which helps with the "high-speed chase" feel), I'm all ears!
To decide who would get the "initiative" in the first 40K game, I designed this mini-game called "Pursuit" in which a squad of Space Marine Scouts stumble upon the vanguard of the Tyranid advance and must escape to inform their command. If the SM player wins, the Imperials will be warned and gain a few advantages in the next game, if the 'Nids player wipes out the Scouts, then the xenos will fall upon unprepared lines.
Just one last thing before proceeding with the rules themselves, this mini-game was written with 4th edition, and, while 5th removed the notions of "sizes" for buildings (etc...), I've decided to keep them in this mini-game for ease of play. As you'll see the sizes are quite useful for the pursuit and movement phases, you'll just have to ignore them in the shooting phase and use TLoS to update the mini-game to 5th ed. ;)
EDIT: If you'd rather download a .pdf version than read it on the blog, or to print it and have it handy to try the mini-game, then you can download it here (right click and "save as").
+++++++++++
The Story:
A Scout Squad on bikes has located the Tyranids advancing through a ruined part of the city. But they couldn't withdraw unnoticed and find themselves chased in the ruined streets by Gargoyles. If that was not enough, they ended up within a spore-minefield... They must escape to make their report or the Tyranids will fall upon unprepared Imperial lines!
Lists:
Space Marines: 5 Scout bikes (without frag grenades/melta bombs)
Tyranids: 12 Gargoyles and 4 Spore Mines clusters (3 frag mines each)
If the Scout Sergeant is upgraded to Veteran Sergeant and takes additional equipment from the Arsenal, then the Tyranid player gets 3 additional Gargoyles.
Table:
This game takes place on the length of a table at least 60" long. One of the table's small edges will be the "Arrival". Place as much City terrain as possible on the table, leaving a sinuous "street" along the middle. Try to keep the terrain type balanced, putting the same number of each different terrain types (size 1, 2 and 3).For this game all ruined terrain pieces of size 1 and 2 are considered Difficult while ruined size 3 and intact buildings are Impassable. The Gargoyles however are simply flying over size 1 terrain and thus don't consider it Difficult.
Deployment:
The squads don't have to keep unit coherency for this game.The Scouts are deployed anywhere but at least at 48" of the "Arrival".The Gargoyles are deployed according to the same conditions, but must also be at least at 12" of any Scout.The Spore Mine clusters enter the game as described further.
Objectives:
The Space Marines win if at least one of their figs leaves the table through the "Arrival" edge or if all the Gargoyles are killed.The Tyranids win if all the Scouts are killed.
Game Sequence:
1-Pursuit Phase
2-Movement Phase
3-Shooting Phase
+++ Pursuit Phase +++
This mini-game doesn't use the normal movement rules. The illusion of a high speed chase is recreated during the Pursuit Phase which determines all the events that may occur during such a chase. To achieve that, you must move everything on the table in the opposed direction from the arrival. The terrain pieces must always move back, but the figs may decide to maintain their speed, hence staying put on the table, or to slow down and move back too.Figs and terrain are moved in a precise order, starting by the furthest from the arrival edge and then the next until the closest from the arrival edge was moved. If there is a doubt on which object should be moved next, throw a dice.
When a terrain piece must be moved, move it of 12" away from the arrival. If the piece reaches the table edge opposed to the arrival, it is "recycled" and placed in contact with the arrival edge. The players take turns placing the recycled pieces, starting with the Tyranid player. The recycled pieces must be put at least at 2" of any fig or other terrain piece --if it can't then it is kept aside for the turn to be the first to be recycled on the next Pursuit Phase.
Each turn, one Spore Mine cluster can enter the game by being put in base contact with a recycled element. Spore Mines do not move during the Movement Phase, but are moved back along with the terrain piece they are "attached" to during the Pursuit Phase.
When a fig must be moved, the player who controls it decides whether it keeps its pace or slows down. Since everything on the table moves 12" back, a fig which maintains its pace doesn't move (since it is supposed to have moved of 12" the other way). If the player wants his fig to slow down he must decide how much he wants it to slow down: a fig may slow down by 1d6", 2d6" or 3d6". If a fig's orientation differs from the table's of more than 45°, it can't keep its pace and thus must be moved back of 12" (note that it can't slow down and will always be moved back of 12").
If a fig moves back of 3d6" and gets a result which would make it enter a terrain piece which was already moved this turn, stop its movement as soon as it enters in base contact with the piece. There is no damage to be taken.
Any fig which would leave the table during the Pursuit Phase is considered to have given up the pursuit, it counts as killed.
+++ Movement Phase +++
During the Movement Phase, the figs may move and turn. Note that this takes place differently than what is written in the WH40k Rulebook. It is important to determine the orientation of the bikes and Gargoyles for this game. We'll consider that the fig faces the direction in which it moves. The movements are done in a precise order, starting with the fig which is the closest to the Arrival (throw a dice in case of doubt).
Each fig can move 6". For each 2" moved, it can turn of 45°. A fig must move of 2" before being allowed to turn -- you cannot move it 4" and then turn 90°, or first turn 45°, then move 6" and turn 45° again.
A fig may also accelerate and can be then moved 12", but in that case will only be allowed to turn 45° for each 4" moved. (See above rules for movement limitations.) Note that you are not forced to move a fig if you don't want to.
If a fig enters into base contact with a friendly fig during any of the phases, its movement is immediately stopped.
If a fig enters into base contact with an enemy fig, it must immediately stop its movement and the enemy cannot move during that phase. A combat must be resolved immediately using the usual CC rules from the WH40k Rulebook. The fig which moved to enter in contact with the other counts as charging for that round of CC, unless it did so while slowing during a Pursuit Phase. If the combatants are still in base contact after the combat (i.e. if one of the sides isn't killed by the other) then all the involved figs will be left in place during the next Pursuit Phase and another round of CC must be made, they are considered to be fighting while moving alongside each other at normal speed --resolve any contact with Difficult or Impassable terrain normally. If they are both still alive by the end of the Pursuit Phase, they will be allowed to break contact (without any penalty) during the next Movement Phase, a dice roll decides who gets to move his fig first. If they nevertheless remain in contact then another round of CC must be made, etc...Note that this means there can be 2 rounds of CC per game turn.
Difficult and Impassable Terrain
If, during a Movement Phase, a fig enters a Difficult terrain, continue to move it normally, for each 2" (complete or not) moved within the terrain, the fig must succeed a dangerous terrain test or suffer a Strength 5 hit without Save. Note that Gargoyles fly over size 1 terrain without problem. If the fig fails the test but survives it will be considered "stopped" on the next turn and will be moved along with the terrain piece during the Pursuit Phase. It will also have to succeed another dangerous terrain test to be allowed to move during the Movement Phase (a failure doesn't imply a hit though). Three such test can be taken during a single Movement Phase, but for each test failed the movement is reduced by 2" (i.e. first test succeeds=>move 6", 1 failed test=> move 4", 2 failed tests=>move 2", 3 failed test=> stay put and wait for the next movement phase...)
If a fig collides with Impassable terrain or with one of the table's long edges it suffers a Strength 5 hit without Save. If the fig survives, it stays in contact with the piece/edge and can be oriented in any manner by its player. If such an incident happens during the Pursuit Phase, continue to move the piece of terrain normally, the fig moving back with it.
If any fig (even the Gargoyles) enters in contact with, or shoots within 2" of a Spore Mines cluster, it explodes -- see the Spore Mines rules in Codex Tyranids. Note that there cannot be more than 4 clusters on the table at any time but that clusters may be "recycled" after having exploded.
Note that the Fleet of Foot and Turbo-Booster rules are not effective during that mini-game...
+++ Shooting Phase +++
During that phase any fig which did not accelerate (i.e. moved 12") during the Movement Phase can shoot at any enemy within range and within a 90° arc in front of it. If the Scout Sergeant is equipped with an additional shooting weapon, and if he did not accelerate during that Movement Phase, he can shoot with that weapon at any fig within range, even if it is out of the front 90° arc, but, in that case, his CT is reduced to 3 (to account for the fact that he's trying to shoot "over his shoulder").
The shooting is done in a precise order, starting with the fig which is the closest to the Arrival, in case of doubt the fig with the highest Initiative gets to shoot first.
++++++++++
This mini-game was great fun to play during the campaign, so much in fact that we've replayed it as a "stand alone" quite a few times since then.
It is also easily adaptable to almost any army you may want to play it with. In most cases, you simply have to pick a likely Fast Attack choice in each of the armies and start playing! For example, if you play with Imperial Guard and Tau then pick a squadron of Rough Riders and Gun Drones, the spore-mines become "simple mines"...
Of course several configurations may require a bit more of thought and modifications, but it remains relatively easy.
If you see a way to get rid of the "sizes" to really upgrade this mini-game to 5th ed and yet keep the gestion of the different terrain pieces quick and easy (to keep a fast pace in the game resolution, which helps with the "high-speed chase" feel), I'm all ears!
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