Inquisitor_Lensoven Posted February 10, 2023 Share Posted February 10, 2023 was just thinking of a fun mission idea. one side is trying to break through to make an escape via boat/ship/landing craft/etc. the other side is trying to stop that, (but the vessel is their only means of reliable and effective large scale resupply so just destroying it is last resort). Attacker must reach the vessel with 1 HQ it will take 4 turns for a single HQ unit to get the vessel prepared to sail/take off it will take a single elites choice 3 turns it will take a single troops choice 2 turns 5VP for escaping with 1 HQ, 8 VP for escaping with your warlord 5VP for killing enemy HQs, 8 VP for killing enemy warlord win conditions more VP or getting an HQ to escape(attacker) or destroy all enemy HQs (defender) adding another unit drops the number of turns by 1 from the lowest turn number by type. if the attacker reaches the vessel the enemy may choose to kill the units onboard, or destroy the vessel Link to comment https://bolterandchainsword.com/topic/377537-escape-mission/ Share on other sites More sharing options...
Inquisitor_Lensoven Posted February 10, 2023 Author Share Posted February 10, 2023 Red denotes DZs in this example it would take 2 turns to get the ship underway because Kasrkin are 3turns -1 turn for the command squad being there as well. if the objective is contested no turns count down. Link to comment https://bolterandchainsword.com/topic/377537-escape-mission/#findComment-5908884 Share on other sites More sharing options...
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