Mission 3 - Capture the Flag
Posted: Mon Jan 23, 2012 3:59 am
Here we are folks, the third and final mission for the NH2012 Tag Team Tournament.
Capture The Flag.
Force Organization Chart - Each player on the team will use a slightly different chart. Player A may select units from the following:
Min - 1 Troop. Max - 1 HQ, 1 Elite, 3 Troops, 2 Heavy Support.
Player B may select units from the following:
Min - 1 Troop. Max - 1HQ, 2 Elite, 2 Troops, 2 Fast Attack.
Briefing.
The battle lines have drawn closer together and both armies have moved valuable reserves up to the front. Intelligence indicates that an item of great significance to the enemy is present in your sector. A special forces team has been deployed to capture it. Taking this item will damage enemy morale and let our troops wipe out the last resistance in the sector.
Deployment.
Both of the A players roll off and deploy using the spearhead set up (table quarters).
Unless they have a rule saying that otherwise (e.g. Drop pods, Lictors) all of player A's models must be deployed.
All of the B players units must go into reserve. Up to half of Player B's units may enter from reserve on turn 1. If Player B already has a rule allowing him to bring on half his army (e.g. Daemons, Deathwing) use those rules to determine which models arrive.
Each team places an objective in their own deployment area at least 12" from any table edge.
Game Length.
The game will last for 5 turns, after that, use the rules for random game length from the main rulebook. I.e. The game will last for between 5 and 7 turns.
Winning the game.
All of Player B's non-vehicle units count as scoring unless they have a rule saying otherwise. (E.g. Space Wolf Wolves.) All of Player A's Troops count as scoring.
To win the game, you must have a scoring unit on the enemy objective and no enemy troops on your own. You cannot claim your own objective but you can contest it. Alternatively you win if the enemy units are all destroyed.
Prim's comments.
This mission is designed so that one player is on defence and the other is on offense, though there is nothing stopping you from both attacking or defending.
Any thoughts? Have I missed anything or can you see any ways to break the game?
Capture The Flag.
Force Organization Chart - Each player on the team will use a slightly different chart. Player A may select units from the following:
Min - 1 Troop. Max - 1 HQ, 1 Elite, 3 Troops, 2 Heavy Support.
Player B may select units from the following:
Min - 1 Troop. Max - 1HQ, 2 Elite, 2 Troops, 2 Fast Attack.
Briefing.
The battle lines have drawn closer together and both armies have moved valuable reserves up to the front. Intelligence indicates that an item of great significance to the enemy is present in your sector. A special forces team has been deployed to capture it. Taking this item will damage enemy morale and let our troops wipe out the last resistance in the sector.
Deployment.
Both of the A players roll off and deploy using the spearhead set up (table quarters).
Unless they have a rule saying that otherwise (e.g. Drop pods, Lictors) all of player A's models must be deployed.
All of the B players units must go into reserve. Up to half of Player B's units may enter from reserve on turn 1. If Player B already has a rule allowing him to bring on half his army (e.g. Daemons, Deathwing) use those rules to determine which models arrive.
Each team places an objective in their own deployment area at least 12" from any table edge.
Game Length.
The game will last for 5 turns, after that, use the rules for random game length from the main rulebook. I.e. The game will last for between 5 and 7 turns.
Winning the game.
All of Player B's non-vehicle units count as scoring unless they have a rule saying otherwise. (E.g. Space Wolf Wolves.) All of Player A's Troops count as scoring.
To win the game, you must have a scoring unit on the enemy objective and no enemy troops on your own. You cannot claim your own objective but you can contest it. Alternatively you win if the enemy units are all destroyed.
Prim's comments.
This mission is designed so that one player is on defence and the other is on offense, though there is nothing stopping you from both attacking or defending.
Any thoughts? Have I missed anything or can you see any ways to break the game?