Tug of War scenario

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Greeny
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Tug of War scenario

just been rooting through my USB stick and found this, no idea when I wrote it, I'd forgotten about it completely, thought I'd see what people think :-) and can someone please suggest a better name?

 

ADDITIONAL SCENARIO-  TUG OF WAR
35 Rice

Even the inanimate objects on the Jwar Isles may contain an element of Ki, especially those favoured by the Kami, a massive example of such an item has been discovered nearby, and your warband has been sent to retrieve it.
(inspired by the story of Benkei and the temple bell)

DEPLOYMENT
Baseline deployment

SETUP

  • One player sets up the terrain
  • The second player chooses deployment area
  • Winner of the tactical roll chooses which player deploys first.

GAME LENGTH
The game lasts six turns or 120 minutes, whichever comes first

VICTORY CONDITIONS

  • 1 VP  First player to move the objective within 6” of his table edge
  • 1 VP  The player who has the objective in their table half for the most end phases
  • 1 VP  The player whose deployment table edge the objective is closest to at the end of the game

 SPECIAL RULES
Place a large unusually shaped stone/temple bell etc in the centre of the table. This is the objective.
If a model starts its activation touching the objective, and not within an opposing models ZoC it can elect to either ‘push/drag’ or ‘slam’ the objective.

‘Push/Drag’- complex action, the model may move themselves and the objective their move value in a direction chosen by them, they finish the move facing the direction moved and the objectives placement relative to the model must remain the same, the model cannot pass through the ZoC of an opposing model as they move as normal, though the objective can.

‘Slam’ – simple action. The model must fight a melee combat against the objective, it has a Melee pool of 2, is steady and tireless and will always put all its dice in defense. If the player successfully strikes the objective then he rolls for damage as normal- the amount of wounds caused is the distance the objective is slammed directly away from the attacking model. Any model touched by the objective as it moves is knocked prone and suffers one wound.  If the objective touches terrain it stops immediately.

Attacks with triggers that move an opposing model may add to the distance moved if their trigger value is met. Other triggers have no effect.
 

GCT Master T
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Interesting although i think have a single objective in the centre of the board encourages a scrum type effect. Also attacking the Objective gives advantages to factions with higher CP and the Slam seems very good.

Maybe have more than one objective and make it a control scenario where you need to push/pull the objectives to locations? 

"To a real warrior, power perceived may be power achieved."

Greeny
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hmm, good points thanks master T, ok how about making Drag simple, rewording Slam, and making it a little more like crown green bowls then-

ADDITIONAL SCENARIO-  DIVINE ALIGNMENT

35 Rice
Even the inanimate objects on the Jwar Isles may contain an element of Ki, especially when placed in the right location just as the stars align on favoured dates of the calendar, one such time is upon us, and your lord has tasked you to place your sacred stone in the right place, but an opposing faction has arrived with the same idea... 

DEPLOYMENT
Baseline deployment, place the two objective (stones) as described below, place three flat markers 12" from the deployment table edges, one in the centre and the others 8" either side. Choose which of the markers not in the centre of the table will be east, and which one will be west. 

SETUP

  • One player sets up the terrain
  • The second player chooses deployment area
  • Winner of the tactical roll chooses which player deploys first.

GAME LENGTH
The game lasts six turns or 120 minutes, whichever comes first

VICTORY CONDITIONS

  • 1VP for the player whose stone is closest to the eastern marker in the end phase of turn 2.
  • 1VP for the player whose stone is closest to the western marker in the end phase of turn 4
  • 1VP for the player whose stone is closest to the central marker in the end phase of turn 6

 

 SPECIAL RULES

Each player places one large unusually shaped stone/temple bell etc in their deployment zone,  4" from the table edge. If a model starts its activation touching the stone, and not within an opposing models ZoC it can elect to either ‘push/drag’ or ‘slam’ the stone.

    ‘Push/Drag’- simple action, the model may move themselves and the stone their move value in a direction chosen by them, they finish the move facing the direction moved and the stones placement relative to the model must remain the same, the model cannot pass through the ZoC of an opposing model as they move as normal, though the stone can.

    ‘Slam’ – simple action. The model must make a size test at difficulty 6, if the model passes they roll 1 dice, the result is the distance the stone is slammed directly away from the attacking model. Any model touched by the stone as it moves is knocked prone and suffers one wound.  If the stone touches terrain it stops immediately.
    Attacks with triggers that move an opposing model may add one to the distance moved.

     

    definitely needs a new name at this point, but any better?

    Never tell me the odds: Han Solo;)
    (avatar from http://www.sillof.com/C-samuraiwars.htm)

    GCT xoddsx
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    Divine Alignment

    I like it, I think if they go for a different marker each Ie one for the east the other for the west, then you force people to decide whether to get their own on the marker or stop the opposition.

    Greeny
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    GCT xoddsx wrote:

    Divine Alignment

    winner! brilliant name:)

    Never tell me the odds: Han Solo;)
    (avatar from http://www.sillof.com/C-samuraiwars.htm)

    yenohoney