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 Rescue scenario

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Dribble Joy
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PostSubject: Rescue scenario   Rescue scenario Icon_minitimeSat 8 Oct 2011 - 1:26

I've writing a campaign and have been looking for scenarios to include.

I wanted a rescue scenario, but the ones I have found have frankly been too specific, rather harsh or plain sloppily written. To the Rescue! on mordheimer.com was the closest I found but was so fuzzy on the details as to be almost unplayable.

So, taking inspiration from the Necromunda ruleset, I've had a go myself for a generic rescue scenario that can be used in as many settings as possible and specifically for captured warband models:

Rescue
A valued member of your warband has been captured! You may not actually care for them in the slightest, but they could have valuable information that you need and/or cannot let slip to your enemies. Thus, you've set out to save(?!) them from the plans of their captors.
You may choose to play this scenario if one of your heroes has been captured as the result of Serious Injuries. This should be declared when the captors decide what to do with their prisoner and occurs before it takes place (for example, if they decide to kill or sell them into slavery, they cannot do so until the rescue has been attempted – and failed).

Terrain
The center of the board should be set up to represent the hide out of the defender's gang. This should only be 1' square at most. The rest of the table can be set up normally.

Setup
The captive is placed in the centre of the defender's hideout and cannot move until freed (see below).
The defending player nominates up to 25% of their warband (rounding up) though there cannot be more heroes than henchmen, to act as sentries. Sentries are placed within 8" of the captive. The rest arrive as re-enforcements later. The attacker may deploy 25% of their warband (rounding up) within 8" of a table edge of their choice.

Special Rules
Moving Defenders: Until spotted, the defending models move randomly as they patrol their camp. Roll a D6 and subtract their Initiative value for each defending model. If the result is positive, the attacker may move the model that far in inches, if negative, the defending play may move the model that far in inches.

Raising the Alarm: Until spotted, the attacking models cannot be seen. After moving the defenders, roll a D6 for each defending model and multiply the result by it's Initiative. This is how far they can see (remember that any weather effects apply and may reduce this value). If one or more attacking models are in range, the model may take an Initiative test with the following modifiers to their Initiative:

In the open: +1
Hidden: -1
Out of Line Of Sight: -2
Ran in it's last movement phase: +1
Wearing Heavy Armour: +1
Model is a large target: +1

If these reduce a defending model's Initiative to 0 or less, they cannot spot the model.

Test for each enemy model in range. A natural roll of a six is always a fail. Any special rules modifying the range or rolls for spotting hidden enemies also apply. If the test is passed, the alarm has been raised.
The attackers are free to shoot or charge the defenders if they can, however, if a targeted model survives the attack (does not go Out Of Action), the alarm will automatically be raised in their next turn.
If they do not, then all rolls the next turn will receive a +1 bonus, with an additional +1 if the Out Of Action model would be in Line Of Sight of a defender (place a token marking where they were). If half or more defending models are taken Out Of Action, then the alarm is automatically raised in the defender's turn.
Once the alarm is raised the defending models may act as normal (charging, running, etc.) but count as moving.

Re-enforcements: Once the alarm has been raised, then any defending models not on the table are placed 2" from any table edge other than the one used by the attacker. They may move and attack as normal as may any remaining defenders. The remaining attacking models not on the board do the same in their turn but on their board edge.

The Captive: Until the captive has been freed, the defending warband may not attack him in any way.
If an attacking model moves into base contact during it's turn, the captive has been freed. They may then use any weapons and equipment they have. They may shoot this turn. From their next turn onwards they may move and attack as normal.

Starting the Game
The attacker makes the first turn.

Ending the Game
The battle ends when either warband fails a Rout test, with the defender testing when 50% or more taken Out Of Action. If the captive escapes by managing to reach within 8” of the attackers table edge by the end of their turn, the attackers automatically win.

Experience
+1 Survives: If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out Of Action. A Hero earns +1 Experience for each enemy he puts Out Of Action.
+1 Freeing the Captive: The Hero or Henchman group that frees the captive gains +1 Experience.
+1 Captive Escapes: In addition to any other Experience gained, the captive gains +1 Experience if they make it off the table.

The Captive and Exploration
If the attackers win (by either getting the captive off the table or the defenders Rout) then they are returned to the warband with all their equipment. If the defenders win, then the captor is subject to whatever plans they might have for them and no more rescue for them may be attempted. If the captive goes Out Of Action during the battle, then there is a chance that they might be dragged off by the attackers. Roll a D6, on a 4+ the captor is returned to their warband, and treats a result of Captured as Full Recovery (their warband not eager to let them out of their sight). Otherwise the captive remains a prisoner as is dealt with as above.
This scenario takes place outside of the usual sequence of a campaign (taking place while other warbands are out earning) and as a result could skew the balance of power if treated as a full game. As a result, the total number of dice rolled for exploration after the game for both warbands is halved (rounding down).


Not sure about:
Number of starting defenders.
Victory conditions.
Ending restrictions.


Last edited by Dribble Joy on Fri 21 Oct 2011 - 11:14; edited 8 times in total
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Von Kurst
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeSat 8 Oct 2011 - 2:11

Similar scenario for reference--Dungeon Raid from Relics of the Crusades

Similar themes--
Kidnapped!--Best of TC
One Man's Rescue--Khemri

Jail Break--Legends of the High Seas
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Dribble Joy
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeSat 8 Oct 2011 - 2:27

Mordheimer.com doesn't actually list the details of these. Where can I find them?
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeSat 8 Oct 2011 - 2:58

Dungeon Raid can be found in the Relics of the Crusades rules. Those used to be hosted on the Specialist Games site and Accursed Knowledge.

Kidnapped--was published in the TC section of a White Dwarf originally. Then it appeared in Best of Town Cryer. I don't know where those might be hosted. Tabletop Geeks?

The Khemri Land of the Dead website was still up and running the last time I visited it. I get my link through the Border Town Burning site.

The Legends of the High Seas scenario is actually called Prison Break. As far as I know those rules are still in print available from Warhammer Historical.

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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeWed 19 Oct 2011 - 9:51

We played your Szenario once.

It has some good Ideas, but it has its Downsides too...

The match was between Grimscull´s witchhunters and my Averlanders which captured the Captain of the witchhunters.
We used as deploymentzone a long street piece.
Rescue scenario Dscn5862-small

Because of our table the witchhunter could deploy near the center. They rushed forward with all their power and raised the alarm in the first turn, so my main force would appear just behind them. The witchhunter took a position around 9-10" away from the edge for a full scale assault on my warband.

Rescue scenario Dscn5866-small
I tried to escape to the edges, because the flagelants seems to be very nasty, if they got me in melee while my bergjaeger startet to build traps around the captive.
The witchhunter followed my retreat slowly (the couldn't run, because of the people in the tower). I used the opportunity to open fire on them. First the dices were in my favor, but sadly they changed later...

It was an interesting game, which showed us, that we should read accuratly the szenario discription before the game starts, but it showed some interesting problems in the szenario.

If you are a melee warband, you could try to raise the alarm on purpose, to draw the mainforce of your enemy in, directly in charge distance of your forces. The other side if you are a range warband, you can take a position with good shooting possibilies and then raise the alarm.

One other option is just rush forward and leave one modell behind, to slow the enemy and than take your prisioner without problems. Only 4 modells stand in between you, your prisioner and the opposite table egde...

If the attacker plans his attack precisely he will have a huge advantage over the defender.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeWed 19 Oct 2011 - 19:05

Arg, just realised that it says that defenders enter on the same table edge as the attackers. I can see how that would completely screw over the defender.

Changed it to any table edge other than the one used by the attacker. Was thinking about the one opposite, but then it could leave them too stranded and unable to reach the attacking models.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeWed 19 Oct 2011 - 19:26

the same goes for every table side, the attacker just runs in the opposite direction normaly with a good headstart. Or you split your warband that you have some on every edge, but than the would just overrun you...

Perhaps it would help,if they sleep in a shelter near the table center and awake there. This way they are near enough. The attacker could try to suround them before they awake, but it would be more difficult to get in range before the alarm is raised.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeWed 19 Oct 2011 - 19:37

Perhaps allow the re-enforcements to enter as normal the same turn as the alarm is raised?
- Move defenders.
- Make spotting checks.
- If alarm is raised re-enforcements are placed within 4" of a table edge.
- All models can declare charges and shoot as normal.

Perhaps instead/in addition, restrict the number of attackers. Maybe a number equal to the leader's Initiative?
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeWed 19 Oct 2011 - 20:08

I like this idea a lot.
I think that maybe 4 models is too few; maybe base it rather then a set number but as a % of the warband; this would make say Skaven that are weaker but make up for it in numbers balance out to say Shadow Elves who could effectivly have 1/3 of there warband right there waiting for you.
I know that putting more models out on patrol will result in more dice to spot the attackers so that may be a problem. To accomidate that here is how i'm thinking.

-Up to 25% of your warband start on the board in the 1' deployment zone.
-No more then 4 models are on patrol (no more heroes then henchmen).
-Remaining warband members that are guarding (25% of warband) are directly guarding the prisoner; as such they must be with in 4" of the captured model and are considered to be hidden. As they are more intent on the captive then whats going on outside so can not roll to spot the attackers.

The result is the same as intended but it gives the deffenders who relly on more "weak" models a way to boost there defences and at the same time those stronger warbands who use less "strong" members a limit on there defences; IE a warband with 11 models is only going to have 3 defenders; well a warband of 20 can have 5. Your standard warband however will have 4 as planned.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeWed 19 Oct 2011 - 22:53

Just wanted to say that I didn't raise the alarm on purpose, but simply read the scenario-description poorly Laughing To have the defenders enter on a random side changes that and also makes more sence (why would the attacker choose coming from where the defender's patrol is roaming the area?). Determing the guard's strenght by the leader's initiative might allow a whole Elfen-warband to stay in camp, so percentages seem right.
Maybe the attackers should determine some models as well to build their hostage-rescue task force? With the others staying behind to only intervene when something goes wrong/the alarm is raised? This way, we have two small sneaky groups first with the main bulks entering the fray later?
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeThu 20 Oct 2011 - 13:23

That sounds good, both just got a small squad (one sneaky, one on patrol), to rescue the captive and it would fit better the idea of a special szenario out of the ordinary campaign-structure.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeThu 20 Oct 2011 - 14:08

Altered it to percentages, tweaked re-enforcement rules.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeThu 20 Oct 2011 - 21:38

This sounds very good now - somebody should try it out!
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeFri 21 Oct 2011 - 5:49

I like the way this is headed.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeFri 21 Oct 2011 - 10:59

If a model is in the sentry-range(W6*ini) of 2 Sentries, Do i have to check for both?

I don't like the "a natural roll of a 1 is always a success". Statistically i spot the enemy after the 6th check. Perhaps you can make it: a naturall roll is not always a succes, but makes the modell nervous/more cautious and he gets a bonus of one for further tests.
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PostSubject: Re: Rescue scenario   Rescue scenario Icon_minitimeFri 21 Oct 2011 - 11:11

Yes, both make the test.

I'm also not sure about the auto-pass on a one, especially if you get multiple models within range of a number of sentries.

Updated first post.
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