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Eldartank
07-07-2012, 00:24
Here's a couple ideas for "fluffy" games with the allied rules. These would probably be best with 3 players:

1. 1500 points of Grey Knights and 1500 points of Imperial Guard fighting against a Chaos Daemons force. Maybe make the Chaos Daemons force around 2000 points to make it more likely for the Grey Knights/Imperial Guard force to win. In the stories, the Grey Knights usually purge any Imperial allies after a battle with Chaos, both to hide knowledge of the Grey Knight's existence and to make sure no possible corruption (from the Imperial forces being exposed to Daemons) can spread elsewhere. So, if the Grey Knights/Imperial Guard force wins, the Grey Knights immediately attack the Imperial Guard. The result of that battle can vary widely depending on how many survivors are in each force after the Chaos force is defeated.

2. Two players start a battle, and on the 2nd or 3rd turn, Tyranids or Necrons deep strike in or otherwise arrive on the battlefield in a force large enough to threaten both of the original players, forcing them to call a temporary truce to deal with this new threat. In order for this to work, the original two players can't be playing either Necrons or Tyranids. And if the original two players successfully fight off the attacker, they can go back to fighting each other.....

So, what do you think? Feel free to praise or trash these ideas, expound on them, or post your own ideas. ;)

Charistoph
07-07-2012, 01:39
These are multiplayer scenarios and have little to do with the new Allies rules.

Otherwise really cool.

Kakapo42
07-07-2012, 03:15
How about this one?

A friend in need

Somewhere on the planet, a force prepares their last stand. They are completely surrounded, and their numbers have been whittled down to just a few battle-hardened survivors. Now, with the enemy closing in, and their position seemingly hopeless, they ready their weapons and set up a defensive perimeter, determined to go down fighting and take as many of the enemy with them as they can.

But what this force does not know is that now is not their time. What they don't know is that another force is rushing to their aid, and that if they hold out long enough they may be saved.

But sometimes help can come from the most unlikely of places and take the strangest of forms....

Basically, one player has a large-ish main force and an allied detachment, and the other player has an equally large force (maybe two primary detachments while the first one has one?). The allied detachment is deployed centrally on the table, perhaps slightly towards one of the short table edges, with at least half of the opposing force surrounding it. The rest of the opposing force is in reserve, and arrives as such (deep strike and other special deployment is allowed). The main force sent to aid the allied detachment is placed in reserve, and the controlling player rolls once for it each turn. If available, the entire main force arrives at the same time.

Victory points (or equivalent) are used to determine who wins, with the allied models granting extra VPs if preserved or destroyed.

The idea is still in it's infancy, but I think if done right it could work quite well. The idea I had (inspired by the Starcraft mission Norad II) was a Tau cadre being dispatched to rescue an imperial force as a show of goodwill, but it could work for plenty of other scenarios, such as Space Marines arriving to the aid of a besieged Imperial Guard force, Chaos Space marines summoning a massive daemonic incursion just as the Imperium closes in around them, Dark Eldar driving off Orks besetting Craftworld Eldar (for their own amusement of course), and so on.

Charistoph
07-07-2012, 05:20
That would be a good exaple of using Allies in a scenario.

I would further modify it with Deep Strikers, Scouts, and Fast Attack units adding +1 to their reserve roll to come in (either indvidually or total/non-stacking) and Heavy Support doing -1 to the roll. If not rolling individually, either the 3 groups come in on their roll (Turn 2 roll a 2 = DS, Scouts, and FA come in, but not the rest, while a 4+ allows for everyone), or the larger group determines the roll (3 Land Raiders in the force with 2 Scout squads means Reserve comes in on 4+)

Kakapo42
07-07-2012, 06:36
That would be a good exaple of using Allies in a scenario.

I would further modify it with Deep Strikers, Scouts, and Fast Attack units adding +1 to their reserve roll to come in (either indvidually or total/non-stacking) and Heavy Support doing -1 to the roll. If not rolling individually, either the 3 groups come in on their roll (Turn 2 roll a 2 = DS, Scouts, and FA come in, but not the rest, while a 4+ allows for everyone), or the larger group determines the roll (3 Land Raiders in the force with 2 Scout squads means Reserve comes in on 4+)

Perhaps skimmers should be +1 also, and fliers +2?

Charistoph
07-07-2012, 16:16
Perhaps skimmers should be +1 also, and fliers +2?

With Reserve Rolls happening on 3+, a 2+ bonus might be too much, even on their own. Now if the base Reserve Roll for this scenario was 4+, than by all means.