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 New Narrative Game

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Yosemite Sam

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Messages : 4
Date d'inscription : 25/07/2017

MessageSujet: New Narrative Game   Jeu 4 Jan - 11:38

Voila mon Idee pour un jeu narrativement.
Quand: 26 Janvier 2018
Qui: Ouro et aiolia contre Childerick et moi.

Battle on Rimenok

In a dangerous move, every warhost of Ulthwé is sent out across the galaxy, leaving the craftworld with few defences. The Seers Council states that need necessitates such daring, as the threads of fate must be twisted in many places simultaneously to avoid greater doom. Several of Ulthwé’s warhosts cross the Great Rift to enter the darkened galactic north. Upon the ice world of Rimenok they aid the beleaguered Imperial forces led by the Space Wolves and Dark Angels. The Ulthwé forces provide a distraction, allowing the humans to safely withdraw. This action preserves allies needed for future battles against Chaos.
Sources: http://wh40k.lexicanum.com/wiki/Invasion_of_the_Stygius_Sector / Craftworld Codex, page 29 / Dark Angel Codex, page 23


THE ARMIES
The Craftworld and Space Marine forces fight as one force and share their turns. They can however be commanded by two cooperating players. Command points can be spent collectively. The Chaos player chooses a battle forged army of 2000 points. The Space Marine player chooses a battle forged army of 1000 points. The Craftworld player chooses a battle forged army of 1000 points.

THE BATTLEFIELD




The Space Marine army has been pushed back to their current position, where they plan to make a final stand. Their deployment zone should include more buildings and cover than the rest of the battlefield.
The Chaos army must be split before the battle into two roughly equal parts. The warlord is however kept separate (see “PROTECT THE WARLORD” section below). Randomly assign a deployment zone A or B to each part.
The Space Marine deploys his first unit, then the Chaos player deploys two units (one from each part). Repeat this procedure until all Space Marine and Chaos units have been deployed. Neither the Space Marine nor the Chaos player can use special deployment abilities that allow deployment of units outside of their respective deployment zones. This includes scouting abilities applied after deployment.
The Craftworld forces must be divided into three roughly equal parts before the battle starts. At the start of the first and second rounds randomly select a part of the army still in reserve that can be deployed during that round. The remaining part automatically arrives in the third round. Units can deepstrike at the end of the movement phase anywhere which is at least 9” from any Chaos unit. Alternatively they may be set up wholly within 6” of the short board edge above the Chaos deployment zone A and at least 1” from any Chaos units at the end of the movement phase.

FIRST TURN
The Chaos player has the first turn.

BATTLE LENGTH
The battle lasts until there are no more Space Marine units on the battlefield.

PROTECT THE WARLORD
The Ulthwé seers have foreseen that the warlord of the Chaos army is going to be a character of great importance in the wars to come. His death would be a significant victory for all enemies of Chaos. For game play reasons the Chaos warlord must be deployed in and may not leave the Chaos deployment zone A.

EVACUATION
The Ulthwé seers manage to persuade the Space Marine commanders that it will be impossible to prevent Chaos conquering the planet of Rimenok and that their remaining armies must be evacuated. At the start of the first round an 8”x8” landing area (X) is established fully within the space marine deployment zone. The exact location of the area can be chosen by the Chaos player.  No scenery may be moved when establishing the landing area.
From the second round onwards before his movement phase begins the Space Marine player can evacuate any units fully within the landing area. The wound characteristics of units rescued in each turn when added together cannot exceed the value of 10. Dead models are not counted but damaged models use their starting wound value from their data sheets. Models with starting wound values above 10 cannot be evacuated. Space Marine units wholly within the landing area cannot fail moral tests.

VICTORY CONDITIONS
The Chaos player is awarded two victory points for each Space Marine unit they destroy and one victory point for each Craftworld unit destroyed. The Space Marine / Craftworld player(s) are awarded two victory points for each Space Marine unit which is evacuated. The Space Marine / Craftworld player(s) are also awarded one victory point for each Chaos unit destroyed and three victory points if they destroy the Chaos player’s warlord.

Additional Stratagems

You’ll have to sit on his lap
Space Marine Player Stratagem
The wound value limit for the transporter can be increased to 12 for one round (1CP).

It’s him!
Craftworld Player Stratagem
Use this stratagem at the start of your shooting phase when a Craftworld psyker is within 6” of the Chaos warlord. All Craftworld units who are within 6” of this psyker can target the warlord as if he weren’t a character (3CPs)

Respect my personal space
Chaos Player Stratagem
Use this stratagem at the start of the opponents turn. Units arriving from reserve this turn cannot be placed within 12” of your units (instead of 9”). (2CPs)

I can’t land there
Chaos Player Stratagem
Use this stratagem at the start of the opponents movement phase, but not before the end of the 3rd round. You may now relocate the landing area anywhere within the space marine deployment zone. The landing area must be placed so that the closest model is not a Chaos model (2CPs).
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Aiolia

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Messages : 1036
Date d'inscription : 04/10/2008

MessageSujet: Re: New Narrative Game   Ven 5 Jan - 20:17

Seems quiet good for a narrative game.

I only have a few doubts about the Chaos warlord.

- According to the background of the game, the warlord is an important character, so it has to be an HQ. The purpose of every CSM HQ is to go in close combat, or at least going really near the action (they give bonuses to units at 6 inches, cast close support spells... ). So as a CSM player, I will just search for the cheapest HQ in the codex to promote as the warlord because he will do literrally nothing in the game if he has to stay more than 30 inches of the space marines. It's a bit disappointing in a narrative game.

- The "It’s him!" stratagem is something cheesy to get the 3 points of CSM warlord for the eldars: just put a warlock and any unit that deals a lot of damage per wounds in a wave serpent, like fire dragons, dark reapers, wraithguards etc. First turn you deep strike the wave serpent near the CSM warlord. Wait one turn, and then disembark the warlock and make him run near the warlord. Use the stratagem and now, with the big damage unit (buffed by the warlock) and the wave serpent's guns, it's like the CSM warlord is already dead.
The only thing that could go wrong is if the wave serpent doesn't stay alive one turn (but we all know that it's impossible to kill this unit in one turn), or if the CSM player put the warlord on a transport from the start, but then the warlord would be even more useless.


I don't know if it has to be changed or even how to change it, let's just try it like that, maybe we will come up with something when we do our lists.



Sam a écrit:
The Space Marine / Craftworld player(s) are awarded two victory points for each Space Marine unit which is evacuated.
In a 1000pts SM list, I can fit more than 15 units of 5 scouts. It's really a stupid configuration, but in this kind of list, the CSM stratagem to move the landing zone will be useless, because the SM player just have to scatter all his units in his deployment zone to score 4 points each turns (2 points for each 5 men unit), and still got enough points to dedicate to long range firepower. Next to that the CSM have to cross 18 to 30 inches of the table to go in close combat, or to deal with the heavy cover deployement zone of the SM if they want to pick the marines from afar.
I really think scoring 1 point per evacuated unit will be enough, OR maybe forcing the SM to take some risks by setting the landing zone outside their deployment zone, let's say in the 18 inches no man's land between Chaos zone A and SM DZ.

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Ouroboros a écrit:
100% d'accord avec Aio'.
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Yosemite Sam

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Messages : 4
Date d'inscription : 25/07/2017

MessageSujet: Re: New Narrative Game   Sam 6 Jan - 14:59

Thanks for your feedback Aiolia. You see it from a different perspective as a veteran of Chaos so your feedback really helps.

Chaos Warlord: my idea is that Choas must have something that they must protect/defend from the Eldar. We could change the warlord for an objective marker or a special artifact or anything really. Or any model - it doesn't have to be your warlord - any character of your choice. Would it be better if it was just one character model?

It's him! - what if we nerf the bubble so that it reads:
Use this stratagem at the start of your shooting phase when a Craftworld psyker is within 5” of the Chaos warlord (character). All Craftworld infantry units which are within 3” of this psyker can target the warlord as if he weren’t a character (3CPs)
I also won't take a psyker on a jet bike or with faolchu's wing so that you can run your character away from my psykers. Remember also that it will probably be a suicide mission for the Eldar units and when you kill them in the following turn (e.g. charge them with bodyguard beserkers) you will get 2 VPs.

victory points for the Sm: I think you will do ok as the Chaos player here. The order of play is key here:
1: the SM deploys
2: the Chaos player places the landing area so that he has line of sight from the north - e.g. no cover right on the edge of the SM deployment zone, perhaps where the SM doesn't have that many units close by.
3: the Chaos player has the first turn and now has half his army 18" minus move and advance maybe with Rhino or other transport from the landing area.
4: SM moves two small scout units onto landing area (assuming they are close enough) - they are not evacuated yet - they can be evacuated at the start of the SM's next turn.
5: The Chaos player now has his second turn to try and kill everything on the landing area. If he kills everything he gets 4 VPs. If he kills one unit but not the other one he gets 2 VPs and the SM will get 2 VPs when he evacuates the remaining models at the start of his second turn.

What do you think?
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Aiolia

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Date d'inscription : 04/10/2008

MessageSujet: Re: New Narrative Game   Sam 6 Jan - 19:15

The way you nerf the "it's him" stratagem is a bit too much I think, now it seems it's a waste to spend 3CP for that. Let's just keep it like you wrote it at first. It will be up to you to not do something which would break the scenario (like the faolchu's wing trick).

For the victory points, you are right also, I thought that the SM player just had to hit the LZ to score, but his units have to stay here until the next turn to evacuate.

For the chaos warlord, what about you choose one from the codex and you give him to us for free ? So we won't complain if he don't help us to kill the SM Rolling Eyes . The idea to protect a VIP is good, way better than protecting some kind of objective point. And so neither of the two chaos player will have to dedicate points to pay the VIP.




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Yosemite Sam

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Date d'inscription : 25/07/2017

MessageSujet: Re: New Narrative Game   Dim 7 Jan - 12:02

After Fred and Aiolia's feedback I have a new updated version of the mission. Changes are in bold:

Battle on Rimenok

In a dangerous move, every warhost of Ulthwé is sent out across the galaxy, leaving the craftworld with few defences. The Seers Council states that need necessitates such daring, as the threads of fate must be twisted in many places simultaneously to avoid greater doom. Several of Ulthwé’s warhosts cross the Great Rift to enter the darkened galactic north. Upon the ice world of Rimenok they aid the beleaguered Imperial forces led by the Space Wolves and Dark Angels. The Ulthwé forces provide a distraction, allowing the humans to safely withdraw. This action preserves allies needed for future battles against Chaos.
Sources: http://wh40k.lexicanum.com/wiki/Invasion_of_the_Stygius_Sector / Craftworld Codex, page 29 / Dark Angel Codex, page 23


THE ARMIES
The Craftworld and Space Marine forces fight as one force and share their turns. They can however be commanded by two cooperating players. Command points can be spent collectively. The Chaos player chooses a battle forged army of 2000 points. The Space Marine player chooses a battle forged army of 1000 points. The Craftworld player chooses a battle forged army of 1000 points.

THE BATTLEFIELD




The Space Marine army has been pushed back to their current position, where they plan to make a final stand. Their deployment zone should include more buildings and cover than the rest of the battlefield.
The Chaos army must be split before the battle into two roughly equal parts. Randomly assign a deployment zone (A or B) to each part.
The Space Marine deploys his first unit, then the Chaos player deploys two units (one from each part). Repeat this procedure until all Space Marine and Chaos units have been deployed. Neither the Space Marine nor the Chaos player can use special deployment abilities that allow deployment of units outside of their respective deployment zones. This includes scouting abilities applied after deployment.
The Craftworld forces must be divided into three roughly equal parts before the battle starts. At the start of the first and second rounds randomly select a part of the army still in reserve that can be deployed during that round. The remaining part automatically arrives in the third round. Units can deepstrike at the end of the movement phase anywhere which is at least 9” from any Chaos unit. Alternatively they may be set up wholly within 6” of the short board edge above the Chaos deployment zone A and at least 1” from any Chaos units at the end of the movement phase.

FIRST TURN
The Chaos player has the first turn.

BATTLE LENGTH
The battle lasts until there are no more Space Marine units on the battlefield.

PROTECT THE VIP
The Ulthwé seers have foreseen that one of the Chaos characters at the battle is going to be a warrior of great importance in the wars to come. His death would be a significant victory for all enemies of Chaos. Before the game the Chaos player is given an additional Chaos character chosen by the Space Marine / Craftworld player. He does not need to pay the points for this model. This VIP must be deployed in the Chaos deployment zone A and for game play reasons must not leave this zone.


EVACUATION
The Ulthwé seers manage to persuade the Space Marine commanders that it will be impossible to prevent Chaos conquering the planet of Rimenok and that their remaining armies must be evacuated. At the start of the first round an 8”x8” landing area (X) is established fully within the space marine deployment zone. The exact location of the area can be chosen by the Chaos player.  No scenery may be moved when establishing the landing area.
From the second round onwards before his movement phase begins the Space Marine player can evacuate any units fully within the landing area. The wound characteristics of units rescued in each turn when added together cannot exceed the value of 10. Dead models are not counted but damaged models use their starting wound value from their data sheets. Models with starting wound values above 10 cannot be evacuated. Space Marine units wholly within the landing area cannot fail moral tests.

VICTORY CONDITIONS
The Chaos player is awarded two victory points for each Space Marine unit they destroy and one victory point for each Craftworld unit destroyed. The Space Marine / Craftworld player(s) are awarded two victory points for each Space Marine unit which is evacuated. The Space Marine / Craftworld player(s) are also awarded one victory point for each Chaos unit destroyed and three victory points if they destroy the Chaos player’s VIP.

Additional Stratagems

Deploy the smoke launcher
Space Marine Player Stratagem
Use this stratagem at the start of the Chaos player's shooting phase. All hit rolls targetting units wholly within the landing area have a -1 to hit until the end of the phase. (1CP).


It’s him!
Craftworld Player Stratagem
Use this stratagem at the start of your shooting phase when a Craftworld psyker is within 6” of the Chaos VIP. All Craftworld infantry units who are within 6” of this psyker can target the VIP as if he weren’t a character (3CPs).

Respect my personal space
Chaos Player Stratagem
Use this stratagem at the start of the opponents turn. Units arriving from reserve this turn cannot be placed within 11” of your units (instead of 9”). (2CPs)

I can’t land there
Chaos Player Stratagem
Use this stratagem at the start of the opponents movement phase, but not before the end of the 3rd round. You may now relocate the landing area anywhere within the space marine deployment zone. The landing area must be placed so that the closest model is not a Chaos model (2CPs).
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Ouroboros

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Messages : 2469
Date d'inscription : 01/10/2008
Age : 33
Localisation : Forbach

MessageSujet: Re: New Narrative Game   Mar 9 Jan - 16:08

Bon, je débarque à la traîne, j'avais pas la motivation de tout lire et traduire, maintenant c'est fait.
Donc, je vous fais confiance pour le scénar, vous êtes déjà 3 dessus et il y a eu pleins de modifs, cette version me va. On va pas la modifier 5 fois avant la partie dans deux semaines. ^^
De toute façon, au pire je perds et c'est pas bien grave Razz

1000pts par tête, buter de l'eldar et du marines sans laisser de survivants fuyants... c'est surtout ça que je voulais savoir Razz

@Sam : On peut mettre ce genre de sujet en section 40k, c'est mieux qu'en taverne. Ici, c'est juste pour prendre RDV. Very Happy
Edit : Bah Santander l'a déplacé, c'est cool. Very Happy
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