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here are 8 missions for a custom campaign i'm working on. it is for 8 players that are on two teams. one mostly imperium and one mostly chaos.

i'd appreciate any feedback on these missions or maybe a mission you would add in this format. thanks! :)

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Missions:

Players roll 1D6 for terrain deployment, highest places the first piece and then alternating. Players then roll 1D6 for strategy, the highest deciding to deploy first or if his opponent deploys first. The player deploying first picks which deployment zone he wants and then deploys using the rules for that mission. The other player then deploys second according to the mission’s rules in the other deployment zone. The player deploying second may then roll to attempt to Seize the Initiative by rolling a 6 on a 1D6, playing in the top of the turns (first).

Duration is determined by one of the players rolling a 1D6 to determine if turns 6 or 7 will be played as per the general mission rules, unless defined by the mission being played.

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GAME MISSIONS: [FIRST TURN] [8 game mission/8 rounds]
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1vs1 Game Missions and deployments: (4)

CONTROL – 1500 vs 1500
Deployment: pitched battle/standard 12 inch deployment zone/1500 pts
Game type: capture and control/5 objectives
Primary: control 2 objectives upon end of game
Secondary: Be contesting 2 objectives upon the end of the game
Win Condition: control more objectives than the other player at the end of the game

FIREBASES – 1500vs1500
Deployment: spearhead/within 12 inches of base objective – bases are within opposing sectors with the objective markers bases squarely in those sectors/1500 pts
Game type: seize ground/2 base objectives/4 sectors
Primary: be threatening the enemy’s base at the end of the mission
Secondary: destroy 65% of the enemy’s forces in kill points.
Win Condition: control one or more the objectives at the end of the mission.

CONFRONTATION – 1500vs1500
Deployment: limited/1 HQ selected as the commander and 2 troops/1500 pts
Game type: annihilation/10% margin
Prime: kill the enemy’s commander(s)
Secondary: having your commander alive at the end of the mission
Win Condition: have more points of surviving units at the end of the game, with a Draw resulting if there is a 10% margin of victory.

DRIVE – 1500vs1500
Deployment: pitched battle/reduced 6 inch deployment zone/1500 pts
Game type: annihilation/15% margin
Primary: having at least one unit within 6 inches of the enemy player’s table side
Secondary: preventing the enemy from having units within 6 inches of your table side
Win Condition: have more points of surviving units at the end of the game, with a Draw resulting if there is a 15% margin of victory.

2vs2 Game Missions and deployments: (2)

DEATH VALLEY – 2000vs2000
Deployment: pitched battle/12 inch deployment zone/short sides of the table/1000 pts x2
Game type: annilation/10% margin/4 sectors
Primary: controlling more sectors than the other team at the end of the game
Secondary: destroy at least 65% of the enemy teams forces in kill points.
Win Condition: have more points of surviving units at the end of the game, with a Draw resulting if there is a 10% margin of victory.

DOMINATE – 3000vs3000
Deployment: each player must hold 3 units in reserve, left or right half of table side/16 inch deployment zone/1500 pts x 2
Game type: annihilation/capture control/1 objective in the center of the game board
Primary: control the objective at the end of the game
Secondary: having no units in reserve at the end of the game
Win Condition: have more points of surviving units at the end of the game, with a Draw resulting if there is a 10% margin of victory.

4vs4 Game Missions and deployments: (2)

SIEGE – 1000 pts
Deployment: pitched battle/expanded 15 inch deployment zone/1000 pts x 4
Game type: capture and control/5 objectives
Primary: control 2 objectives at the end of the game
Secondary: contest 2 objectives at the end of the game
Tertiary: destroy all of the enemy team’s heavy support units
Win Condition: control more objectives than the other team at the end of the game

KEY BATTLE – 1500 pts
Deployment: limited/1 HQ and 2 troops/15 inch deployment zone/1500 pts x 4
Game type: annihilation/15% margin
Special rules: Strategic Reserves - reserves are rolled for collectively and then spent as a team, so on turn 2 when reserves arrive on a 4+ and three players on that team rolled 4s or higher, then that team may bring in 3 units (and the dedicated transport of those units) in any combonation from those players even all 3 units from one player’s force or 2 from one player and one form anther even the player who didn’t make his reserve roll.
Primary: destroy 100% of one of the player’s forces
Secondary: have 2 or less units in reserve at the end of the game for your team.
Tertiary: destroy all of the opponent’s HQ units
Win Condition: have more points of surviving units at the end of the game, with a Draw resulting if there is a 15% margin of victory.


Scoring:

Wins result in +1 point to that player(s) overall score. Losses provide no points and Draws with ½ of a point, for all players in that mission, to their overall score.

Completing primary, secondary or tertiary missions of that game are each worth +1 point.

[ Players keep a score of Win-Loss-Draw and an overall campaign score. The teams have a combined score of Win-Loss-Draw and combined overall campaign score.]
 
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