Hi all, bit of a playtesting request here it's for development of a mission designed for larger than usual games of Epic (6000pts+). The standard Tournament mission is fantastic for games of 25000pts, but it runs into some odd scaling issues beyond that. For example, They Shall Not Pass becomes relatively harder, while Break Their Spirit becomes relatively easier. Here's a new mission designed for those big games. I'd appreciate any and all feedback based on playtesting.
Large Tournament Scenario v1.1
This scenario is designed for armies of 6,000pts or above and a board of at least 8 x 4ft (240 x 120cm). The term 'team' is used below, but this can be substituted with 'players' for a one-on-one large game.
L1: Board size
L1.1: Use a board of 240 x 120cm (8 x 4ft) if possible. Once the board is set up, divide it into 60 x 120cm (2 x 4ft) sections in consultation with the opposing team. Each of these 60 x 120cm (2 x 4ft) areas is a Combat Area (see L5.2 Seize Ground).
L1.2: For every additional 3,000pts over 6,000pts, add 8 square feet of table space, if possible. This is equivalent to an additional 60 x 120cm (2 x 4ft) of board.
L2.1: Decide upon a points limit to be used by the team.
L2.1.1: 0X limitations of army lists are raised by 1 for each complete 3,000pts after the first, and stipulations of 'one per army' are also raised by increments of 1 per 3,000pts. For example, at a points limit of 9,000pts, an army chosen from the Biel-Tan list may field up to 3 Avatars; and an army chosen from the Ghazghull Mag Uruk Thraka's War Horde list may field up to 3 Warbosses.
L2.2: The team's army may be selected as a single force of up to the points limit, or in discrete forces of 3,000pts or multiples thereof.
L2.2.1: Forces must be selected from a single army list, but different forces may make up an army.
L2.3: If the team is made up of forces selected from different army lists, additional units/rules that are normally limited (such as Space Marine Supreme Commanders or Imperial Guard Commissars) must be split as evenly as possible.
L3.1: Due to the size of the game, certain aspects of the gameplay need clarification. These should be discussed prior to setup, in the five-minute warm-up, as normal. In particular:
L3.1.1: Each Supreme Commander in the force allows one re-roll per turn, and can be used on any formation of the army (even one from another force), as long as the target formation is selected from the same army list as the Supreme Commander in question. For example, a Space Marine Supreme Commander (Codex Astartes list) may reroll a failed initiative test for any formation in the army drawn from the Codex Astartes list, regardless of which force it is in; but may not reroll a test for a formation in the army that is drawn from the Steel Legion list.
L3.1.2: War Machines from one force can transport formations from another force in the army, as long as the transported formation is drawn from the same army list.
L4.1: Deployment is actioned as per the standard Tournament scenario, with the following alterations:
L4.1.1: Forces may deploy up to 25cm (10in) from the friendly table edge(s).
L4.1.2: For 'corner deployment' on larger tables, the zone should measure 30cm (12in) less than the long table side, the measurements being taken from halfway up the short side to the corner and then along the long side.
L4.1.3: Each team places four objectives. The first three are deployed as per the standard Tournament scenario, while the fourth is placed in your own half, within 30cm (1ft) of the centre of the table, and at least 30cm (1ft) from the table edge and any other objective if possible.
L5: Victory Conditions
L5.1: Victory conditions are checked as per the standard Tournament scenario, except that they are checked at the end of turn 2 onwards.
A Decisive Victory is achieved from turn 2 onwards if the team has completed at least four victory conditions, and two more than the opposing team.
A Narrow Victory is achieved in turn 2 if the team has completed at least three victory conditions, and one more than the opposing team.
A Decisive Victory ends the game (barring any celebratory drinks!); while players may choose to play on after a Narrow Victory has been achieved, with the aim of completing a Decisive Victory.
Strike and Control: Score one objective point for each objective the team controls at the end of each turn. If you control the objective on the opposing teams table edge you score two objective points. The team with the most objective points at the end of a turn achieves one victory condition. If you have double the opposing teams objective points or more you achieve two victory conditions.
Critical targets demoralise: Identify the opposing teams three most expensive formations. You achieve one victory condition if any one of these formations is destroyed or any two are below half strength.
Critical targets devastate: Identify the opposing team's three most expensive formations. You achieve one victory condition if any two of these formations are destroyed or all three are reduced to less than half strength.
Seize Ground: You achieve one victory condition if you control more Combat Areas than the opposing team at the end of a turn. You control a Combat Area if it contains an unbroken friendly formation and no unbroken enemy formations. Formations which cross more than one Combat Area count as being in the Combat Area where most of their units are. If this is not clear, the owning team may choose which Combat Area the formation counts as being in (maximum one).
Giantslayer You achieve one victory condition if the opposing team has no unbroken formations with a combined starting Damage Capactity of 6 or more remaining on the board.
Decapitation You achieve one victory condition if the opposing team has no Supreme Commanders remaining on the board.
L1.1: The Combat Areas mechanic is intended to reward armies that occupy large areas of the board, and to scale with the size of the board. It will be familiar as table quarters but these become unwieldy as the table gets larger and larger.
In addition, the Combat Areas mechanic should make it simple for unusual table shapes (such as L- or O- shaped boards) to be used, or to add interest by using an unusual arrangement (such as splitting a 8 x 4ft board into four Combat Areas that stretch right across the table, rather than all meeting in the centre). Similarly, Combat Areas can be a great way to help with deployment of terrain: one Combat Area might house a large town, while another incorporates a defensible ridge or landing pad. In this way, they are intended to help encourage the narrative that adds so much to large games.
Examples of set-up:
L2.1.1: While it may seem counterintuitive to have multiple rare units as Chapter Masters, Warbosses or Avatars of Khaine present on the board, these critical figures may be thought of as particularly capable underlings such as a Captain of the First Company, a particularly ambitious and 'dead cunning' Nob; or as rare individuals that can conjure terrible powers under such apocalyptic scenarios. The Avatar might be rationalised as a Phoenix Lord and his retinue, as a Seer Council manifesting a particularly powerful psychic barrage, or simply as Kaela Mensha Khaine returning time and again to the slaughter! These units offer a great opportunity for making additional centrepiece models, and ensure that the depth of gameplay is not altered by the larger than usual game size[/i]
L2.2.1: A 9,000pt army may be made up in many ways. Example:
A single combined force: One 9,000pt force from the Ghazghkull Mag Uruk Thraka's War Horde list.
A number of equal forces: Three 3,000pt forces from the Ghazghkull Mag Uruk Thraka's War Horde list.
Two uneven forces: a 3,000pt force from the Burning Death Speed Freeks list and a 6,000pt force from the Ghazghkull Mag Uruk Thraka's War Horde list.
L2.3: Example: A 9,000pt army is made up of one 3,000pt army selected from the Steel Legion list and one 6000pt army selected from the Codex Astartes list may only select 02 Space Marine Supreme Commanders, and will receive six Commissars (one for each 500pts assigned to the Imperial Guard), rather than eighteen (one for each 500pts of the total army limit).[/i]
L3.1: These rules are intended to prevent unusual combinations (such as transporting Eldar Striking Scorpions in a Space Marine Thunderhawk) that are not in the spirit of the background and/or cause imbalances in the army list design structure. They are also intended to reward armies made from a single army list in order to balance out the inherent advantage of combining dissimilar, complimentary army lists, and to simulate the difficulty of managing combined forces.
L5: Large games often take a great deal of time, so the 'Narrow Victory' result is designed to allow the game to come to a conclusion within a reasonable timespan. If time is not an issue, play on to a Decisive Victory result.]
L5.2: Seize Ground encourages multiple small units, while Critical Targets, Giantslayer and Decapitation are intended to encourage the use of multiple large formations and the bigger War Engines.
1.1 Cleared up some typos, clarified 01 limit expansions, rephrased L5.2 objectives wording for clarity.