Joined
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580 Posts
Knights fluff builds them up as dragon slayers. I have developed a fantastic skirmish concept;
Knights vs dragons
The battle takes place on a planet located on / near a knight homeworld.
Defence mission:
Defender(s)
1 imperial knight (other walkers may be used in leu of the knight(s).)
Attackers
2+ heldrakes (you may use, Heldrake fear squadron from apoc2.)
Setup:
Required at least one building (tower, church, farmstead.. etc.)
Goals:
The knight will defend the "settlement" against the heldrakes.
Defender win condition:
Force all heldrakes from table; if all heldrakes leave the table its a win for the defenders.
Attacker win objective:
Destroy the knight, or
Destroy all buildings.
Rules:
Table size:
4'x4' prefered up to a maximum of 6' (suggested)
Buildings are set up a minimum of 12" from any table edge.
Knight is set up no further than 6" from the building(s)
Attackers will come on from the table edge furthest from the knight.(defenders side)
Use common sense for point costs. With that said, you can make it more challenging either way by adding more heldrakes / higher ranked knights. I'm sure it would be very interesting to see multiple knights vs many drakes.... the key is have fun.
(Edit; missing data. Ty @neferhet )
Building rules:
Wood av 10 structure points 3
Stone av 11 structure pts 6
Metal. Av 12 sp 6
Cerasteel av 12 sp 8
These are suggestions for the whole structure, each wall would be about 1/4 the structure points.
Edit -
Due to issues with "snap fire" the following rules are implemented.
- Its headed straight for me:
When a heldrake moves straight towards a knight within the knights firing arc, at least 12" before crossing the knight (ie meteoric / vector striking) the knight may opt to fire its main cannon, using its ballistic skill at the heldrake. This action removes the ability to use the ion shield for attack from that specific heldrake and only for one action from the heldrake (regular attack or otherwise).
Soul blaze:
The baleflamer fire will continue to burn after successfully striking its target as per the normal Soul Blaze rules, 1d3 to structures a turn, or 1 hull point a turn at weapon strength + 1d6 penatration. This will continue each round until failed. (At this point the fire goes out)
/end
Comments welcome.
Knights vs dragons
The battle takes place on a planet located on / near a knight homeworld.
Defence mission:
Defender(s)
1 imperial knight (other walkers may be used in leu of the knight(s).)
Attackers
2+ heldrakes (you may use, Heldrake fear squadron from apoc2.)
Setup:
Required at least one building (tower, church, farmstead.. etc.)
Goals:
The knight will defend the "settlement" against the heldrakes.
Defender win condition:
Force all heldrakes from table; if all heldrakes leave the table its a win for the defenders.
Attacker win objective:
Destroy the knight, or
Destroy all buildings.
Rules:
Table size:
4'x4' prefered up to a maximum of 6' (suggested)
Buildings are set up a minimum of 12" from any table edge.
Knight is set up no further than 6" from the building(s)
Attackers will come on from the table edge furthest from the knight.(defenders side)
Use common sense for point costs. With that said, you can make it more challenging either way by adding more heldrakes / higher ranked knights. I'm sure it would be very interesting to see multiple knights vs many drakes.... the key is have fun.
(Edit; missing data. Ty @neferhet )
Building rules:
Wood av 10 structure points 3
Stone av 11 structure pts 6
Metal. Av 12 sp 6
Cerasteel av 12 sp 8
These are suggestions for the whole structure, each wall would be about 1/4 the structure points.
Edit -
Due to issues with "snap fire" the following rules are implemented.
- Its headed straight for me:
When a heldrake moves straight towards a knight within the knights firing arc, at least 12" before crossing the knight (ie meteoric / vector striking) the knight may opt to fire its main cannon, using its ballistic skill at the heldrake. This action removes the ability to use the ion shield for attack from that specific heldrake and only for one action from the heldrake (regular attack or otherwise).
Soul blaze:
The baleflamer fire will continue to burn after successfully striking its target as per the normal Soul Blaze rules, 1d3 to structures a turn, or 1 hull point a turn at weapon strength + 1d6 penatration. This will continue each round until failed. (At this point the fire goes out)
/end
Comments welcome.