Post by Aries on Nov 7, 2017 15:11:36 GMT
Hi fellas!
I think sooner or later we'll need a thread like this. Feel free to post here anything you designed or spotted on the net, so all of them will be in one place and everybody can find them easily.
For the first, here's one I found on the CoI facebook group. Many thanks for it's creator, (if you want to change something in the description, or you want to move the description under your own post, please write a PM to me!) I think it's very thematic, but of course it will need testing to see if there are any balance issues. As already mentioned in the facebook topic, the d3 rolls of the victory conditions should be switched to fixed numbers, so I'll post the description accordingly:
TRAIN ROBBERY
Gameplay Overview
The Attacker's forces have been deployed to raid a train that has been stopped due to an obstruction on the tracks. The Defender must fight to keep the supplies they are trying to deliver.
Setup
In this scenario, one player is the Attacker, the other one is the Defender. Before terrain has been placed but after roles have been assigned, place a section of train track 8 inches from the defending table edge and against a side edge and run the track to 8 inches away from the attacking player's edge all the way to the side edge. 7 inches away from the side edge of the attacking player, place an obstruction on the track that will block the trains path. Place the train and cards until the train is long enough to reach 7 inches from the defending players side edge (16). Place 6-8 pieces of terrain after the track has been set. Most of the terrain should block LOS and straight movement paths.
The Defender will place 3 supply markers on the train along the track.
The Attacker will begin the game with priority and deploy within 2" of his table edge. The Defender will deploy his models within 5" of the opposite table edge.
Attacker Defender
Advance Deployment Limit: 1 1
Ambush Limit: 1 0
Special Rules
The Attacker's models can forfeit a normal movement or combat action to pick up a supply token. Then the token can be carried. When a model carrying a supply token has reach their original deployment zone it can sacrifice a movement or combat action to secure the supplies. When the supplies are secured, remove the token and model carrying it from the table.
The Defender will have to work on clearing the obstructions. For this, one of the Defender's models must be in base to base contact with the wall template obstructing the track and sacrificing either a movement or combat actions in order to work on clearing the track.
The train cars are considered obstacles for the effect of blocking LOS, however models can move to the top of a boxcar by sacrificing 3" of movement. The engine cannot be stood upon. You can move through the engine or box car as if it is difficult terrain if you have enough movement to do so.
Victory Conditions
The game ends when the attacker has recovered all supplies or the defender has cleared the obstruction by sacrificing 3 movement or combat actions and the train can continue to travel.
I think sooner or later we'll need a thread like this. Feel free to post here anything you designed or spotted on the net, so all of them will be in one place and everybody can find them easily.
For the first, here's one I found on the CoI facebook group. Many thanks for it's creator, (if you want to change something in the description, or you want to move the description under your own post, please write a PM to me!) I think it's very thematic, but of course it will need testing to see if there are any balance issues. As already mentioned in the facebook topic, the d3 rolls of the victory conditions should be switched to fixed numbers, so I'll post the description accordingly:
TRAIN ROBBERY
Gameplay Overview
The Attacker's forces have been deployed to raid a train that has been stopped due to an obstruction on the tracks. The Defender must fight to keep the supplies they are trying to deliver.
Setup
In this scenario, one player is the Attacker, the other one is the Defender. Before terrain has been placed but after roles have been assigned, place a section of train track 8 inches from the defending table edge and against a side edge and run the track to 8 inches away from the attacking player's edge all the way to the side edge. 7 inches away from the side edge of the attacking player, place an obstruction on the track that will block the trains path. Place the train and cards until the train is long enough to reach 7 inches from the defending players side edge (16). Place 6-8 pieces of terrain after the track has been set. Most of the terrain should block LOS and straight movement paths.
The Defender will place 3 supply markers on the train along the track.
The Attacker will begin the game with priority and deploy within 2" of his table edge. The Defender will deploy his models within 5" of the opposite table edge.
Attacker Defender
Advance Deployment Limit: 1 1
Ambush Limit: 1 0
Special Rules
The Attacker's models can forfeit a normal movement or combat action to pick up a supply token. Then the token can be carried. When a model carrying a supply token has reach their original deployment zone it can sacrifice a movement or combat action to secure the supplies. When the supplies are secured, remove the token and model carrying it from the table.
The Defender will have to work on clearing the obstructions. For this, one of the Defender's models must be in base to base contact with the wall template obstructing the track and sacrificing either a movement or combat actions in order to work on clearing the track.
The train cars are considered obstacles for the effect of blocking LOS, however models can move to the top of a boxcar by sacrificing 3" of movement. The engine cannot be stood upon. You can move through the engine or box car as if it is difficult terrain if you have enough movement to do so.
Victory Conditions
The game ends when the attacker has recovered all supplies or the defender has cleared the obstruction by sacrificing 3 movement or combat actions and the train can continue to travel.