Post by tugunmojo on Mar 20, 2016 8:05:41 GMT -5
While digging around through some of my old notebooks, I came across an Armor Grid scenario that I had started to design and thought I would share it with the group. Note: I have not tested it as I have forgotten all about it. Constructive criticism is welcome, batreps even more so!
In this scenario, one player controls a single Light Mech that is testing a stealth/electronic warfare suite. They have managed to infiltrate the other player's territory. But as with all new technology, there are bugs in the system and once in, the player has raised suspicion of their presence. Their goal now is escape.
The New Tech
While not a true cloak, the suite generates "fuzzy sensor signals" and bounces them around the local area, causing uncertainty as to the true location of the Mech. In game play, the Mech is represented by 3 "Blips" (2 of which are decoys and the last is the actual Mech itself) that can move independently of each other and will remain that way under the following conditions:
• May not move more than 1/2 speed (as that will generate enough heat to be detected by opponent's sensor suite)
• May not be within LOS of an enemy unit (this will reveal the true nature of the blip)
• May not take any other actions that will generate heat (i.e., firing a weapon)
Violating any of these conditions will reveal the true nature of the Blip.
Blip counters represent the effects of the electronic warfare. The Mech is not truly cloaked, but these "fuzzy signatures" are the results of an attack against the opponent's sensor suite. One of the Blips is actually the Mech while the other two are dummy signals meant to confuse the enemy. The player can use any kind of marker they wish (I use the Blips from my ancient Space Hulk game), though they need a way to keep track of the real Mech's location. If the Blip is ever revealed, do the following:
• If it is a decoy, remove the counter
• If it is the Mech, all blips are removed and the Mech model is placed on the battlefield
However, all is not lost if the Mech is detected. If the Mech can spend a full turn Scanning while out of LOS of an enemy unit and has no Heat, it can reestablish the cloak--remove the Mech and replace with a stack of 3 Blip counters before the next Move Phase.
"New Technology Tested"
The goal of this scenario for the "invading" player is to escape from any board edge, while the "invaded" player is to hunt down and destroy the invader.
I had not decided on a specific build point limit, perhaps build the invading Mech and give the opponent 2x or 3x the BP value?
This type of mission requires plenty of terrain that will block line of sight, so keep that in mind when setting up.
The Invader places their Blips within 6" of the center of the play area and the opponent's models are placed anywhere along the edge of the battlefield (4' x 4' is recommended) as long as they are not within LOS of the invader's Blips.
The Invader will go first.
The success of the test run is as follows:
• Supreme Victory -- Invader escapes without ever being revealed
• Victory -- Invader escapes
• Failure -- Invader destroyed
Another idea to make the scenario more of a battle is set a higher BP limit in order for the Invader to have some back up units that while not cloaked, they are there to help with the extraction. In this case, the Invader's back up units are placed along one edge of the battlefield, while the opponent can set up along the other three edges. Set up as follows:
• Place Blips as above
• Place other models one at a time, back and forth between the two players, starting with the defending opponent, while making sure no side is within 12" of an enemy model.
In this scenario, one player controls a single Light Mech that is testing a stealth/electronic warfare suite. They have managed to infiltrate the other player's territory. But as with all new technology, there are bugs in the system and once in, the player has raised suspicion of their presence. Their goal now is escape.
The New Tech
While not a true cloak, the suite generates "fuzzy sensor signals" and bounces them around the local area, causing uncertainty as to the true location of the Mech. In game play, the Mech is represented by 3 "Blips" (2 of which are decoys and the last is the actual Mech itself) that can move independently of each other and will remain that way under the following conditions:
• May not move more than 1/2 speed (as that will generate enough heat to be detected by opponent's sensor suite)
• May not be within LOS of an enemy unit (this will reveal the true nature of the blip)
• May not take any other actions that will generate heat (i.e., firing a weapon)
Violating any of these conditions will reveal the true nature of the Blip.
Blip counters represent the effects of the electronic warfare. The Mech is not truly cloaked, but these "fuzzy signatures" are the results of an attack against the opponent's sensor suite. One of the Blips is actually the Mech while the other two are dummy signals meant to confuse the enemy. The player can use any kind of marker they wish (I use the Blips from my ancient Space Hulk game), though they need a way to keep track of the real Mech's location. If the Blip is ever revealed, do the following:
• If it is a decoy, remove the counter
• If it is the Mech, all blips are removed and the Mech model is placed on the battlefield
However, all is not lost if the Mech is detected. If the Mech can spend a full turn Scanning while out of LOS of an enemy unit and has no Heat, it can reestablish the cloak--remove the Mech and replace with a stack of 3 Blip counters before the next Move Phase.
"New Technology Tested"
The goal of this scenario for the "invading" player is to escape from any board edge, while the "invaded" player is to hunt down and destroy the invader.
I had not decided on a specific build point limit, perhaps build the invading Mech and give the opponent 2x or 3x the BP value?
This type of mission requires plenty of terrain that will block line of sight, so keep that in mind when setting up.
The Invader places their Blips within 6" of the center of the play area and the opponent's models are placed anywhere along the edge of the battlefield (4' x 4' is recommended) as long as they are not within LOS of the invader's Blips.
The Invader will go first.
The success of the test run is as follows:
• Supreme Victory -- Invader escapes without ever being revealed
• Victory -- Invader escapes
• Failure -- Invader destroyed
Another idea to make the scenario more of a battle is set a higher BP limit in order for the Invader to have some back up units that while not cloaked, they are there to help with the extraction. In this case, the Invader's back up units are placed along one edge of the battlefield, while the opponent can set up along the other three edges. Set up as follows:
• Place Blips as above
• Place other models one at a time, back and forth between the two players, starting with the defending opponent, while making sure no side is within 12" of an enemy model.