[EA] Delaying actions - omatekoinen skenaario
Lähetetty: Pe 02.04.2004 18:03
Eli tässä olisi toinen erikoisempi skenaario epic armageddoniin. Ideana olisi saada hiukkasen erillainen skenaario GT skenua verraten. Pääasiallisena tavoitteena on että skenun voitto ei ratkea suoraan tappioilla(tuollaiset on IMO tylsiä) vaan hiukkasen erillaisella tavalla. Lisäksi eldar armeija on pisteissä alakynnessä. Ideana on että eldar armeija ei kykene tuhoamaan koko örkki armeijaa vaan pitää keskittyä skenaarion tavotteiden täyttämiseen. Örkkiarmeija taas on tarkoituksella tehty hidas. Nyt pienikin viivyttely heidän osaltaan voi koitua kohtalokkaaksi.
En oleta saavani skenua täysin tasapainoiseksi mutta haluaisinkin tietää onko skenaario pelattava. Onko toisella kohtuuton etu jota pitäisi tasapainottaa? Örkkien hurja piste-etu(2000) hirvittää mutta toisaalta eldar saa määrätä maaston, minne örkit deployaa eikä tarvitse kuin hiukkasen hidastaa niitä. Lisäksi kiitos listojen olevan _minun_ tekemiäni skenua varten on varmaa ettei pelaajat peitä skenun heikkouksia omalla listallansa. Toivoakseni tuloksena on tiukan pelin takaava skenaario. Kommentteja?
Delaying actions
Overall:
At the later stages of battle of Numenovian II ork forces that had so far been scattered across the planet started to head toward few keypoints. Imperial scholars came into conclusion that the ork forces were somehow decided that unity was the way to conquer the planet, action that if succesfull would have created waaaaggghhs larger than any imperial force on the planet could hold. After months of intense fighting and heavy defeats however the imperials would be barely able to deal with few warbands but never all of them. Fate of planet appeared to be sealed...
However Autarch leading forces of Biel-tan had vowed not to let ork waaaggh be triumphant, in order to ensure survival of rare maiden worlds near the Numenovian. Learning out of the latest development he created daring plan. Forces at his command couldn't hope to defeat orks alone, but they could be used to delay the ork forces, thus splintering the advance and buying imperials time they needed to reorganise and deal with the ork forces.
Swiftly eldar forces scattered around and waited for the ork forces to appear. Orks, ever looking for good fight, couldn't avoid the temptation and headed toward the eldar forces...
Forces:
Ork warband of Grand Lord Nazghaz:
Warband:
21 boyz, 6 nobz(including warlord), 9 grots, 3 dreadnoughts, 4 killa kanz, 4 kommandoes, stompa w/ammer
Warband:
16 boyz, 4 nobz, 8 grots
Warband:
14 boyz, 4 nobz, 6 grots, 12 battlewagons, 3 flakwagons, 4 scorchas
Warband:
26 boyz, 6 nobz, 14 grots, 4 big guns, 4 gunwagons, 3 killa kanz
Warband:
11 boyz, 2 nobz, 7 grots
Stompa mob:
5 stompa's w/ammer
Mekboy gunzmob:
8 big gunz, 8 battlewagons, 2 flakwagons
Bliz brigade:
6 gunwagons, 1 gunwagon w/slaver upgrade(supa-zzap gun).
If you want to refight it with different forces use 5500 pts worth of orks with following restrictions:
-No aerospace units
-Atleast half the formations must have speed 15 or less
Forces of Biel-tan:
Aspect warrior warhost:
6 scorpions(autarch), 2 fire dragons
4 wave serpents
Aspect warrior warhost:
3 dire avengers, 3 dark reapers(exarch), 2 fire dragons
2 wave serpent
4 falcon
Aspect warrior warhost:
3 scorpions, 2 howling banshee
falcon
2 wave serpent
Aspect warrior warhost:
4 howling banshees(exarch), 2 scorpions, 2 fire dragons
Aspect warrior warhost:
6 dire avengers
2 wave serpent
2 falcon
Guardian Warhost:
farseer
9 guardians
2 heavy weapon platforms
1 wraithguard
Guardian Warhost:
farseer
9 guardians
2 heavy weapon platforms
1 wraithguard
Ranger troupe:
5 rangers
night spinner troupe:
3 night spinners
Falcon troupe:
6 falcons
vampire raider
If you want to refight with alternative forces select up to 3500 pts with following restrictions:
-No avatar
-No harlequins
-Max 20% may be spent on titans and flyers
-Guardian warhost cannot outnumber aspect warrior warhosts
Gaming area:
Terrain should be placed by the eldar player(representing eldar player choosing right battlefield for the battle).
Deployment:
Ork force to be deployed first in narrow edge chosen by eldar player. Max 20cm from the table edge. After this eldar deploys his army. His deployment zone is 20cm to both side from center of table.
Special rules:
Ork forces are allowed to leave the table along the narrow edge on other side of board.
Victory conditions:
Orks have 8 turns to get atleast HALF the formations(4 with forces listed above) off the otherside of board. If at the end of turn 8 less than half the ork formations have left the board then it's victory for the eldar.
En oleta saavani skenua täysin tasapainoiseksi mutta haluaisinkin tietää onko skenaario pelattava. Onko toisella kohtuuton etu jota pitäisi tasapainottaa? Örkkien hurja piste-etu(2000) hirvittää mutta toisaalta eldar saa määrätä maaston, minne örkit deployaa eikä tarvitse kuin hiukkasen hidastaa niitä. Lisäksi kiitos listojen olevan _minun_ tekemiäni skenua varten on varmaa ettei pelaajat peitä skenun heikkouksia omalla listallansa. Toivoakseni tuloksena on tiukan pelin takaava skenaario. Kommentteja?
Delaying actions
Overall:
At the later stages of battle of Numenovian II ork forces that had so far been scattered across the planet started to head toward few keypoints. Imperial scholars came into conclusion that the ork forces were somehow decided that unity was the way to conquer the planet, action that if succesfull would have created waaaaggghhs larger than any imperial force on the planet could hold. After months of intense fighting and heavy defeats however the imperials would be barely able to deal with few warbands but never all of them. Fate of planet appeared to be sealed...
However Autarch leading forces of Biel-tan had vowed not to let ork waaaggh be triumphant, in order to ensure survival of rare maiden worlds near the Numenovian. Learning out of the latest development he created daring plan. Forces at his command couldn't hope to defeat orks alone, but they could be used to delay the ork forces, thus splintering the advance and buying imperials time they needed to reorganise and deal with the ork forces.
Swiftly eldar forces scattered around and waited for the ork forces to appear. Orks, ever looking for good fight, couldn't avoid the temptation and headed toward the eldar forces...
Forces:
Ork warband of Grand Lord Nazghaz:
Warband:
21 boyz, 6 nobz(including warlord), 9 grots, 3 dreadnoughts, 4 killa kanz, 4 kommandoes, stompa w/ammer
Warband:
16 boyz, 4 nobz, 8 grots
Warband:
14 boyz, 4 nobz, 6 grots, 12 battlewagons, 3 flakwagons, 4 scorchas
Warband:
26 boyz, 6 nobz, 14 grots, 4 big guns, 4 gunwagons, 3 killa kanz
Warband:
11 boyz, 2 nobz, 7 grots
Stompa mob:
5 stompa's w/ammer
Mekboy gunzmob:
8 big gunz, 8 battlewagons, 2 flakwagons
Bliz brigade:
6 gunwagons, 1 gunwagon w/slaver upgrade(supa-zzap gun).
If you want to refight it with different forces use 5500 pts worth of orks with following restrictions:
-No aerospace units
-Atleast half the formations must have speed 15 or less
Forces of Biel-tan:
Aspect warrior warhost:
6 scorpions(autarch), 2 fire dragons
4 wave serpents
Aspect warrior warhost:
3 dire avengers, 3 dark reapers(exarch), 2 fire dragons
2 wave serpent
4 falcon
Aspect warrior warhost:
3 scorpions, 2 howling banshee
falcon
2 wave serpent
Aspect warrior warhost:
4 howling banshees(exarch), 2 scorpions, 2 fire dragons
Aspect warrior warhost:
6 dire avengers
2 wave serpent
2 falcon
Guardian Warhost:
farseer
9 guardians
2 heavy weapon platforms
1 wraithguard
Guardian Warhost:
farseer
9 guardians
2 heavy weapon platforms
1 wraithguard
Ranger troupe:
5 rangers
night spinner troupe:
3 night spinners
Falcon troupe:
6 falcons
vampire raider
If you want to refight with alternative forces select up to 3500 pts with following restrictions:
-No avatar
-No harlequins
-Max 20% may be spent on titans and flyers
-Guardian warhost cannot outnumber aspect warrior warhosts
Gaming area:
Terrain should be placed by the eldar player(representing eldar player choosing right battlefield for the battle).
Deployment:
Ork force to be deployed first in narrow edge chosen by eldar player. Max 20cm from the table edge. After this eldar deploys his army. His deployment zone is 20cm to both side from center of table.
Special rules:
Ork forces are allowed to leave the table along the narrow edge on other side of board.
Victory conditions:
Orks have 8 turns to get atleast HALF the formations(4 with forces listed above) off the otherside of board. If at the end of turn 8 less than half the ork formations have left the board then it's victory for the eldar.