Note: This was the first STA playtest of the Defend the Gear scenario and also the first time we've used the Fields of Battle gamescape.
Date: 16 March 2013
Gamescape: Fields of Battle
Skirmish Points: 40 (max character level: Veteran)
Scenario: Defend the Gear
One faction must defend a precious piece of scavenged gear (in this case, we used a motorcycle token) as long as they can.
Factions: Marauders vs. Combine.
Marauders: 2x Veteran Rebel Leaders, 3x Recruit Marauders, 2x Recruit Snipers, 2x Recruit Scouts.
Combine: 3x Veteran HARPI, 3x Recruit Hellfire, 1x Recruit Inferno
Setup: This was the first time we've ever playtested with the Fields of Battle gamescape. I created this gamescape with the SoL faction in mind - I knew I wanted old ruins with no sign of modern influences. Check out the elevated terrain (tower) at the center of the gamescape. That's where the motorcycle was located. Very interesting location to have to defend.
Game overview: I was playing the Combine, trying to defend the motorcycle. Obviously the Marauders from the Marauder faction are perfect for this scenario, since they can lob their rockets over elevated terrain. I tried to counter their range and ability with a group of three Hellfire. I also had an Inferno in case anyone ventured too close to the tower and three HARPIs for healing. The marauder player was going for a pure offensive rush, as evidenced by the lack of medics.
The battle didn't take too long. The Hellfires hit often, but seldom did more than a point of damage, and the Marauder player did a good job of keeping his characters hidden. Meanwhile, the Marauders got insane rolls. On a number of occasions scouts would dart forward from Rebel Leaders inspiring them, shoot a Hellfire and hit twice, then dash away.
It was too much for the Combine and by the fourth round, they lost the tower, motorcycle, and all three Hellfires. The Marauders lost a couple Marauder characters and had tons of injuries.
- Last edited Thu Mar 28, 2013 3:41 am (Total Number of Edits: 3)
- Posted Sun Mar 17, 2013 10:05 pm
Re: Defend the Junk, Marauders v. Combine
A few things :
- ‘Defend the junk’ isn’t a great name.
- I’ve started ( and left undone) cards for the ‘gear’, I think it’s time to start it again. This mean that the ‘gear’ should have some attributes like units. Posting soon ‘gas barrels card’ to explain better my point of view.
- Define ‘defend a precious piece of scavenged gear’ because:
A) the gear could be destroyed. (a few rockets against a communication tower)
B) the gear could be capture. (put a unit over the gear)
C) the gear could be stolen. (grab it and run to the end of the field)
- I’ve developed 2 scenarios look a like this one: In one Combine have to defend 4 communications towers from being destroyed, being the towers disperse and a lot difficult to destroy. And one with marauders defending ‘gas barrels’ on their side (player choose where to put the barrels) and enemies should cross the board and attack the barrels.
- By the way, did I mention that the gas barrels have ‘abilities’? When they die, they have the bad taste of exploding…
And for something strange: can gear be a football ball and be kicked? That would be a very odd spin off…
PS: Just read the other post and realise that the answer was something like B.
My advice it’s creating 3 or 4 scenarios with the A B C suggestions above. The 4 scenario would be a B extended. Capture the gear with a defined unit or type of unit (one combine harpy should capture the generator to repair it and put it online) or have a unit ending 2 turns over the gear.
- Last edited Mon Mar 18, 2013 1:22 pm (Total Number of Edits: 1)
- Posted Mon Mar 18, 2013 1:16 pm
Re: Defend the Gear, Marauders v. Combine
RT, all awesome suggestions. I definitely plan on changing the name. For now I changed it to "Defend the Gear," though that's not very evocative.
The idea is option B, bt I like your alternative ideas - good for other scenarios, which is nice, since I need more scenarios.
By the way, after running this a few times, I realized it would be a good idea to scale the Victory Points from the primary objective based on how long it takes the attacker to reach the Victory Objective.
So here's what I'm thinking:
Duration of the scenario is 7 rounds.
Victory Points for reaching and capturing the gear is equal to the number of Skirmish Points each faction used to create their squad. For the sake of this example, let's say the players are using 40 Skirmish Points.
At the beginning of the skirmish, the attacker basically starts with the 40 Victory Points. At the end of Round 4, if the attacker has not reached the objective, he loses 1/4 of the Victory Points (so 10, in this example) and the Defender gets those Victory Points. This happens every subsequent round too.
So if the attacker reaches the gear in the 5th round, he gets 30 points and the defender 10. If e reaches it in the 7th round, he gets 10 points and the defender 30. If the attacker doesn't reach the gear by the end of the 7th round, he gets 0 points and the defender gets all 40.
I like this idea of a scaling victory point objective because it encourages the attacking player to press the offensive from the start rather than trying to sit back and wait til the last second (after he has attrited the defender's forces). This also promotes not trying to completely kill your opponent rather than going for the primary objective victory points.
I think I'm going to implement a similar scaling points scheme for the escort scenario, so it promotes trying to dash across the gamescape rather than trying to kill your opponent.
Thoughts? Am I missing a drawback?