Scenario Ideals

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Alpha 11
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Scenario Ideals

Unread post by Alpha 11 »

Just thought we could put some ideals out on different scenarios we can come up with. For me, The Elite Wave Scenario. Take Rick, Ben, Max, Miriya, Roy, and maybe a squadran (4) of VF-R's and see how may waves of Battle Pods they can withstand. So any other ideals?
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WilhelmRochRedDuke
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Re: Scenario Ideals

Unread post by WilhelmRochRedDuke »

Wanted an opinion on the following scenario I'm working on.



Orbital Bombardment

As the combat pilots of the UEDF work to fight off the defending forces in the air, the Zentraedi armada open fire on the island clearing the way for their ground forces to press the attack.



Scenario Rules:

Terrain - Set up enough terrain to cover one quarter to one half of the board with elements that significantly block line of sight such as buildings for a cityscape or equivalent. Each player rolls a D6 and the player who rolls highest places the first terrain element. Take turns placing one element at a time, alternating with your opponent until all elements have been placed.

Forces - Choose an Army as outlined under “Building an Army”. (Main rulebook pg. 75) - Zentraedi = Minimum of 2 squadrons that contains at least 6 battle pods each.(
Min. 140pts).
Deployment - Player who wins initiative, deploys first along their short table edge. Opponent deploys along opposite table edge. Deployment zone is within 24 inches of player’s Table edge)

Game Length - Until Victory conditions are met.

Victory :
Zentraedi - Move at least 5 Regults off the opposing players board edge.

UEDF - Destroy all the enemy mecha or keep 5 Regults from leaving the table through the UEDF players deployment area table edge.

Special Rules - Orbital Bombardment, Clearing the way.



Clearing the Way: After terrain is placed and prior to the start of gameplay, the players roll off. The winner then places an orbital Bombardment token anywhere on the table outside of either player’s Deployment zone. The opponent places a second token on the board. This continues back and forth until 4 tokens are placed. each player may then relocate 1 token each up to 1d6 inches from it’s present location in any direction. Tokens that relocate off the board edge are discarded. These bombardments do not scatter and damage is immediately applied to any and all affected terrain. Play continues as normal.
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Alpha 11
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Location: Northwood, ND

Re: Scenario Ideals

Unread post by Alpha 11 »

WilhelmRochRedDuke wrote:Wanted an opinion on the following scenario I'm working on.



Orbital Bombardment

As the combat pilots of the UEDF work to fight off the defending forces in the air, the Zentraedi armada open fire on the island clearing the way for their ground forces to press the attack.



Scenario Rules:

Terrain - Set up enough terrain to cover one quarter to one half of the board with elements that significantly block line of sight such as buildings for a cityscape or equivalent. Each player rolls a D6 and the player who rolls highest places the first terrain element. Take turns placing one element at a time, alternating with your opponent until all elements have been placed.

Forces - Choose an Army as outlined under “Building an Army”. (Main rulebook pg. 75) - Zentraedi = Minimum of 2 squadrons that contains at least 6 battle pods each.(
Min. 140pts).
Deployment - Player who wins initiative, deploys first along their short table edge. Opponent deploys along opposite table edge. Deployment zone is within 24 inches of player’s Table edge)

Game Length - Until Victory conditions are met.

Victory :
Zentraedi - Move at least 5 Regults off the opposing players board edge.

UEDF - Destroy all the enemy mecha or keep 5 Regults from leaving the table through the UEDF players deployment area table edge.

Special Rules - Orbital Bombardment, Clearing the way.



Clearing the Way: After terrain is placed and prior to the start of gameplay, the players roll off. The winner then places an orbital Bombardment token anywhere on the table outside of either player’s Deployment zone. The opponent places a second token on the board. This continues back and forth until 4 tokens are placed. each player may then relocate 1 token each up to 1d6 inches from it’s present location in any direction. Tokens that relocate off the board edge are discarded. These bombardments do not scatter and damage is immediately applied to any and all affected terrain. Play continues as normal.


Nice.
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