Mission
To capture or destroy the enemy Tanks. Defender The set up is 3 or more tanks in a wooded area at night time. The usual night fighting rules apply. Facing towards the expected direction of the enemy is A heavy weapon. Ie the heavy stubber or bolter, this is A 2 man crew. Set this up about 12nches away from the tanks. There is A comms line to one of the tanks. The choices were manly intended for heavy tanks however there is no harm including any other sort of vehicle. In the hide it self there are D3 prowlers. 1 extra prowler for ever extra vehicle. (if sentinels count as 1) The prowlers will throw under their leadership test for each one, If past the owning player can move him 4 inches. If failed then the enemy player moves him. The prowler can see 2D6 in an 45 degree angle. The Prowler will stay within 6inches of the tanks. In one of the tanks, there is A radio operator on duty. Attacker The attacker always has 1st turn. The attacker has 1/3 of the defender players cost points. The attacker roles A D6, 1-3 the attacker comes on the table from the expected area, then going clockwise, 4 right, 5 rear, 6 to the left. For each unit. The attacker only using infiltrator skill creeps up to kill the sleeping tank crews. At the beginning of each turn the attacker roles A D6, for each unit, on A role of 6 one of them makes A sound and the defender will hear it on A 4+ and sound the alarm. The attacker can sneak up onto any of the guards and kill them on A using their weapon skill, Ie A Space marine is A ws4 so he kills on A 4 or below. If the sneak attack fails the guard sounds the alarm and gets away. If the attacker gets inside the hide he can instantly kill the tank crew in base contact. Alarm sounded Once the alarm is sounded, all the tank crews wake up and jump in their tanks and start the engines. The ground mounted weapon can fire a burst in the general direction hitting only on 6s if enemy is not seen. Then leg it to join their tanks. The radio operator can fire his main weapon in the direction of the sound, If an ordnance weapon 2D6 scatter if enemy is unseen. Only 1D6 if that are seen. The defender uses the whole turn getting the tanks ready for action. The attacker can continue with his attacks if he dares. Victory points Attacker Tank crew destroyed, tank captured 6pts Tank immobilized captured 5pts If the attacker has captured the area. Tank destroyed 4pts Immobilised tank 3pts Prowlers killed 2pts per kill. Sleeping tank crew. 1Pt per tank crew. Instant death when in base contact. Defender for each complete tank 5pts Immobilized tank still fighting. 3Pts Added stuff On the defenders 2nd turn he could role a D6 and on A role of 6 there is A guard change for 1 turn only you double the amount of troops on the ground. On A role of 5 on any of the defenders turn, 1x soldier gets up for A shovel reccie, Ie Toilet. He can move in any direction 12, inches away from the tanks. The gun crew could have an auspex. The tank radio operator can have an auspex.
-- Mark RG (Game on)
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i see where you are going with this one and im pretty interested in giving it a stab but the actual mechanics seem a little over complicated... however im a child of the 5th ed (My First Wargame) so maybe thats me!
im gonna try this tho mate... cheers!
"WAAAAGH! VROOM VROOM!!! DAKKA DAKKA DAKKA! Dead gud innit yoof?!" - typical Mekboy sales pitch
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Cheers Mate
I was hoping to make it more faster flowing but the more i throught, the more things i added. Happy gaming mate. It is also true to what I did when I was a tank soldier in training. Game on.
-- Mark RG (Game on)
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