Instead of playing our usual, fight until the death or one side folds type of game, I thought I'd come up with a bit of a scenario for my upcoming game with Hoss this coming Saturday.
First up, the setting:
It is late in the year of 3036, and the Andurien Crises has entered its latter stages. The Free Worlds League Military is slowly bringing the rebels to heel, reconquering world after world, yet the fighting on the planet Cursa has bogged down into a bloody stalemate.
A Battledroids Demolisher. I have always wanted one of these! |
On one front, the Loyalist 25th Marik Militia overran a rebel held depot which was in the process of refurbishing an obsolete, though still formidable Şoarece superheavy tank. Unsure of what to do with the monster, the Militia hastily cobbled together a crew for the Şoarece, along with a combined-arms company of mechs and auxiliary forces for an escort.
If only I had a lance of mechs that could not only keep pace with a Şoarece, but likely not get drawn/baited away from it either... |
Their mission is to guard the mighty beast on it's way to a safer area away from the front, to give upper command time to decide what to do with it.
The Scenario:
Loyalist forces are to escort the Şoarece to a safe location away from the front lines. To achieve this (and victory!) the Şoarece must move off of the opposite edge of the map sheet from which it started. As they will be driving into an ambush, the Loyalist convoy will only move at cruising speed until rebel forces launch the attack. Until the ambush is launched, the rebels have the initiative automatically. In the event that rebel forces are crushed, the loyalists will win even if the Şoarece fails to escape the map.
Until I added the third gun barrel, these two were technically the same tank. Now...one is a brutally efficient killing machine, and the other is an over-armored monstrocity! |
Rebel forces (the notorious and infamous PANDA-MONIUM!! mercenaries, employed by the Anduriens), must either destroy the Şoarece, to prevent it's use by the loyalists, or else prevent its escape leaving the option for a later attempt to recapture it.
The rebel mercs may set up anywhere on the map, so long as it is out of visual line of sight to the loyalist convoy. Their ambush will be initiated as soon as visual contact is made. Until the ambush begins, the rebels have the initiative.
*****
Sounds easy right? Get a tank from one side of the board to another? Remember though, motive crits are easy to inflict on tanks, and the Şoarece is no faster than an Urbie. The Şoarece will be part of my force, though it will only have 1 ton of ammo per AC type (still more than enough most likely), and a 5/5 crew as they'll be both unused to operating the tank, not to mention there's no telling what state of repair it is in.
Anyways, I'm hoping this will result in a fun game!
Anyways, I'm hoping this will result in a fun game!
Man, that is a cool-ass Model! I can totally see why you'd want to run a scenario focused on it.
ReplyDeleteCoincidentally, I was just thinking of an amusing atypical scenario yesterday. I was thinking about using Blood Bowl rules to re-fight the invasion of Sheliak. The Kuritans have to use Halflings, while the Ghost Bears have a Human team. No Big Guys for either. It would be one of those scenarios where there is no realistic chance that the Kuritans are going to win the game, but that player wins the scenario if they manage to beat the original* score ratio.
It would have to be adapted from actual football scoring to something more suitable for Blood Bowl's score levels, or it's too easy for the Kurita player, since the actual score ratio of the original match isn't even theoretically possible in a single Blood Bowl game. Maybe say the Kuritans have to do better than losing 5:1 or something.
Hmmm...I'll have to run this by my buddy Rob who both plays Battletech and is HUGE Blood Bowl player/fan as well.
ReplyDeleteExcellent! I hope to see more of it!
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