Monday, November 15, 2010

Flux Battle Objectives: Primary Missions

I am slowly putting together a series of battle objectives that I intend to write up as a downloadable pdf. The idea here I have is to create a suite of generic (i.e. not exclusively 40k) missions that can be used for both casual and tournament play.

Following on from this month's poll, it is clear that many people like a variety of mission types and objectives. I have jotted down a large number of different types of primary objectives that could be played for, ranging from the standard securing of objectives to simple annihilation and numerous items in-between. Here's a selection of what I have so far. The format is fairly straight-forward in terms of what is required during set-up and the conditions for victory (which is usually in proportion to some arbitrary amount of points that the tournament designer can determine -- say 20 points for one of the primary objectives ... the inference is that I have secondary objectives and so on that would be worth comparatively less).

If you can think of other primary battle objectives, please leave a comment! (i.e. I'm not after some random death-world-esque environment in which to play, nor a sub-plot that the enemy commander is your commander's cousin. Pure and simple military objectives). Any feedback gratefully received!

Critical targets.
The crucible has been set. The enemy is here. And your targets have taken the bait: they’re also here.
Set-up: After reviewing your opponent’s army list, determine the d3+2 most valuable targets from their list (defined by points value, or which models are wearing the most black, etc.). They may be either individual characters, or entire squads.
Success: You gain points in proportion to the number of high value targets that you take out.

Download.
The battlefield has several data storage nodes scattered around it. You must download as much information as possible from them.
Set-up: Reveal this primary objective to your opponent. Starting with yourself, take turns to designate X objectives in the playing area, where X is a number between 1 and 5. To determine X, roll of d6 and ignore a 6, or come to a mutual agreement. Each objective must be placed at least 18 inches from another, or in a different table quarter (and at the centre if a fifth is needed) (etc.).
Success: You gain one “download point” for every objective that you control every turn. You gain mission success points in proportion to download points you have scored divided by the maximum possible total of download points that you could have scored (calculated as the number of turns multiplied by the number of download objectives).

Extreme prejudice.
It’s simple: the stand happens here and now. Take the battle to the enemy and terminate them with extreme prejudice.
Set-up: No special set up required.
Success: You gain points in proportion to the number, kill points or points value of models that you kill. All things being equal, we suggest using points value, noting that wrecked and destroyed vehicles fully count, but immobilized vehicles generate only half points.

Hold at all costs.
The position(s) must not fall to the enemy. It must be held at all costs, no matter what. The war effort depends on it.
Set-up: Reveal this primary objective to your opponent. Starting with yourself, take turns to designate X objectives in the playing area, where X is a number between 1 and 5. To determine X, roll of d6 and ignore a 6, or come to a mutual agreement. Each objective must be placed at least 18 inches from another, or in a different table quarter (and at the centre if a fifth is needed) (etc.).
Success: You gain points in proportion to the number of objectives that you control at the end of the game (e.g. if you control 1 objective, you gain 1/X of the points value of this primary objective). Controlling has the normal sense: a scoring unit and no enemy models within 3 inches of the objective.

Reposition.
The instruction has come in from orbit. You need to be elsewhere. And fast! But the enemy knows about it.
Set-up: When defining your starting positions, also define the opposing table edge. Reveal this objective to your opponent.
Success: You get points in proportion to the number or points value of models that you manage to move off the opposite table edge. Moving off the edge is done as a standard movement – if your model has enough movement to take the entirety of its base off the edge, you may remove it.

Silence the batteries.
The defence guns are hammering your incoming battle space cruisers. Take them out or sabotage them by any means necessary so that your forces gain a better foothold on this world.
Set-up: Reveal this objective to your opponent. Place d6+2 objectives on to the playing surface. Take turns to place them and ensure that they are no closer than 18 inches to each other (if possible). Your opponent then places the remaining scenery.
Success: You gain points in proportion to the number of objectives that you destroy or wreck. Destroying or wrecking them is the same as destroying or wrecking a vehicle. In Warhammer 40,000, treat them as AV=12 and already immobile (much as a drop pod would be) and note that “weapon destroyed” results are ignored.

Territorial contest.
Sweep them before you and cleanse this territory!
Set-up: Divide the playing area up in to X equal sized areas. The number X should be chosen to be at least 4 (i.e. table quarters), but can be scaled up to 9 depending on the size of the battle being fought. The player must secretly write down X before play begins.
Success: You gain points in proportion to the number of territories you control at the end of the game. Control means that you have more of your own units (they don’t have to be scoring units) inside the table quarter than the enemy does.

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