Grey Mage Posted June 6, 2009 Share Posted June 6, 2009 So my group is doing a just-for-fun game this sunday. The idea is that it takes place during the 3rd war for armmaggeddon, after a massive ork push has left the imperial defenders in dissarray. The table is 8 feet long- the marire deployment zone is 12" deep, the orks deploy in 20" deep sections. There are two ork players, to help keep the game moving and to provide all the models needed for this. There are four marine players- two codex marines, a space wolf *friend who wants to learn borrowing my models*, and a black templar, each of whom have 550pts for a total of 2200pts. The orks players have four sections, at 1100pts a section. Ive given them this print out, and we agreed on all the particulars already... but I thought Id put it up here for some R+D feedback. Extraction- Orks! Marines- 550pts per player, 3-4 players. Non apocalypse only. Orks- 1100pts per Deployment zone- 3-5 zones. No Flyers, 0-1 Superheavy per table. 1-2 HQs per zone. FOR MARINES: Forces: Each marine player must have atleast one troops unit, 0-1 HQ unit, and no more than two units from a non troops slot may be taken. Command squads and other units that do not normally take up a FOC slot still do not. If a land raider is taken it is the only vehicle that player may take and no other heavy support options may be taken. Grenades: If your unit has the option to buy Frag and/or Krak Grenades the unit may do so at a cost of 5pts per unit. However, each time that grenade type is used by that unit you must roll a d6- on a roll of 1 they have run out. Units who have these normally, or pay full price, ignore this rule. Stubborn: Some marine chapters are known to get grittier when faced with innumerable odds. As such any marine player may give all units in his force the “Stubborn” special rule for 50pts. If a unit in his force has combat or chapter tactics note that this will replace them. Noise: If a marine unit shoots a weapon of str 5 or higher the player must roll 2d6 and measure from the firing weapons base *gun for vehicles*. If an ork unit is within this distance then they may move and fight next turn, even if they are not part of the current zone. If a Blast weapon of any kind is used, roll 2d6-2 and measure as above. Flame Template weapons only roll 1d6. Special Rules: A marine force may not use the following special rules: Deepstrike, Infiltrate, Outflank. Auras: Some special rules allow all units within a certain distance to benefit from their abilities, in this case ALL marine units will be subject to these rules regardless of player but following other normal restrictions. FOR ORKS: Forces: Each Ork deployment zone must have 3+ troops units and 1-2 HQ units. HQ units modify the troops status of their friendly units in the same deployment zone as normal *IE a warboss may still take Nobz, etc*. Apocalypse formations listed below may be taken, some of wich have minor alterations. The 1100pts force uses the FOC chart as normal, though there is no maximum number of troops units that may be taken. Only one superheavy may be taken per table, and if it is taken it counts as two heavy support choices. No Flyers may be taken. Ork Formation changes: Kult of speed: may only use strategic redeployment once. Ghazghkull’s Bully Boyz: To many HQ choices. Dethkopta Squadron: As normal, but not the “Big Kopta” squadron. Loota Wreckin Krew: As normal. Da Green Tide: As normal, though not a Painboy will not give feel no pain special rule to the formation as a whole, only to the warboss and any nobz attached to it. Ork Flakkatrakk: As normal. Ork Pulsa Rokkit: No. This hurts to much for this kind of thing L. Assets: *Ork Only* the Ork player may use any of the following assets given to him by a formation: Strategic Redeployment: The ork Player may redeploy 2d6 units in a newly activated deployment zone- this is done immediately upon activation. A note on D-Strength Weapons: No destroyer weapons are allowed. A note on Apocalyptic Templates: Any 7” or 9” templates use the large blast marker and may reroll the scatter. So, any questions, comments, ideas? places you see trouble brewing? Link to comment https://bolterandchainsword.com/topic/170400-semi-apocalyptic-scenario/ Share on other sites More sharing options...
hendrik Posted June 6, 2009 Share Posted June 6, 2009 well imo the marines wouldn't need any extra drawbacks, they're allready outpointed (since an ork list always outnumbers us) Link to comment https://bolterandchainsword.com/topic/170400-semi-apocalyptic-scenario/#findComment-2012986 Share on other sites More sharing options...
OnlyInDeath Posted June 6, 2009 Share Posted June 6, 2009 Hmmm....This seems like it will be a case of "tough love" for the space marines. 500 pts lets them have a pair of tactical squads (or the equivalent) and a cheap HQ choice. This will be againsst at least 3 troop choices and 1-2 HQ's, plus a possible superheavy....The marines will be out numbered about 6:1 on boyz alone, not to mention that they wont have that good of options for taking out any vehicle, more-less a superheavy! I think you would have more fun by boosting the points value across the board. You are playing on a decent size board, why not make it 1k per marine, and 2k per ork? that will at least make for some decent action on the marine players side, and they will at least have the points to have the barebones for any slot (ie, at least SOME heavy support) while still being heavily outnumbered. Link to comment https://bolterandchainsword.com/topic/170400-semi-apocalyptic-scenario/#findComment-2013118 Share on other sites More sharing options...
Grey Mage Posted June 6, 2009 Author Share Posted June 6, 2009 Only in death.... they only need One troops unit. For instance the BT player is brining a crusader squad, an assault squad, emperors champion and a venerable dreadnaught with tankhunters and heavy flamer. The Ultramarine player has two devastator squads *4xheavy bolter, 4xlascannon* and a full tactical squad. The DIY has a unit of assault marines and a jump chaplain, a tactical squad, dreadnaught, razorback and a scout squad. Space wolf player is taking 9 GHs with a wolfpriest in a rhino, a whirlwind, 2 attack bikes, and a wulfen. Also... pts values had to be kept moderately low, as the table is only 4" wide... hard to deploy 4k in that. Link to comment https://bolterandchainsword.com/topic/170400-semi-apocalyptic-scenario/#findComment-2013452 Share on other sites More sharing options...
OnlyInDeath Posted June 7, 2009 Share Posted June 7, 2009 Ahh, yeah, if they dont have to follow FOC, then it will be a bit more balanced. That said, I think if the orks go heavy troops with a mix of kans in there, they will be able to wipe the floor with the marines. I will be interested to see how this turns out though! (and for the record, playing with mega numbers on a normal sized board is actually quite fun. I've played a few full sized apoc on standard tables and the carnage was intense and very entertaining!) Link to comment https://bolterandchainsword.com/topic/170400-semi-apocalyptic-scenario/#findComment-2014285 Share on other sites More sharing options...
Grey Mage Posted June 8, 2009 Author Share Posted June 8, 2009 Well Ill put up a better report later, as Im tired- but the marines won. Space Wolves were wiped but for their whirlwind, BT had a dread and the emperors champion left, and the codex boys both had more than half their forces left- the orks had 4 meganobz and six boyz. Like I said, more details later. Link to comment https://bolterandchainsword.com/topic/170400-semi-apocalyptic-scenario/#findComment-2014702 Share on other sites More sharing options...
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