Tuesday, 18 February 2014

Mission : Evacuation March

Here is a proposal for 1,750 point games in March :

*Overview
The mission for one army is to be evacuated, the other army’s mission is to stop them.
Table : Hammer and Anvil
Points : 1750 + Handicap

*Mission Objective
The army trying to evacuate must get their units to the table end designated as the evacuation edge.
An escaping unit starting their movement phase with one model within 6" of the evacuation edge can attempt an evacuation.
No evacuation can be attempted on turn one or two.
Although because evacuation happens at the beginning of a turn a unit will need to be in place at the end of turn two to escape at the beginning of turn three.
On turn three and four evacuations occurs on a 3+
Any bonuses for reserves apply to evacuation rolls (Eg. Coms relay)
From the beginning of turn five onward evacuations are automatic.
No unit locked in assault or inside a transport can evacuate.

*Scoring
Evacuating units score as follows :
3 per HQ, 2 per Troop, 1 per Fast and Heavy
A unit scores its full value even if there is only one model left alive.
Flyers must be in hover mode to evacuate.
Vehicles, Elites, Lords of War and units that do not take a FOC do not score
They are seen as acceptable losses, who’s roll it is to enable the evacuation.
Nb. They may evacuate if they wish to, they just don't score if they do.

The Army trying to prevent the escape have a score of Five

Eg. The escaping army has one HQ and one Troop escape. The game is drawn 5 – 5.

No First Blood or Line Breaker
Slay the Warlord still scores 1 VP.
Other army specific points still apply Eg. Lord of War still scores 1 per 3 wounds.

*Special Deployment
The army trying to evacuate starts on the table half away from the evacuation edge.
They may not start within 6” of a table edge.
They do not need to start 12” away from the table center, as is normally the case.
Ie. they start at least 4' away from their evacuation point
Their table edge for reserves is the edge opposite the evacuation edge.

The army trying to stop the evacuation have the same table edge as the escaping army.
However; they only use this for reserves.
They must place all their starting units (including fortifications) within 6” of any table edge,
except for the evacuation edge.


These special deployment zones are only for the first turn.
For the rest of the game both army's use the same table edge.


*Falling Back
Any escaping unit Falling Back from a failed morale test will run toward the evacuation point.
If they run off the board, they do not score and are not considered as evacuated.
The army trying to stop the evacuation fall back as normal, toward their board edge, away from the evacuation point.

*Setup
Place terrain as normal (D3 per table sixth)
Except no terrain may be placed within 6” of either table end.
Forests and Lakes are 50% normal (Just difficult), 50% are Mysterious
All Mysterious Forest are the same, All Mysterious Lakes are the same

Roll to see which army is trying to escape.
Roll for Warlord traits and Psychic powers.
Roll to see which end is the evacuation point.
Place fortifications.
Roll for Night Fight .
Roll for first deployment and first turn.
After deployment, roll to steal the initiative as normal.

*Points
This will be the first month where an army can get to 2,000 points (Including handicap)
At 2,000+ a double force organisation chart comes into effect
Ie Minimum of 2 HQ and 4 Troops, Max 4 HQ, 12 Troops, 6 Elite / Fast / Heavy

For Armies who want a bigger point list we can organise a separate Apocalypse battle.


Please leave comments below...



8 comments:

  1. This is an interesting idea in theory... but I wonder about the practicalities of making it work.

    The main issue I can see with this proposal is that it will heavily favour those armies that have longer movement ranges and/or special rules relating to deployment - and create extremely disjointed lists/battles. I wonder how many Eldar Jetbikes would figure, for example; or the extent to which Necron teleportation powers (especially in relation to a deep-striking Monolith) would be built in?

    There could also be problems with units that can Infiltrate or Deep Strike. A Terminator Army, for example, might choose to deploy from reserves via Deathwing Assault right by the evacuation zone, with HQs attached.

    It would be possible to prohibit the use of such rules - but that would seem to be as unreasonable as saying to an army with Psykers that psychic powers will not work for the duration of the month, and requires exhaustive policing of army lists and special rules.

    ReplyDelete
    Replies
    1. There is a balance to take when building an army as you will not know if you are trying to escape or prevent escape. Also the Evacuation zone only opens at the beginning of turn three so units can not all escape from a turn one Deathwing Assault. However; a deep strike Terminator unit will be an advantage in this mission as will other, less taken units Eg. Eldar Swooping Hawks.

      There is also the tactical game play balance between getting units off the board to score and keeping them on to aid other units escaping.

      We will have to wait to see how these games play out but we do not have to play them all month.

      Delete
  2. One Quick question; what is FOC?

    ReplyDelete
    Replies
    1. Force Organisation Chart
      Usually :
      Min 1 HQ, 2 Troops,
      Max 2 HQ, 6 Troops, 3 Elite/Fast/Heavy, 1 Fortification , 1 Lord Of War

      Delete
  3. Generally speaking I agree with Gav, horde armies are generally slow moving unless (in the case of the orks we can take vehicles but they limit unit size) a lot of points are spent which would be counterproductive if they then end up as attackers. That said I think these would be fascinating battles to try... Cry havoc and let slip the Orkz of Waaagh!

    ReplyDelete
    Replies
    1. When escaping the smaller unit size may mean more units, therefore more scoring capability. With a score of five to beat, it sounds easy. Also setup is 12" closer to the middle of the board than standard games. But should it not be harder for Orks, as who ever heard of an evacuating Ork army ?

      When trying to prevent escape, the deployment allows you to setup very close to the escaping army.

      Delete
  4. Should a partial unit score as much as a full one ?
    Or should a unit that is at 50% of its models or less be restricted to a maximum of 1 point?

    ReplyDelete
  5. This was not a popular mission with only three played so far.
    The escapee won all battles, two of the results were 6-5.
    Maybe the army trying to prevent the escape should start with Six points.

    ReplyDelete