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 Post subject: The Missions
PostPosted: Thu Dec 11, 2008 9:54 am 
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Joined: Thu May 01, 2008 3:22 pm
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Location: West Coast
Hi

The following is the Missions we played in the Brute Force Tournament.

These will be available for download as a pdf later today so you can use them in your own games, but please leave the credit with the nasty b*ds at WCWargamers who came up with them.

Brute Force - Mission 1

Mission 1 Random Objectives (4)
Desc 4 objectives are pre-placed. Each objective is numbered.
At end of Game, roll 3 D6, result of each D6 identifies which objectives are scoring objective.
1 = Objective 1
2 or 3 = Objective 2
4 or 5 = Objective 3
6 = Objective 4

Win Condition - Most scoring objectives captured
Bonus - Kill an Opponents HQ (Unit/Squad)
Deployment - Pitched Battle



Brute Force - Mission 2

Mission 2 Moving Objective
Desc
At the start of game an objective marker will be in the center of the board.
At the end of each player turn roll 2d6 and scatter dice.
Move objective the distance and direction indicated by the dice.
If the resulting move would put the objective off the board, move the objective in the opposite direction indicated.
On a hit roll move the direction shown by the Hit Indicator

Win Condition - Closest scoring unit to Objective at end of game
Bonus - Scoring unit in enemy deployment zone (Board Quarter)
Deployment - Pitched Battle



Brute Force - Mission 3

Mission 3 Protection Order
Desc
Roll at the start of turn 2.
Protect the following “Target” unit based on a d6 roll.
1-3 = Lowest cost scoring unit (Troop)
4-6 = Highest cost scoring unit (Troop)
Randomize same cost units
Special Rules (Please Read)
• Any unit capable of the Combat Squad rule, may not use this rule.
• Swamp has thick & nasty toxic gas
• Night fight rules in affect all game.
• Acute senses & searchlights have no effect.
• The entire board counts as difficult terrain.
• With the exception of the toxic mud pools which are dangerous terrain
• Toxic Mud Pools confer a 4+ Cover Save
Win Condition - Kill enemy “Target” Unit without losing your own.
Bonus - Capture center on board (Objective Marker)
Deployment - Spearhead



Brute Force - Mission 4

Mission 4 Exploding Objectives (6)
Desc
At the end of each turn roll a d6 for every objective on the board. Each player takes turns at choosing the objective (Roll-off for start)
On a result of a 1 the selected objective explodes. Place a 10” Apocalypse Blast centred on the objective marker. All models suffer a Str 10 AP1 Hit (saves where applicable, vehicles take full strength hit) if an objective explodes do not roll for any more that turn
Once an objective marker explodes it is removed from the game.
Continue this every turn till the end of game or until only one objective remains.

Win Condition - Player that holds the most objectives at the end of game
Bonus - Kill one Randomly determined Heavy support choice. Selected at the beginning of the first turn. If no Heavy Support, random choice.
Deployment - Pitched Battle



Brute Force - Mission 5

Mission 5 Minefield
Desc
Place 5 objectives, at the start of turn 3 each marker becomes the center to a minefield (6” from edge of marker). Each minefield area becomes dangerous terrain for the rest of the game.

Win Condition - Most Objectives captured at end of game
Bonus - Most Objectives captured at the start of Turn 3
Deploy - Pitched Battle



Brute Force - Mission 6

Mission 6 Acid Geysers (3)
Desc
At the end of each player turn a Random geyser erupts. Place an apocalyptic template on the center of the geyser. Roll for wind direction (scatter dice) this is the direction of the template.
Any model hit by this template suffers a S10-AP1 hit. No cover saves
On a D6 Roll
1-2 – Geyser One
3-4 – Geyser Two
5-6 – Geyser Three

Win Condition - Most Objectives captured at end of game
Bonus - Most Kill Points earned
Deployment - Pitched Battle



Brute Force - Mission 7


Mission 7 Portal
Desc
Objectives: Two Buildings, one in each deployment zone and the Portal
Portal Objective: In your movement phase you may enter the portal (use the vehicle embarking rule) and then immediately Deep Strike the unit anywhere on the board (use the Deep strike rule). Teleport Homers etc. have not effect on the deep strike, scatter as normal.
Only Infantry/IC units can use the portal.

Win Condition - Most Objectives captured at end of game
Bonus - The Most Units moved through the portal. IC Units may use the portal but do not count towards the bonus scoring.
Deployment - Pitched Battle


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