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| Pages: (3) 1 2 [3] ( Go to first unread post ) | ![]() |
| ukorc |
Posted: Apr 8 2011, 10:53 AM
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![]() Goblin ![]() Group: Members Posts: 50 Member No.: 5,824 Joined: 26-June 10 |
Some really nice ideas, i like the frozen lake idea
How about this one?..... idea is very rough at the moment, only just thought of it now. A Snow Field Ambush One army deploys first and they get to place camp fires at certain areas (maybe only in deployment zone?) The other army is trying to sneak up and gain the element of surprize. There's a blizzard so visability is restricted. The defending army (the one that's made the camp) has x amount of units that do a patrol around the camp. They move each turn and can spot enemy units on a 5+ (numbers may need to be changed) They have a LOS range of x amount of inches, and only units within certain distance of camp fire can be seen. Once the enemy is seen the patrol yells out a warning signal and the battle begins. Defending army might have more points to represent the advantage the ambushers get. It's a very rough idea at the moment, but you get the idea This post has been edited by ukorc on Apr 8 2011, 03:09 PM |
| theorox |
Posted: Apr 9 2011, 02:35 PM
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![]() Decidedly Average ![]() Group: Trial Moderators Posts: 4,903 Member No.: 5,753 Joined: 21-April 10 |
I really love that to bits!
Here's how I would do it, I'd appreciate help refining it too!:(This scenario represents fighting in a blizzard or similar, a wind-swept plain of snow and ice with clouds of snow blowing across it.) Snow Field Ambush: Deployment: One player (the defender) deploys his army anywhere on the table, with no more than 6" to the nearest friendly unit. The attacker then deploys his army anywhere on the table at least 12" from the closest enemy unit. The attacker goes first. The Armies: Each player chooses an army from the appropriate Warhammer Army Book to an agreed points value. Victory conditions: The winner of the game is determined by Victory points. Special rules: Lack of sight: A unit can normally only "see" 6". If one model can see something the entire unit is assumed to be able to as well. This means that unless you make a Spot Check (See below) you are not able to shoot, charge or in any other way target a unit wich is further away than 6". Elves, Patrols (see below) and models with the Sniper rule are assumed to "see" 8" instead, due to their keen eyes or helpful equipment. Spot Checks: If a unit wants to take any action that requires it to see a unit more than 6" away it must first roll a 5+ on a D6. Camp fires: These are considererd to be an Impassable piece of terrain of the "Mystical monument" category with a diameter of no more than 2". A unit within 6" of a camp fire may re-roll failed Spot Checks, but enemies may also re-roll their Spot Checks when attempting to "see" any unit within 6" of the fire. Patrols: The defender may have D3 units of up to 30 models being patrols. These units enter from any table edge in turn 2 exactly like if they had pursued an enemy off the board. Effects of the Blizzard: All BS-based shooting attacks suffer a -1 To Hit penalty in this scenario. Any non-BS based shooting must before firing roll a 3+ on a D6. Line of sight is required as normal and all Stonethrower shots aimed at enemies who can only be seen and targeted because of a passed Spot Check are counted as firing indirectly. Anything I missed? Thanks for (hopefully) reviving the topic BTW! ![]() Theo This post has been edited by theorox on Apr 9 2011, 02:51 PM |
| ukorc |
Posted: Apr 10 2011, 08:44 PM
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![]() Goblin ![]() Group: Members Posts: 50 Member No.: 5,824 Joined: 26-June 10 |
Looks great Theorox, i like what you've done refining it.
It's hard to tell if it's even unless you play the scenario. Do you think the 6" visability range is enough? I like your earlier idea with frost giants and the other snow creatures. You could deploy 3 giants across the centre line of the table and use the warmaster rules; 1) The giant sits down scratching his head, doesn't move 2) Move giant towards nearest table edge. If he moves into unit he attacks it 3) Giant picks up a rock or pine tree and throws it at the cloest unit (2d6 str6 hits, no armour) 4) Roll scatter dice, move giant that direction at full march. If he moves into unit he attacks it 5) Giant charges nearest enemy in LOS 6) Giant gives mighty bellow and rushes straight at nearest enemy in LOS. He attacks and rolls twice on the giant attack table. Possibly a table for each creature. Maybe a frost worm that burrows into the ground and disrupts the ice slowing units down, or a white dragon that breaths icy breath, etc This post has been edited by ukorc on Apr 10 2011, 08:47 PM |
| theorox |
Posted: Apr 11 2011, 06:49 AM
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![]() Decidedly Average ![]() Group: Trial Moderators Posts: 4,903 Member No.: 5,753 Joined: 21-April 10 |
Thanks for the feedback! I just looked on my Red Spankwhip from BfSP and 6" is actually less than I thought. I'd suggest a simple table to determine how severe the blizzard is before-game:
Roll a D6: 1-2, Howling Winds. Sight range 10". 3-4, Screeching Storm. Sight range 8" 5-6, Wind-whipped Fields. Sight range 6". Is that better? I think I'll edit it in there. ![]() Theo |
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