I
know so far I have failed to do any look back of the missions from February,
and I need to, especially before I design any new missions. But I have a few months for that as
this session will be SAWS themed and June with by QCR themed to allow players
to get a feel of how their lists might do in the missions. I say themed because I took inspiration
from them only. Both of these
events use modified win/loss/draw while the CoCs use a 20-0 system. Instead of bonus points I use bonus victory
points, though there has been a request to do an 18-0 system with 2 bonus
battle, or some other modification.
For
this event, the 20-0 scale will be:
Victory
Point Difference
|
High
Score
Battle
Points
|
Low
Score
Battle
Points
|
2201+
|
20
|
0
|
1901-2200
|
19
|
1
|
1651-1900
|
18
|
2
|
1401-1650
|
17
|
3
|
1151-1400
|
16
|
4
|
901-1150
|
15
|
5
|
701-900
|
14
|
6
|
501-700
|
13
|
7
|
301-500
|
12
|
8
|
101-300
|
11
|
9
|
0-100
|
10
|
10
|
Like
last time, this makes the high steps require more and more points, going from
100 to 300 and requiring a near perfect game to get a 20-0. I may play with it in later events, and
there is no reason it needs to be the same for every game. We’ll see how it goes. My goal is to have a good spread of
battle points and to encourage people who may be losing to fight for every last
point.
The
other core rules, like conceding, terrain set up and tabling are the same as
last time.
Round
1:
Magic Flux
Deployment: Dawn
Attack Scenario
A building
is a Wizard’s Tower. AFTER deployment, randomly determine
which building is the wizard’s tower.
Special
Rules: Power Flux:
During
each magic phase, after rolling for the Winds of Magic and after all Channeling
rolls are made, each player rolls all the dice in his Power/Dispel Pool. Each D6 that comes up a ‘1’ in this
roll is handed over to the opponent and added to his Pool. Remember that the Power Pool may never
exceed 12 dice, so if this dice exchange results in a higher number than this,
the extra dice are discarded as normal
Bonus
Victory Points
200
points: Have more units in your
enemy’s deployment zone than they have in yours.
50
points: For each model that
channels killed during the game.
This
mission is closely taken from the SAWS version of the mission, or at least the
Power Flux part is. SAWS uses
battle line 4 times, and I didn’t want to use it more than once in my mission
set so I switched it to Dawn Attack.
I also added the 200 point bonus for units in deployment zones, taking
it from one of the bonus objectives.
With the magic theme, and wanting to give them game a point of contest,
I added in the wizards tower. I
made it random after deployment to make it harder to plan for on tables with
more than one building. I don’t
find the wizards tower often changes the game too much by adding more spells as
it doesn’t provide any more dice or casting level to cast.
Round
2:
Battle of Attrition
Deployment: Battle
for the Pass Scenario
All
forests are Wildwood. In addition, all forests block line of
sight for units beyond the forest (but not units partially or wholly in the
forest).
Special
Rules: Attrition:
Any unit
that is reduced to 50% or fewer of its starting wounds, or is fleeing, at the
end of the game counts for half Victory Points. Characters are determined separately. For characters on a mount with its own
wounds, the model is scored based upon half of the total wounds (of mount and
character).
Bonus
Victory Points
200 points: You have captured more standards that
your opponent.
This
mission is really just a combination of 3 of the SAWS mission. Mission 5 is just book rules Battle for
the Pass, with mission 2(?) having the half points special rule. Another of the missions is titled
wildwood, though the SAWS version requires a roll. I decided it was better to just fix it. The bonus points again comes from one
of the secret missions. Finally, I
added the line of sight rule to the forests. It had been request at the beginning of the year, and I
wanted to put it in and see how people react to it.
Round
3:
King of the Hill
Deployment:
Battleline
The center hill is a Temple
of Skulls
Special
Rules: Watchtower Game Length
Bonus
Victory Points
300
points: You have the most models
in contact with the hill at the end of the game.
200
points: Kill the most expensive
enemy character.
The
final mission at SAWS I hadn’t touched was their pseudo watchtower mission,
which I took. I added to that the
temple of skulls rule to give the hill some importance earlier in the
game. I also dropped the summoning
restriction and I don’t feel it creates that much of an advantage. I then added the kill character, again
taken from one of the secret objectives.
I
feel that my missions maintain the essence of the SAWS missions, but provide a
twist here and there that elevates them.
I feel that together they are still missing some of the key points of 8th
edition, as there is no reflection of blood and glory, but I ran one last time
and want to keep the players on their toes. I’m sure QCR will give me something to riff off of involving
banners.
No comments:
Post a Comment