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generates several layers of strategy to carry out your mission while denying the opponent theirs.
As well, a balanced list will perform the best to perform well for all the missions available. Currently each
mission rewards a certain armybuild:
Assassinate - precision strikes
Invade - speed
Capture - high staying power
Assassinate - high damage output
Hold territory - high model count
Annihilate and invade offset with one going for pure destruction and the other rewarding survival. Capture &
control and quarters will reward table supremacy. Speed will be a massive asset in most of the tasks, but if
reserves are used then you will not have much on the table to start so choose wisely!
Hold territory would be beneficial to try to take the middle of the table so your units can straddle the corner
of all 4 quarters, but invade & objective missions will take action away from the middle. With all the
possibilities every section of the table can potentially be important!
All models have been chosen to be scoring so non troop selections will not be penalized. They will already at
a disadvantage with fewer models as non troop selections cost more than troops.
VPs have been chosen since KPs will not work as some armies will only have 2-3 units while others can take
5+. As well, in small scale engagements every model will be worth something and I needed a scoring system
from tasks which would work with the damage done to the opponent.
Scoring Example 1:
Team 1 kills 240 points of the enemy, has 230 points of their forces in the enemy territory with the invade
mission. Requirements to acheive the objective is 200+ pts, thus they gain another bonus 100 VPs for
completing the mission. Total = 240 + (230x2) + 100 = 800 VPs
Team 2 kills 260 points of the enemy, has 2 objectives and has drawn the annihilation objective. As 260 VPs
is not greater than 75% of enemy forces, they have failed the mission. Neither side has the capture objective
mission, thus each is worth a bonus 40 VPs. Total = 260 + 40x2 = 340 VPs.
Team 1 wins
Scoring Example 2:
Team 1 kills 330 points of the enemy, has 2 objectives, contests 2 quarters and has drawn the capture &
control mission. Total = 330 + 100 = 430 VPs
Team 2 kills 370 points of the enemy, has 1 objective, contests 2 quarter and holds another. They have the
hold territory mission. Thus they have completed the mission to hold more than the enemy.
Total = 370 + 100 = 370 VPs. The 1 objective they hold is worth nothing in this case as one side does have
the capture & control mission.
Result = draw as the VP difference is 40 (less than 50).
Another addition to implement campaign play. Victories and VP cost for rewards to be scaled based on the
number of participants. It is designed to be played in 4-5 instalments or as time permits based on the
players. Currently the numbers are designed for 4 players.
More victories will allow your patrol to develop more powerful skills but the cost to purchase them will
increase as well. VPs earned during games can be spent and used to purchase abilities. Unused VPs can be
saved up. All abilities are to be one time use per game only unless specified. Abilities carryover to
subsequent games until the unit is destroyed or flees off the table.