September 9, 2010, Thursday

Explore and hold

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Contents

[edit] Scenario Description

In this typical scenario, competing forces meet in a hostile place and want to get a firm hold there.

Herr Kolonel Heinz Von Kuntz and his sturm truppen had set a firm hold in the area, and work on his secret underground base had already begun. The cannibal denizens had been massacred or been repelled to nearby caves, and their village would be a perfect cover for it.

"Herr Kolonel! Some intruders were spotted in the nearby jungle! And... It looks like Rico Andrews is leading the party."

"Wunderbar" Von Kuntz thought. "I'm going to handle this personally, and get rid of that scum forever".

[edit] Force selection

Each player (from 2 to 6) selects the same PV of Units (1 or 2 is good for multiplayer games); all heroes selected must take a compulsory “Twist” attack.

[edit] Deployment

Deployment varies depending on the number of players. Deploy a few markers representing startegic points, and some Creatures (the number of which will depend on how dangerous they are – minor Creatures should outnumber Heroes at least 2:1).

[edit] Victory conditions

Game ends when a player has at least one more valid unit than their opponent(s), and have scored 10 points at the end of a turn’s follow up step. For every marker reached (or taken, depending on the situation you want to represent), players score 3pts. For every Creature killed, players score 1pt. The game lasts 6 turns – if no player fulfils the victory conditions at the end of turn 6, the winner is the player who scored more points.

[edit] Special Rules

  • Creatures spawning point: Use adequate pieces of terrain (a building, a hole, a thick bush etc) to represent the Creatures' spawning points; when a Creature is killed by a Hero, they pick up the figure and deploy it at the Creatures spawning point of their choice.

[edit] Optional/alternate special rules

  • I’m not quite dead: Heroes who have lost all their Hero Points (i.e., are “dead”) can respawn where they started the game during the next follow up step.

[edit] Recommended Twists

[edit] Initiative

Initiative is determined using the twist value of each character. Roll for each of them, rank the results and write them down: it will be the order of initiative for all the game.

[edit] Creature Magnet

For every 5 points scored when rolling their twist, a player gets to activate a creature immediately. The same creature can not be activated more than once per turn. The effect is cumulative, so, for example, if a Character with a 3k2 twist value scores 11, he can activate two creatures immediately.