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OD Returns-New Project
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04-26-2020, 09:44 PM
(This post was last modified: 04-26-2020 09:59 PM by Old Dwarf.)
Post: #40
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RE: OD Returns-New Project
As soon as I get the Armies varnished, I'll be doing game reports.
I have decided to paint up all the Mounted figs once they get here & use them in a series of Raid Skirmishes "Against the Shadow-Resistance in Lower Erenland" Raid Missions(Raids) Raid Armies are restricted as follows: 1.Total of 6 Units 2.One Unit must be designated the Raid Command Unit, but it may not be a Mercenary Type. 3.A Battle Board is used 4.Raid Victory Conditions vary on raid Type. -Unless called for by raid Type Vacant Front Slot doesn't end Battle. Enemy may enter opponents vacant front Slot & Battle from it to adjacent Front Slots.Hold Slots still apply. - if Raid ends via Time Limits Defender is winner lf Aggressor has not accomplished Objective(s) Raid Victory Conditions: The first side that at the end of any turn has a vacant front Slot loses the battle(Standard Raid Victory). This applies to ALL Raid battles however in some Missions additional Victory conditions are added. The above however will always end the Game even if the Mission specific Victory conditions aren't met. If the additional Mission Victory are met they will of course end the Game. The Victory Conditions besides the Standard apply to the Aggressor. The Opponents Victory is always Standard Raid Victory . Raid Missions Table Aggressor Roll d6 to select Raid Type: 1 =Kill the Leader 2-3=Plunder 4=Scout 5=Disruption 6=Terror Roll d4 for District: 1=Alvedar 2=Cambrail 3=Sharuun 4=Zorgotch Raid Missions: Roll d6 for Aggressor :1-4=The Sarcosan Free Riders /5-6=Shadow Forces. Kill The Leader Your Opponent has been energized by a new Sub Commander, who is stirring things up in the District. Command decides to get him before he becomes a real danger to your security. I.Set Up:As per usual Raid Terrain & Troop Deployment. II.Objective: The Aggressor is to eliminate the Opponents Command Unit from the Board. Special Rule- Defenders Command Unit must move into a Vacant Front Line slot. III.Special Victory Conditions: Aggressor- Victory=Destroy Opponents Command Unit Defender-Command Unit on Board when Time Limit expires. or Aggressor has vacant Front Slot. Plunder: Your supplies have been slow in coming,so Command decides to help itself from your Opponent. I.Set Up: Terrain- 1.Place 2 Terrain pieces will be Villages or if the Region of the Battle is Cultivated use 2 Cultivated Areas place in Front Line Slots of Defender . 2.Use 3d6 roll for Terrain Placement.High # gets no terrain reroll duplicates. II.Objectives: The Aggessor is to occupy & Plunder the Villages or Cultivated Areas. Special Rule- a Vacant Front Slot does not end the Game. An opposing Unit may enter it's enemies Vacant front Slot & battle adjacent enemy Front line Units but Hold Restrictions still apply. III.Victory Conditions: Aggressor -Special Victory Conditions= Control Opponents 2 Terrain Pieces at end of Game Defender-Keep Aggressor from occupying 2 Terrain Pieces when Time Limit expires or Game ends. Scout: Your Command needs more information on your Opponents . Thus a probe in force is sent across the border. I.Set Up: Terrain: 1.Use 3d6 to Generate 2 Terrain placement Areas highest # Slot gets no Terrain-reroll duplicates. 2.Terrain Pieces are placed in Middle Slots of Battle Board 3.In each Terrain Piece place a small coin or paper Objective Marker(small enough that Unit can carry) II.Objectives: Aggressor is to collect Objective Markers.. -To collect Argessor's Unit occupies the Terrain piece with the Objection Marker & then at end of turn places Objection Marker on the Unit(even if Unit in Combat)- -Carrying Unit may transfer Obj.Marker to any Friendly Unit anytime in any type of base to base cntact(even if one or both in combat) Opponent is to defeat Aggressor and stop him from getting the Obj.Markers or failing that getting the Obj.Markers off the Aggressors Board Edge -If Unit eliminated carrying Objective Marker the Obj.Marker is Lost(remove from Game-it represents information gathered.) III.Victory Conditions: Aggressor: - Victory: Have both Obj.Markers at end of Game. Defender--Victory is to prevent Aggressor from 2 Obj. by destroying Aggressor Units with the Obj.Markers. by end of Game. -If Game ends due to Standard Raid Victory Conditions & Unit(S) still on Board carrying Obj Markers & the Aggressor is the Loser.Ignore Obj.Markers they don't count(Info Lost in confusion of Defeat.) Disruption: Your Opponent is up to something,Troops are on the move in the District. Command decides to strike first to disrupt the Opponents plans.A Spoiler Attack is launched. I.Set Up:As per usual Raid Terrain deployment. II Objectives: Aggressor is to get behind the Opponents lines & spread confusion & disruption. Opponent is to drive off Agressor & keep him from behind your Lines. III.Victory Conditions: Aggressor:-Victory- End game by Vacant Defender Front Line Slot Defender : Prevent Aggressor from Victory by time Games Ends via Time Limit. Terror: Your Opponent has been causing trouble in the District.Command decides to make an example,that cause them to think twice before sponsoring these types of activities.A Force is sent to burn out their suspected HQ.(if Shadow is the Aggressor/or Outpost if Free Riders are the Aggressors. I.Set Up: Terrain; 1.Place 1st Terrain Piece as usual on Defender's Front Line Slot 2.the 2nd Terrain is the Manor House of the Border Lord (its considered bad going Terrain) Deployment: 1.Opponent may place any 1 Unit on The Manor House 2.The balance of the Defenders Forces & the Aggressors Forces are placed as per the usual Raid Deployment rules. II.Objectives: Aggressor is burn the Manor House/OP & kill anyone inside -This takes 2 consecutive turns an Aggressors Unit must occupy the Manor House/OP & Defending Unit eliminated . -Special Rule- a Vacant Front Slot does not end the Game. An opposing Unit may enter it's enemies Vacant front Slot & battle adjacent enemy Front line Units but Hold Restrictions still apply. Note: If Manor House/OP Defending Unit can't be driven off (Rout) ignore all Rout Results.If eliminated Defending Unit in same Slot occupies Manor/OP even if in combat. III.Victory Conditions: Aggressor: Victory=burn the Manor House/OP & end Game Defender:-Victory prevent the Manor House/OP from being burnt before Games ends via Time limits. V.Weather & Weather Effects Weather Table(used for both Invasions & Raids) To determine if Weather effects the Battle.At the start of the Battle just after Deployment Roll2d6: If any results are doubles roll d6: 1-2=Fog 3-4=Rain/Mud 5-6=Possible Rain Weather Effects: Check to see the effects of the Weather results: Rain/Mud - All Shooters receive a -1 for shooting combat. Fog - All Combat effects at -1. On an Activation roll of 1, the fog lifts Possible Rain-Battle starts in good weather but if an Activation roll of 1 made the Rain Starts.Effects as per regular rain. Table VIII. Army Deployment Select Units as follows: 1. Group Units that are the same type together in line 2. Group any 1 of a kind by itself Roll appropriate die* to select Units- Note Units are selected individually even of the same Type. Select 6 for Raid. Place Units on Battle Board Areas as follows. 1.Command Unit is placed in Reserves Area 2.Roll d3 to Place Selected Unit 1-2=Right Flank 3-4 Center 5-6=Left Flank Raid Battles: -6 Units are Deployed See Raid Missions for Restrictions. Note in Raid Battles only Primary Slots are used. 2 Units max. per BB Front Line Slots. Deployment & Movement same as Invasion Battle. -Game length is Turns(21/2 Hours) unless Victory obtained -Note each Turn (both sides) =20 minutes/ Session Reports for each hour (Glass). -Battle Actions at start of each Turn roll d4 # rolled is total # of Actions Side can Take that Turn . -Note if no side moves into Middle Ground for 2 Turns (for each Phase Battles ends in Draw) - No unit may be attacked twice in a turn. Mandatory Action Location-determines Area Locations a side MUST spend its Actions in each Turn. Both side Roll d6 Starting with Attacker & then Defender: 1-2=Right/Left Flanks-Center Holds 3-4=Center/Right Flank-Left Flank Holds 5-6=Center/Left Flank-Right Flank Holds Note Actions may be spent in both designated Areas or only one. All Actions must be spent unless Units or space not available. Hold means no Actions may be spent on Units in the Hold Areas. They may defend as usual. Actions may always be applied to Units in Reserve Area regardless of the above roll results. Leader Phase Actions- no more than 2 actions may be assigned to Command Unit to use during Leader Phase.They may be used for Rally Rolls or to move Units in Reserves or to move Command Unit. These Actions do not have to be used. Units in Reserve may make move Actions into friendly Hold Areas but may not Attack once there.Cav. types excepted. Note Enemy Units adjacent to each other in mutual Hold Areas are considered to be in combat but no result has been reached in that fighting. Also applies to adjacent units that are not assigned actions. Combat & Reserve Slot Units: -Units in Reserve spend 1 Action to support Front Battle Line Unit. A Unit may only support 1 Unit a turn. Note max support from reserve support or Flank Support is +1 each if both apply support at +2. If Commander is Supporting then he may not Rally that round. -Fire Combat Targets Cannot be Supported in Fire Combat Movement: - Units in Reserve may switch with Front Line Units at cost of 1 Action unless Front Slot Unit in contact with enemy unit. -Units in Front Slots may move to adjacent Battle Areas if not adjacent to enemy Units. costs 1 Action. -A Unit moving to attack may Attack either Enemy Unit in the same Battle Flank/Center area .(if 2 Enemy Units) Attacking Units may only Attack Enemy Units which they are Adjacent. Thus a Unit moving to Attack in a Flank/Center area which has no other Friendly Units are present has a choice of which Enemy Unit to Attack if 2 Enemy Units are in that area. +1 is added to any Charge Attack/Defense if the Unit has another friendly Unit in the same Area that is not adjacent to an Enemy Unit. (max of 1) Raid Forces: Saracosan: 5 Units free Riders(inc Command Unit) 1 Unit village resistance Special-possible Benaudi Monks Assassins* (does not count as part of Raid Force Unit Max.- placed & remains in Reserves-Sharuun District only) *1 time per Game Monks may attempt to assassinate Shadow Forces Leader. -Roll d6 1-4 attempt fails/5-6 successful (Free Riders Win) -Monk Unit may not be attacked. Shadow 6 Units Orcs(inc.Command Unit) 1 possible Human Mercenary(Smiling Killers-Alvedar District only) (if used subtract 1 orc Unit) If Cambrail District-5 Fell (undead) + 1 Orc Command Unit OD Sighing like the night wind and sobbing like the rain,— Wailing for the lost one that comes not again: |
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