Post by RuneCaster_Aris on Aug 14, 2012 11:33:33 GMT -5
Background:
The war has been going on for too long and resources are wearing thin. Your intel has informed you that an enemy resource point is just beyond the bridge. Your mission is to attain their key resource and return it to your own, bolstering your war effort, and crippling theirs.
Board set up:
What you need:
2- 4 in x 4 in Objective Markers (CD's work fine for base size)
2- Objective tokens to be carried by held units
Rules:
This game has unlimited turns.
The goal is to get a unit into base contact with the enemy objective, then return that unit back to your own. When a unit touches the base of the objective, place an objective token with that unit. This unit may fly, jump in an APC, burrow, etc. If the unit holding the token is killed, leave the token in the spot where the last model in the unit died. The token may be retrieved from that point.
The Bridge:
The bridge may not be destroyed. Any unit pushed off the sides of the bridge for any reason is considered killed unless they have jet packs. (read below).
The Chasm:
The Chasm may be passed over, and stopped over by flying units (free movement) and by anti-grav units (considered difficult terrain). It is otherwise impassibe, (no walking, burrowing, scaling, jumping. It's far too deep. If it's not Anti-grav or flying, it's impassible). If a unit who stops over the chasm is shot down, the crew, and any passengers are immediately killed. Jump pack infantry may make an attempt to evacuate the craft and land on the closest edge of the Chasm. If the objective carrier is shot down, over the chasm, place the objective token at the closest edge to where the unit was destroyed, dead center goes to the objective owner's side.
"Keep'um coming!"
When a unit is killed remove it from table. Every turn, before you activate any units, flip a coin and call it in the air. If you called correctly, the unit is returned to play from the very back edge of your deployment area. A unit may only take one action on a turn it returns to play.
Winning:
The team who gets the enemy objective token to their own token wins the game.
The war has been going on for too long and resources are wearing thin. Your intel has informed you that an enemy resource point is just beyond the bridge. Your mission is to attain their key resource and return it to your own, bolstering your war effort, and crippling theirs.
Board set up:
What you need:
2- 4 in x 4 in Objective Markers (CD's work fine for base size)
2- Objective tokens to be carried by held units
Rules:
This game has unlimited turns.
The goal is to get a unit into base contact with the enemy objective, then return that unit back to your own. When a unit touches the base of the objective, place an objective token with that unit. This unit may fly, jump in an APC, burrow, etc. If the unit holding the token is killed, leave the token in the spot where the last model in the unit died. The token may be retrieved from that point.
The Bridge:
The bridge may not be destroyed. Any unit pushed off the sides of the bridge for any reason is considered killed unless they have jet packs. (read below).
The Chasm:
The Chasm may be passed over, and stopped over by flying units (free movement) and by anti-grav units (considered difficult terrain). It is otherwise impassibe, (no walking, burrowing, scaling, jumping. It's far too deep. If it's not Anti-grav or flying, it's impassible). If a unit who stops over the chasm is shot down, the crew, and any passengers are immediately killed. Jump pack infantry may make an attempt to evacuate the craft and land on the closest edge of the Chasm. If the objective carrier is shot down, over the chasm, place the objective token at the closest edge to where the unit was destroyed, dead center goes to the objective owner's side.
"Keep'um coming!"
When a unit is killed remove it from table. Every turn, before you activate any units, flip a coin and call it in the air. If you called correctly, the unit is returned to play from the very back edge of your deployment area. A unit may only take one action on a turn it returns to play.
Winning:
The team who gets the enemy objective token to their own token wins the game.