‘Critical Point’ Multiple Objective Missions

Personal ShardsHere, Craig Fleming and Clark Harknett have produced a system to generate multi-layered mission scenarios based on recorded dice rolls (they wish to acknowledge the CHOPS! Wargaming club, too). The pair produced a PDF which can found in the Critical Point Missions PDF  (seven pages) and we’ve reproduced the PDF below.

A similar system is Dave Horobin scenario cards mission system to generate hidden, multi-layered objectives and a wide variety of scenarios from a simple set of cards.

Over to Craig and Clark…


Design Notes

The goal of this scenario is to:

  • Be tournament friendly;
  • Be “relatively” quick to setup. Time is precious!
  • Encourage players to diversify their lists, such that “kill everything” lists aren’t the best thing to bring for every game. List building should happen with this scenario in front of you, to ensure you can meet every objective the game can throw at you!
  • Be fun and interesting!
  • Be winnable or losable based on your choices. Randomness is fun, but to much or to little is not.
  • Be concise and easy to read and follow.
  • Be able to print cards to make it even easier to setup. 😀 We aren’t here yet!

Overall Rules

Game Duration

Play for six turns and at the end of the sixth turn roll a D6. On a result of 1, 2 or 3 the game ends, on a roll of 4, 5 or 6 play one further turn.

Victory

Most points, most winning.

”in”/”within”/”most”

  • A unit is considered “in” a zone, if it has at least one model with at least part of its base touching the zone.
  • A unit is considered “within” a distance, if it has at least one model with at least part of its base touching the distance. (ie, the model’s base is equal to or less than the distance away)
  • A player has the “most” units if they have more units in a zone/table quarter than any other opponent. A unit that is straddling multiple zones counts for neither. Ties count for neither player.

Scoring Units

Any non-shard unit is scoring. Units that are Down cannot score. Units that have held a Run order cannot score.

Nominating

If players must nominate a unit, the player with more dice in the bag must nominate first.


Before the Game

Place Terrain

As per the rulebook. Try to ensure that there is no more than 15” and no less than 3” between pieces. More space means shooting armies will be unbalanced, less space means armies with more Large models will be penalized.


Determine Deployment Zones

One player rolls a D3 to determine deployment zones for both players:

  1. 1M, deploy from long table edges
  2. 3M, deploy from short table edges
  3. A quarter circle with 4M radius from corners

Determine Deployment Type

One player rolls a D6 to determine deployment type for both players:

  • 1-4: Normal (put a dice into the bag for each unit and draw to deploy each unit).
  • 5-6: The army with more dice deploys, then army with less dice deploys.

At least ½ of units (not dice) must be deployed. The remainder may be held in reserve and may enter from your deployment zone in the second or subsequent turns with a successful Co check.


Determine Primary Objective

One player rolls a D10 to determine the Primary Objective for both players. After rolling, if a player feels that the terrain is not set up such that both have a reasonable chance of success, change the terrain until both players are satisfied. (or call an unbiased third party to do so).

1. Take the Center

Objective: Every turn after the first, at the end of the turn, the player with the most number of scoring units in the scoring zone scores 1VP.

Zone: 10” radius from the center of the board.

2. Crowd Them Out

Objective: Every turn after the first, at the end of the turn, every player with a scoring unit in the scoring zone scores 1VP.

Zone: 10” radius from the center of the board.

3. Hold the Line

Objective: Every turn after the first, at the end of the turn, score each zone individually. The player with the most number of scoring units in each scoring zone scores 1VP.

Zone: 6” radius from the center of the board. Also, 2 more zones 3” radius, 10” from the table edge along the centerline.

4. Outflank (played)

Objective: Every turn after the first, at the end of the turn, score each zone individually. The player with the most number of scoring units in each scoring zone scores 1VP.

Zone: 2 zones, 6” radius, 10” from the table edge along the centerline.

5. Spread Out

Objective: Every turn after the first, at the end of the turn, score table quarter individually. The player with the most number of scoring units in each table quarter scores 1VP.

Zone: Table quarters.

6. Be Everywhere!

Objective: Every turn after the first, at the end of the turn, score each zone individually. The player with the most number of scoring units in each scoring zone scores 1VP.

Zone: 5 zones, 3” radius, in the center of each quarter of the table and in the center of the table.

7. Strategic Removal Of Opponents Resources (played)

Objective: Every turn (including the first), each player scores 1VP if they destroyed an enemy unit by shooting, assault or forcing a break test.

8. Marking Territory

Special Action: Any scoring unit can take a Rally action to place a marker in touch with one model in the unit, and remove all other markers within 5” of that model.

Objective: Every turn after the first, the player who has fewer markers on their half of the table scores 1VP. Markers on both sides count for neither.

9. Recon

Objective: Score 3VPs for each scoring unit that Runs or Advances off of your opponents table edge. At the end of the game, score 1VP for each scoring unit within 12” of your opponents table edge.

Maximum VPs: You may not score more from your Primary Objective than from your Secondary Objectives.

10. Hunkering Down

Objective: Every turn after the first, score 1VP at the end of the turn if two of your units have a Rally order. The two units must each have a different Type: ie, giving two Infantry units a Rally would not score, but giving an Infantry and an Infantry Command would.


Determine Secondary Objective Pattern

Secondary Objectives are constantly changing during a game. This determines how you generate Secondary Objectives during the game.

One player rolls a D6 to determine the Pattern for both players:

1. Maintain

Generate 3 Secondary Objectives at the start of the game. At the start of a turn, if you have fewer than 3, generate until you have 3.

2. Pacing

Generate 3 Secondary Objectives at the start of the game. At the start of a turn, if you have fewer than 3, generate until you have 3. You may only score 1 per turn.

3. Control

Generate 1 Secondary Objective at the start of the game. At the start of a turn, generate new ones until you have as many as table quarters that you have units in.

4. Momentum (played)

Generate 1 Secondary Objective at the start of the game. At the start of a turn, if you have fewer than the current turn number, generate new ones until you have an amount equal to the current turn number.

5. Planning (played)

Generate 8 Secondary Objectives at the start of the game. These are all you get! You may only score 1 per turn.

6. Sprint

At the start of the turn, if you have fewer Secondary Objectives than the number shown in the table below, generate new ones until you have the correct amount. If you have more, discard until you have the number.

Turn: 1 2 3 4 5 6 7
Cards: 3 2 2 2 1 1 1

Generating Secondary Objectives

Each player generates their own Secondary Objectives according to the Pattern determined before the game.

To generate a Secondary Objectives, roll a D36, consult the table and write the result down. When generating, keep a note of the numbers you rolled during the game – if you roll the same number during the same game, roll again until a different one is generated. Upon generating, if a Secondary Objective is impossible (not just “really hard”) you may immediately discard it and generate a new one. A Secondary Objective that was possible at the beginning of the game may not be discarded.

Unless stated otherwise, Secondary Objectives are not secret.

Secondary Objectives are scored at the end of the turn. You may score any number. Once it has been scored, it is discarded.

At the end of the turn, players may choose one Secondary Objective and discard it.

D36 Result Rules
11 Take the Hill Score 1 VP if at least one of your scoring units is within 1″ of the center of the table and no enemy units are are within 1“ of the center of the table.
12 Behind Enemy Lines Score 1 VP if one of your scoring units is within 6″ of your opponent’s deployment zone. If 3 or more of your scoring units are within 6″ of your opponent’s deployment zone, score D3 VPs instead.
13 Hold After turn 3, score 1 VP if at least 3 of your scoring units and none of your opponent’s scoring units are within 12″ of your own table edge.
14 Consolidate Forces Score 1 VP if you have at least four units with the Rally order.
15 Mark for Death Nominate an enemy unit. Score 1 VP if you destroy that unit before turn 3, or the turn it is generated. If the unit is alive at the end of the game, your opponent gains 1 VP.
16 Heroic Sacrifice Nominate a friendly unit. Score 1 VP if your opponent destroys that unit. If the unit is alive at the end of the game, your opponent gains 1 VP.
21 Overwhelming Firepower Score 1 VP if an enemy unit was completely destroyed by shooting (not via a break test). If you completely destroyed 3 or more enemy units by shooting this turn, score D3 VP instead.
22 Blood and Guts Score 1 VP if an enemy unit was completely destroyed during an assault. If you completely destroyed 3 or more enemy units during assaults this turn, score D3 VPs instead.
23 No Prisoners Score D3 VPs if you completely destroyed 2-3 enemy units during the turn. Score D3+2 VPs if you completely destroyed 4 or more enemy units during the turn.
24 Suppression Score 1 VP if your opponent has at least 3 units with the Down order. Score D3 VPs if your opponent has at least 5 units with the Down order.
25 Psychological Warfare Score 1 VP if your opponent failed a Break test this turn. If 3 or more different enemy units failed Break tests, score D3 VP instead.
26 Reduce Support Score 1 VP if you successfully destroyed 3 or more Probes or Buddy Drones during this turn. If you successfully destroyed 5 or more Probes or Buddy Drones this turn, score D3 VP instead.
31 Kingslayer Score D3 VP if at least one enemy model with the Leader 2, Leader 3, or High Commander special rule was destroyed during the turn.
32 Reduce Speed Score 1 VP if at least one enemy unit with the Fast or Rapid Sprint special rule was completely destroyed during the turn.
33 Thin the Lines Score 1 VP if at least one enemy Infantry Unit or Infantry Command Unit was destroyed during the turn.
34 Assassinate Score 1 VP if at least one non-shard enemy model with the Leader special rule was killed by shooting or assault (but not by Break Test). Score D3 VPs instead if 3 or more.
35 Demolitions Score 1 VP if at least one enemy Weapon Team Unit or Weapon Drone Unit was destroyed during the turn. If at least one enemy Weapon Team Unit or Weapon Drone Unit with the Large special rule was destroyed during the turn, score D3 VPs instead.
36 Big Game Hunter Score 1 VP if at least one enemy unit with the MOD2 special rule was destroyed during the turn. If at least one enemy unit with the MOD3 special rule was destroyed during the turn, score D3 VPs instead. Ignore previous Damage Chart results when scoring this.