APOCALYPSE TIME! (given a recent discussion that involved @Canas, about having objectives with a "real" feeling, i believe this could be of interest for him. Canas, this is a link to the background of the apocalypse) Anyway, rules for the scenario VICTORY POINTS given the nature of their respective “objectives”, in addition to the Primary Mission, each team will also have a Secondary Mission that is always active. Primary Mission: Linchpin (completed by the team): 3 points for your own objective + 5 for each other one Fixed Secondary Mission – Imperium: Assassination (the imperial objective is to eliminate the enemy commanders, the leaders who lead the expansion sphere). Fixed Secondary Mission – T’au: Defend the Stronghold (the T’au main objective is to protect the heart of the village and the Kroot civilians) Secondary Missions: as per cards drawn (normal rules) BATTLEFIELD: each objective corresponds to a specific terrain, and has particular rules A . Hills This is a particularly high position. Units controlling objective A gain the “indirect fire” ability within 24”. 1 . WatchTower If a Kroot unit controls the objective, it can automatically spot an enemy unit within 24”. This ability (usable only 1/turn) works like “for the greater good” for kroot units 2. Kroot Temple This is a sacred place, Kroot and Tau will take care not to damage it with shooting. All Imperial units controlling the objective gain stealth and cover. 3. Tau Building The building is equipped with a shield generator field. 1/turn, any T’au unit controlling the objective can reduce one source of damage taken to 0. 4. Imperial Statue An old Imperial statue lies in the jungle, a silent witness to ancient human rule. All Imperial units controlling the objective gain +1 to OC. D . Kroot Village All Kroot models will fight fiercely to defend the village: a Kroot unit on the objective (or attacking an enemy on the objective) gains +2 to bravery and +1 to melee hits
The battlefield: The Objectives: A - hill 1 - watchtower 2 - temple 3 - Tau building 4 - abandoned statue D - kroot village
Deployment T'au and allies There is a party in the Kroot village, the Kroot and the guests of honor are present. The Enclave's forces are located elsewhere and are not in battle gear. The Kroot player deploys his army, choosing if and how many reserves to deploy, as in normal games. The Tau players will have to divide their army into 3 parts approximately equal in points: - 1st round - first block of 1/3 of army points: during deployment, each tau player will have to deploy at least one unit with a character on the field. The units not deployed are put in reserve, but can still enter the game in the 1st round, as if it were the 2nd round - 2nd round: second block of 1/3 points can enter the fray - 3rd round: all Tau units still in reserve enter with the normal reserve rules; Imperium The sudden attack takes the xenos by surprise and the imperials can exploit their tactical advantage. The Imperials deploy their whole army after the T'au deployment has been completed; units kept in reserve can enter with the normal reserve rules.
The imperial forces move forward, taking control of the key points T'au and kroot tries to gain some breath, but it's an uphill battle... ...as the imperium is just "too much" in the first 2 rounds of the battle
Far better than most objectives. I'd change all of them to be beneficial for both sides when controlled, as getting a bonus yourself tends to be more fun than denying your opponent a bonus. And maybe some minor tweaks (like the imperial statue seems way less usefull than the others). But even with those remarks it is already so much better than just "here's a marker, stand on it for points". Also, who won?
the imperium's hold on the centre is just too strong... Tau abandons it but on the flanks, ferocious combats are raging ...until finally Tau breaks through! in the last 2 rounds, Tau have managed to max their primary and secondary points, while the imperials rapidly lose the ground they have gained in the first 2 rounds. T'au Enclave wins 100 - 79 great game.
you're right, on a second thought i should have given the statue a more impactful bonus. Must be said that also the watchtower in the end proved to be negligible: it was used only twice and basically it was just a +1 to a single firing unit, which wasn't exactly the most valuable of things with such a grand scale battle. But my players really liked the whole thing, it certainly gave a sense of immersion into the scenario
O yeah, a +1 for 1 unit isn't a lot. But it is enough to fight over. The +1 OC mostly just suffers from the fact that if you solidly control the objective, you don't really need it anymore. Which feels weird, a bonus that doesn't help if you're solidly in control anyway
Yep, the "+1" is for each model. My reasoning on that +1 to OC was "5 adeptus custodes are not easy to kill, and they would gain a +5 OC, thus making much more difficult to beat them by piling in cheap bodies"
Yeah, the +1 OC has some use-cases. It's just very binary. In certain scenarios it is basicly irrelevant, in different scenarios it ends up being a dominant power. The watchtower has a bit of a smoother powercurve. It's never truly useless, even if all it buffs is a single basic pistol, but it also won't ever be absurdly powerful.
I know it's a joke but I could actually see them make this. It would cost the same as my car but I could see it.
I could see people put it in their garden as decoration. Honestly, it has potential as a genuine product.
I want one for work. It says it will 'make people respect your base size and not crowd too close," and I need that to deal with customers... they're like Nurglings...