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8th guild anniversary SCENARIO CONTEST

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Lady Blodwynn

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PostPosted: Mon Aug 20, 2012 12:40 am
The 8th Anniversary 40k Scenario Contest


Another test of creative skills, the Scenario Contest challenges you to come up with the most fun and interesting mission to play out in 40k, be it anything from Capture the Flag to zombie survival to battles fought during a blizzard with wild Yeti on the loose. Have fun with it, and make something we'll have fun trying out!

This contest will run from the 20th of August until the 16th of September. All entries are to be posted here in this thread.

Prizes:

First place: 10000 gold
Second place: 7500 gold
Third place: 5000 gold  
PostPosted: Thu Aug 30, 2012 7:23 pm
Seek and Destroy


A defending force has fought so hard and so well that they've sent the invaders into a panicked retreat. As the defenders give chase, the invaders find a place to hide and spring a desperate ambush.

Select one player to be the pursuing force, and one to be the invading force, preferably long before the game starts.

Pursuer's Overview: You have finally routed the invaders, now it's time to punish them for their folly.

Invader's Overview: The defenders have forced your forces to hide like rats, but if you catch them by surprise, you might have a shot at turning the tide: right now it's all you can do.

Force Organization: Set a points limit that you and your opponent agree on (as normal), but this scenario uses different force organization charts than the standard Only War scenarios.

Invader's Forces:
Compulsory:
1 HQ
2 Troops
Optional:
6 (additional) Troops
3 Elites
3 Fast Attack
0 Heavy Support
1 Allied Detachment

Pursuer's Forces:
Compulsory:
! HQ
3 Troops
1 Heavy Support
Optional:
1 HQ
3 (additional) Troops
4 Elites
2 Heavy Support
3 Fast Attack
1 Allied Detachment

Neither side is allowed to take fortifications

Deployment: Pursuer chooses one short table edge, and the opposite short table edge belongs to the Invader

Invader first places D6 + # of non-Fast-Attack units hide markers anywhere on the table no less than 18" from Pursuer's table edge. Each hide marker must be clearly marked on its underside (or other hidden area) to either correspond to a unit or indicate a false marker. Invader must keep all Fast Attack units and the entirety of any Allied Detachments in reserve.

Pursuer then deploys all compulsory units within 12" of their table edge if possible. Any units that cannot be deployed in this manner move onto the table from that table edge on the Pursuer's first turn. All other units must be left in reserve.

Warlord Traits are not used in this scenario, as each warlord is either desperate, as scared as the rest of their forces, enraged, or let the previous victory swell their head.

First Turn: Pursuer always takes the first turn.

Victory Conditions: Each unit destroyed counts as one victory point for the opponent. Any units falling back when the game ends are destroyed (and obviously count as victory points for the opponent). The player with the most victory points wins.

Secondary objectives are not used in this scenario, as the primary objectives far outweigh them.

Game Length:

After the fifth game turn, the Pursuer rolls a die: on 4+ the game continues for a sixth turn, and then the Pursuer rolls again (otherwise the game ends). On a roll of 4+ the Pursuer can choose to play a seventh game turn, or end the game (otherwise the game automatically ends).
If the Pursuer wishes to continue for a seventh turn, they roll a die at the end of said game turn. on a 5+ the pursuer can choose to play an eighth game turn, or end the game (otherwise the game automatically ends).
If the pursuer wishes to continue play, the game automatically ends at the end of the eighth game turn.

Special rules:

Total Envelopment: Pursuer's units entering from reserves may enter from any board edge the Pursuer wishes (the Invaders are deep within the Pursuer's territory after all).

Hide Markers: The Pursuer can choose to fire at a hide marker, but uses the Night Fight range rules to do so (searchlights have no effect on subsequent units firing at the same target). If the Pursuer can fire at the hide marker, the Invader must either reveal it as a false marker, or randomize any hits and wounds (as the closest model will be impossible to determine), then deploy the unit the marker represents, with at least one model over the marker's former position.
If the Pursuer moves within 3" of a hide marker, the Invader must either reveal it as a false marker, or deploy the unit with at least one model in base contact with the aforementioned Pursuer's unit. During their first assault phase, both units make simultaneous 3" pile-in moves, then all engaged models fight at Initiative step 1.

(edit) The invader may voluntarily reveal any units on his/her own turn.

Reserves: Aside from Total Envelopment rule for the Pursuer, all of the Invader's reserves enter from their own short table edge.

Reserves arrive on:
turn 2 4+
turn 3 3+
turn 4 2+
turn 5 automatically

Designer's Notes: I originally designed and though up this scenario during fifth edition, before the secondary objectives and warloard traits were added. I excluded them because I felt they would either ruin the scenario I invented, or would be either hard or impossible to implement (mainly because the invaders are hiding and most of the Pursuers are in reserve).
The invader is not allowed any heavy support choices because I'd imagine all those types of units would have already been destroyed by the defender in the previous fighting, or abandoned in the invaders' flight. I also imagined that any fast attack units would have been able to flee far faster than the other units, and only come back as an afterthought.

Though as with any scenario, this can be played on its own, I designed it to be more of a consequence to a crushing defeat of an attacker by a defender.

It also helps to play Metallica's Seek and destroy at least once during the battle...  

notmuch_23

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The Telling Truth

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PostPosted: Sat Sep 15, 2012 10:34 pm
Total War!

Plot:
Invasion of planet Cadia has begun once again.


Suggested number of players:
Two (2) - Six (6)


Supplies:
Two (2) Warhammer 40,000 Armies (Imperial Guard and Chaos Space Marines suggested. Point values should be agreed upon by participating parties pre-game.)
Two (2) Battlefleet Gothic fleets (Imperial fleet and Chaos fleet suggested. Point values should be agreed upon by participating parties pre-game.)
Two (2) gaming boards (one (1) infantry and one (1) star map/space field)
Standard Warhammer 40,000 and Battlefleet Gothic paraphernalia


Invaders' Goal:
Invade planet Cadia and, using a Rogue Psyker legion, bridge a gap into the Eye of Terror, allowing the forces of Chaos to flood forth onto the planet.


Defenders' Goal:
Stop the invasion at all costs!


Game Overview:
The game will be broken into three (3) parts: Spearhead, Invasion and Conquest.


Level Overview:

Spearhead:
The spearhead of the invasion will consist of forces of Chaos attempting to invade planet Cadia. Uses Battlefleet Gothic. Three (3) Chaos fleets will attempt to invade the planet against three (3) Imperial fleets.

Invasion:
The forces of Chaos have landed and are now making their way towards the remnants of the Thirteenth Black Crusade, in an attempt to gather forces.

Conquest:
The forces of Chaos have rejoined the remnants of the Thirteenth Black Crusade and are now using their Rouge Psyker legion to try and call upon the powers of the Warp in an attempt to take Cadia once and for all.


Turns:
Invading player always has first turn.


Invasion forces:

Spearhead:
Three (3) Chaos Battlefleet Gothic fleets

Invasion:
Compulsory:
One (1) HQ
Two (2) Troops
Three (3) Rhinos
Optional:
Four (4) Troops
Three (3) Elites

Conquest
Compulsory:
One (1) HQ
Two (2) Troops
X Rogue Psykers*
Optional:
Six (6) Troops
Three (3) Elites
Three (3) Fast Attack
Three (3) Heavy Support

*note: "X Rogue Psykers" equals the number of Rhinos that survived "Invasion" multiplied by ten (10), a Rhino's max infantry capacity.


Defenders' forces:

Spearhead:
Three (3) Imperial Battlefleet Gothic fleets
Cadia Defense systems:
Orbital Defence Platforms*

*note: the number of platforms should be agreed upon pre-game

Invasion:
Compulsory:
One (1) HQ
Two (2) Troops
Optional:
Six (6) Troops
Four (4) Elites
Three (3) Fast Attack

Conquest
Compulsory:
One (1) HQ
Two (2) Troops
Optional:
Eight (8 ) Troops
Six (6) Elites
Four (4) Fast Attack
Three (3) Heavy Support


Deployment:

Spearhead:
Both Players deploy on standard Battlefleet Gothic gaming tables under Battlefleet Gothic standard deployment rules.

Invasion:
Invading player(s) deploys on long end of gaming table within standard twelve (12) inches of board's edge.
Defending player(s) deploys at opposite side of gaming table within standard twelve (12) inches of board's edge. Defending player(s) may keep units in reserve and may enter same reserve units into battle from short ends of gaming table within eighteen (18 ) inches of starting end's edge. Reserve units entering battle this way must be announced at beginning of each game. Units not announced that attempt to enter are considered "destroyed".

Conquest:
Invading player(s) deploy all units at single, long end of gaming table within eighteen (18 ) inches of board's edge.
Defending player(s) deploy all units at opposite, long end of gaming table within eighteen (18 ) inches of board's edge.


Level keys to victory

Spearhead:
As the forces of Chaos, you are tasked with landing, at least, fifty percent (50%) of a single fleet. Fleets do not combine and, if more then fifty percent (50%) of each fleet is destroyed, the war is lost. Ships that exit board opposite the side in which they are deployed are considered "have landed".

As the forces of the Imperium, you are tasked with stopping the forces of Chaos from landing upon Cadia. Fleets do not combine.

Invasion:
As the forces of Chaos, you are tasked with pushing your troops towards the stronghold of the remnants of the Thirteenth Black Crusade. You must move your forces length wise across the board, protecting three (3) Rhinos carrying your Rogue Psykers. The Invasion scenario runs three (3) separate times. This totals nine (9) total Rhinos carrying Rogue Psykers. If five (5) or more Rhinos are destroyed ove the three (3) games, the war is lost. Rhinos that exit table opposite end in which they are deployed are considered "safe" and count towards total number of Rogue Psykers used in "Conquest".

As the forces of the Imperium, you are tasked with stopping the forces of Chaos from rendezvousing with the remnants.

Conquest:
As the forces of Chaos, you are tasked with keeping the Imperiums forces at bay for four (4) turns. If all units are killed before four (4) turns is up, the war is lost. If more then fifty percent (50%) of Rogue Psykers are killed before turn four (4) the war is lost.

As the forces of the Imperium, you are tasked with killing all the forces of Chaos and/or at least fifty percent (50%) of their Rogue Psykers.


Special Notes:
Rogue Psykers stat sheet is equal to that of the Imperial Guard Sanctioned Psykers.
Rogue Psykers can not disembark from Rhinos nor use their Psyker powers.
No Imperial Space Marine units listed in any Space Marine Codex may be fielded.
Super heavy units, i.e. Baneblades, may not be used unless agreed upon pre-game.
 
PostPosted: Sat Sep 15, 2012 11:28 pm
Note: scenario is for adult players!
Scenario: capture the beer!
Players:2, though more may be involved in 2 teams.
Forces: standard FOC, 1-2 HQ, 2-6 troops, 0-3 each elites, fast and heavy, equal points, 1500-3000 per side is optimal.
Battlefield: 6x4 feet, deploy terrain in any way agreeable to players.
Objectives: divide battlefield into 6 squares of 2x2 feet, in centre of each deploy a bottle of beer as objective.
Deployment: both sides enter thirsty from the long table edge on the first turn.
Game length: 6 turns.
Special rules: victory points awarded per enemy units as in the 40k rulebook.
As soon as players unit gets in btb contact with objective, that player drinks a beer.
In multiple player games, each player from the team drinks a beer! (bring more 6 packs!)
No additional VP for the objectives, beer is reward in itself smile
Winning: player with most VP and still standing on the end of the battle wins!
Variations: substitute beer for glasses of other alcohol. Pirate themed armies might well go for rum!  

Van Evok

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Lady Blodwynn

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PostPosted: Sun Sep 16, 2012 11:40 pm
And here the scenario contest winners!

1st: notmuch_23
2nd: Van Evok yum_coldone
3rd: The Telling Truth  
PostPosted: Mon Sep 17, 2012 1:26 pm
Sweet, I won...

...but I probably wouldn't notice if I had an extra 10K...  

notmuch_23

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