Purgatus, Mission using a techmarine.
chrome_ghoul
Posted: Sep 14 2009, 11:12 AM


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Hi folks.
I've not done any background for this, but I will flesh it out once I get the mission to my liking.
This is a mission where the TDA marines must escort a techmarine specialist to a reactor control room to turn off the cooling system and destroy the hulk.

Forces.
SPACE MARINES
The Space marine player has the following.
1 TDA Sergeant armed with Storm bolter and power sword.
1 TDA Marine armed with Heavy flamer and power fist.
3 TDA Marines armed with storm bolter and power fist.

The Marines also use a power armoured techmarine specialist in this mission.
A tech marine has four action points and may move in the same way as a TDA marine, he may also move sideways for 1AP.
He is armed with a storm bolter and servo arm. The servo arm can destroy doors like a chainfist, but is too bulky to help in close combat aboard a space hulk. Therefore the Techmarine rolls 1d6-1 in CC.

GENESTEALERS.
The Genestealer player starts with one blip, and recieves two reinforcement blips per turn. The broodlord may not be used in this mission.

OBJECTIVES.
The Space marines must get the techmarine specialist to the square marked X, this is the reactor control terminal. once there, the Techmarine must spend ten action points over no more that 3 turns to deactivate the coolant system. He may take no other actions while doing this. The Marines must then evacuate via the ladder in the central room.

If the Techmarine is killed before deacitvating the coolant system, the genstealers win.
If all the marines are killed but the coolant system has been deactivated, the game is a draw.
If the Marines deactivate the coolant system, and evacuate at least one marine, they have won.

user posted image

All comments and ciriticism are welcome!

EDIT:
Current changes.
Use Gideon instead of Lorenzo.
Use Assault cannon in place of flamer.
Use Chainfist on one storm bolter marine.
Techmarine only spends 8 actions to deactivate coolant systems.

Let me know how you get on!
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Beork
Posted: Sep 14 2009, 02:29 PM


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I have the faint feeling this will be a very hard mission.

I'll be certain to try it once I have my copy up and running (currently removing stealers from sprue and cleaning flash)

Beork
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Battle Brother Daxam
Posted: Sep 14 2009, 04:41 PM


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Looks like a difficult mission. I'd be glad to play it. The inclusion of the jammed doors is quite interesting and it would make for a difficult tactical decision later on.


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+++Heavy number of Enemy Contacts Engaged. Requesting additional Terminator and Techmarine support IMMEDIATELY!+++
Tenth transmission from Brother Daxam aboard Inglorious Spawn

+++Awaiting additional Transmissions+++
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chrome_ghoul
Posted: Sep 14 2009, 06:19 PM


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As it stand it is pretty tough for the marines. But im confident they can manage at least a draw. Give it a couple of plays and I'll refine it a little.
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Malakian
Posted: Sep 14 2009, 11:31 PM


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Why not try to make the map more non symmetrical. Symmetrical maps look good but are booring to play. There is really no real choise which route to choose. one route should be longer but less spawns and other shorter with more spawns. Something like that.
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chrome_ghoul
Posted: Sep 23 2009, 01:44 PM


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Okay, I've now played thorugh this game three times. It is pretty hard for the marines, but I don't think thats a bad thing.

Im ging to keep the map the way it is for now (Sorry Malakian, but I LIKE maps tht are symetrical biggrin.gif).
I am thinking about altering the Marine forces though.

If anyone has time can they try this mission out with the assault cannon and Gideon in place of the flamer and Lorenzo, and give one storm bolter marine a chainfist.

Second change.
The tech only needs to spend 8 actions on deactivating the coolant system.

Best Tactics I found so far......

Marines.
Send the tech forwards quickly with two escorts. Let the rest of the squad hang around the centre of the map fighting of the steaers, and staying relativly cloe to the evacuation point.

Stealers.
I had good results from massing up my blips behind the jammed doors early, then bringing blips on behind the marines as they moved forward. Pretty rudimentary really....
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Doghouse
Posted: Oct 13 2009, 10:56 PM


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Sounds good mate, looking forward to seeing more. smile.gif


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