[Epic] Scenerio Modifications

From: Sean Smith <seans_at_...>
Date: Thu, 01 Jan 1998 13:57:01 +1300

I am not satisfied with scenerios in the battles book, so I am
attempting to invent my own and improve on the ones in the battle
book. My first attempt is below. I would appreciate feed back on how
balanced the victory conditions are. Thanks in advance!

Scenerio: The Big Push

Terrain:

- Set up terrain in a mutually agreed manner.

Game length:

- Six turns

Special Rule 1:
   
- The defender has to put two pieces of paper into identical envelopes,
  the first should have writen on it "All out assault", the second should
  have on it "Pin the enemy". Both envelopes then have to be handed to the
  attacker, who chooses which one he will open.

- The attacker has to put three pieces of paper into identical
  envelopes. The first piece of paper should have writen on
  it "Orderly retreat", the second one should have "Counter attack" and
  the third should have "Hold until support arrives". The envelopes
  should then be handed to defender, who chooses which one to open.

- It is vital that niether the attacker or defender know which
  envelopes hold which missions before they are opened.

- This all done before either player deploys their forces.

Special Rule 2:

- No defending unit may exit the battlefield on turn 1, except for
  broken units.

Special Rule 3:

- before the game begins the attacker writes down a piece of paper
  on which turn(s) his units in drop pods will land. The attackers
  drop pods will automatically arrive on that turn, the attacker
  does not have to roll on the reserve table. [modification]

Special Rule 4:

- The battle continues until turn six, even if one sides morale is 0 or
  below 0, unless the conditions of an automatic victory are achieved.

Set up:

1 Both sides agree on the points values of their armies.

2 Randomly decided which one of the length ways edges of the table the
  attacking force will enter on.

3 The attacker and defender must each place 4 objectives (it does matter
  what the objectives are) at least 80cm in from their respective broad
  edges. Each objective must be placed on a significant piece of terrain.
  A significant piece of terrain is defined as a road that exits off the
  defenders broad edge, a bunker or trenches, or a gap of less than 40cm
  between a terrain that provides cover for units.

4 - Mission envelopes are opened.
  
3 The defender must deploy upto half of his armies detachments, in points
  value, on the table at the beginning of the game (except for warengines,
  drop pods and flyers, see below). One of these detachments must be the
  C in Cs detachment. The defender must deploy these units upto half way
  across the battlefield.
  
- The defender uses the hidden setup and fortification rules. Note, while
  the defending units are hidden, fortifications are not allowed to
  be hidden. This represents the fact that while the attacker knows
  where the fortifications are, he does not know where the defending
  detachmets are deployed within the fortifications.

- The defender may choose whether or not to deploy war engines on or
  off the battlefield before the battle begins. War engines deployed on
  the battlefield at the beginning of the battle may not be hidden.
  War engines deployed off the table automatically arrive on the table on
  turn two.

- Defending units can be 'surprised' on turn one, as per rules in the
  battles book for the scenerio 'planetery assault'.

- Defending flyers are automatically available turn one (as long they
  are selected as one of the detachments to be available, as per adove).
  However defending flyers can only perform intercept missions on turn one.
  Defending flyers can perform whatever mission the defender wishs them to
  perform from turn two onwards

5-All the attackers units begin the game off the battlefield and must
  enter per the rules in the battles book (see the exception for
  artillery below).
  
- If the attacker has the 'All out assault' mission, then all the
  attackers detachments are available on the first turn.
  
- If The attacker has the 'Pin the enemy' mission he must use no more than
  half the detachments in his army, in points value. One of these
  detachments must be the C in Cs detachment.

- The attackers artillery do not have to enter the battlefield. Instead
  they are allowed to deploy 10cm in. However, if they are deployed on
  battlefield, they may not move at all on the first turn. This represents
  the attackers artillery being pre-deployed to support his commands
  mission.
  
- The attacker automatically wins intiative in the movement phase
  of turn one and must move first. To reflect this, remove one of
  the attackers intiative counters for turn one only.
  
Attackers Backround:

The C in C has annouced that the big push is on and your command has a
vital role. If your mission is:

- "All out assault", your mission is to lead the spear head of the assault
  against the enemy forces. Your commands objective is to over run the
  enemy in this sector. This will allow other friendly forces behind your
  command to move through the gap your forces have created and perform a
  blitzkerg. Your orders are to capture and hold all eight objectives on
  the battlefield by turn six and break all enemy units on the battlefield.
  If you fail, the enemy reserves will have enough time to plug gap and
  stp the blitzkerg occurring.
  
- "Pin the enemy", your mission is to pretend to be the force which is
  spear heading the big push. Thereby encouraging the enemy to call for
  reinforcements and preventing enemy forces exiting the battlefield to
  support his other sectors, which are the real target of the big push.
  Your performance will be judged primarily on how many enemy detachments
  'pinned' as a result of your attack and secondly on how many of your
  detachments are unbroken at the end of the battle.
 
Defenders Backround:

You have just received urgent orders have just been received from the C in C.
If you mission is:

-"Orderly retreat", the C in C has received an intelligence report that the
  enemy is going to conduct a big push in another sector. You are to release
  as many forces as possible, as soon as possible, to help reinforce the
  threatened sector, while at the sametime preventing the enemy from
  capturing any of the four objectives on your side of the battlefield. You
  may call for support from the reserves in any turn. If you call for support,
  you choose on any which detachments that were not deployed on the
  battlefield at the beginning of the battle. You can't recall detachments
  which have exited the battlefield. Roll on the reserve table to see if the
  detachment arrives in two turns time.
  
-"Counter attack", the C in C has received intelligence that the enemy is
  going to conduct a big push in another sector. The C in C is planning to
  foil the enemies big push, by conducting a counter attacker through your
  sector. On turn four all of your forces which are in reserve will enter
  the battlefield. Your orders are to capture all eight objectives on the
  battlefield by turn six and to break all enemy units on the battlefield.
  It is vital the counter attack succeeds, to reduce the pressure on the
  other sectors.

-"Hold until support arrives", the C in C has received intelligence that
  enemy is going to conduct a big push through your sector. Your
  orders are to hold until support arrives. The forces in reserve enter as
  per the reserve rules. Your mission is hold all four objectives on your
  side the battlefield by the end of turn six.
  
 
Victory Conditions:

Automatic victory conditions -

If in any turn one side holds all the objectives, there are no enemy units
within 30cm of any objective and the enemies morale is 0 or below 0.

if the attackers mission is "All out assault" and the defenders mission is
"Orderly retreat" -

Attacker wins if he holds all eight objectives on the battlefield and the
defenders morale is 0 or below 0, by turn six. Otherwise the defender
wins.
  
If the attackers mission is "All out assault" and the defenders mission is
"Counter attack" -
                      
Then each of the four objectives on the defenders side of the battlefield is
worth -3 morale points for the defender and +3 morale points for the attacker
each turn, if held by the attacker. Each of the four objectives on attackers
side of the battlefield is worth -3 morale points for attacker and +3 morale
points to the defender each turn, if held by the defender. The side with
the highest morale value at the end of turn six wins the battle.

If the attackers mission is to "Pin the enemy" and defenders mission is
"Orderly retreat" -

Each of the four objectives on the defenders side of the battlefield is
worth -3 morale points for the defender and +3 morale points for the
attacker each turn, if held by the attacker. Each of the four objectives
on attackers side of the battlefield is worth -3 morale points for attacker
and +3 morale points to the defender each turn, if held by the defender.

The attack gains - The normal amount of morale points for breaking enemy
                   units etc.
                 - Morale points equal to morale value of each detachment
                    called up from reserves by the defender. However
                    these morale points are only added to attackers total
                    at the end of turn six.
 
The defender gains - The normal amount of morale points for breaking enemy
                     units etc.
                   - Morale points equal to the value of each unbroken
                     defending detachment that exits the defenders board
                     edge on turn two, half for each unbroken
                     defending detachment that exits on turn 3 or 4 and
                     one quarter for each unbroken defending detachment that
                     exits on turn 5. No points for unbroken defending
                     detachment that exit on turn 6. However these morale
                     points are only added to the defender total at the end
                     of turn six.

The side with the highest morale value in turn six wins the battle.

If the attackers mission is to "Pin the enemy" and defenders mission is
"Counter Attacker" -

Defender wins if he holds all eight objectives on the battlefield and there
are no enemy units within 30cm of any of these objectives and the
defenders morale is 0 or below 0, by turn six. Otherwise the attacker wins.

If the attackers mission is to "Pin the enemy" and defenders mission is
"Hold till support arrives" -

Each side gains normal morale points for detachments broken etc. Both
the defender and attacker gain +3 morale points for the four objectives
held on the attackers side of the table, each turn. The defender loses
6 morale points, per turn, for each one of the 4 objective the attacker
holds on the defenders side of the table.

The side with the highest morale value at the end of turn six wins the
battle.
 
-- 
 Sean Smith 
 
 Home - Seans_at_...
 
-- 
Received on Thu Jan 01 1998 - 00:57:01 UTC

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