When
planning these missions I went back through what I had already done and tried
to pick styles that I hadn’t.
While some people might view the game as a battleline environment, I
believe that the game has 6 mission types and that those missions types help to
balance the game. 4 sessions means
12 missions, which means that each mission type should be used about
twice. It’s not completely true,
but its close. I hope by the end
of the year (6 sessions means 18 missions) to have the balance complete. While I haven’t started working on
October missions yet, I do have some end of the world ideas for December.
Mission
1: Control the Field
Deployment
– Dawn Attack
Special
Rules: Units with fortitude (including gen/bsb) don’t have to roll.
Bonus
Points:
200
– For each table quarter controlled (having more fortitude)
I
like this mission. It combines the
randomness but also provides a reward for bring the balanced army. Without a blood and glory mission I
wanted to include something that reward players for maintaining their
balance. Additionally, it might
encourage someone to put a character outside a death start or their normal unit
in order to make one more unit controllable.
Mission
2: Escort the Messenger
Deployment
– Battleline Scenario
Special
Rules: Get a messenger whose rules are:
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
LD
|
5
|
4
|
-
|
4
|
4
|
3
|
4
|
1
|
9
|
Unit Type: Unique
Hand Weapon, Light Armor, Shield
Skirmish, Vanguard, Protected
Protected: If not joined by any characters, the messenger
may receive a Look Out Sir from any nearby unit above minimum required size as
if it were the same unit type of that unit.
Bonus
Points:
50
– For each wound you do to your opponent’s messenger
250
– Ending the game with your messenger in your opponent’s deployment zone.
A
friend of mine, when I asked him what mission type he really enjoyed, suggested
this style mission. He is not
actually going to be able to make the event, but I will be going ahead and
seeing what other people think of it.
I’ve seen the style where you take a model off your opponent’s army, but
I wanted to try something new.
I’ll just have to remember to bring 30-40 clan rats for people to
use. I wanted to give him some
interesting rules, but not make him extremely survivable with something like a
ward save. So I allowed him to be
joined by characters OR to get a look out sir for basically anything but
another unique unit or a warmachine.
I gave him skirmish, both for the shooting protection, but to also give
an interesting reason to put a character into a unit with him. I could see a conga line style with a
character in front and the messenger following behind. Should be interesting. Also gave him at least a 4 in the
various kill spell stats (toughness, initiative and strength), along with a
good leadership defense, but didn’t make his stats so high that he becomes an
offensive unit. I’ll be curious to
see what people think of it.
Mission
3: Secrets Revealed
Deployment
– Battle for the Pass
Special
Rules: Choose a victory condition
1.
Get opponent to half models
2.
Break your opponent
3.
Remain unbroken
4.
Get your general into their deployment zone
Bonus
Points:
400
– making your objective
100
– each other objective met
First,
because this missions bonus is worth up to 700 points I drastically changed the
scale on the 20-0. I really liked
this idea, as it allowed people to choose their objectives while still
considering a multi-directional game.
It’s also a fall back to the CoC’s former style of secret
objectives. As often occurs,
people forget to select their objectives, so I included a clause requiring
notification of selection (not of the selection, just an “I did it”), otherwise
the first one becomes the default.
This will hopefully prevent someone from trying to cherry pick late in
the game.
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