Here's the Scenario Generator table we'll probably be using from now on. I've missed out what I consider the worst of the missions, and mixed the special rules used up as well. All missions use Victory Points unless stated otherwise in the mission description.
| D20 Roll | Mission Played | Page No. | Rules Used | 
| 1 | Breakout | 213 | None | 
| 2 | Rescue | 190 | Reserves | 
| 3 | Night Fight | 191 | Night Fighting, Infiltrate | 
| 4 | Ambush | 206 | Hidden Set Up, Divided Force, Reserves | 
| 5 | Rearguard | 212 | Hidden Set Up, Deep Strike, Infiltrate, Divided Force | 
| 6 | - | - | As above with Night Fighting | 
| 7 | Patrol | 191 | Escalation, Reserves, Deep Strike, Infiltrate | 
| 8 | - | - | Random Game Length, Reserves | 
| 9 | - | - | None | 
| 10 | Take and Hold | 83 | Escalation, Reserves, Deep Strike, Infiltrate | 
| 11 | - | - | None | 
| 12 | Recon | 83 | Dawn, Infiltrate | 
| 13 | - | - | Infiltrate, Forced Deep Strike* | 
| 14 | Cleanse | 81 | Escalation, Reserves, Deep Strike, Infiltrate | 
| 15 | - | - | Dawn, Infiltrate | 
| 16 | - | - | None | 
| 17 | Seek and Destroy | 82 | Escalation, Reserves, Deep Strike, Infiltrate | 
| 18 | - | - | Dawn, Infiltrate, Reserves, Deep Strike | 
| 19 | - | - | Night Fighting, Infiltrate | 
| 20 | - | - | None | 
* = All units that can Deep Strike (for no extra cost) must start in reserves and enter via Deep Strike on the usual turn.
-Gavin
 

 

 
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5 comments:
hmmm, interesting Mission Generator. Just reading up on the tau rules and I think you will hate my army with night fighting. Markerlights circumvent the roll for distance seen and battlesuits can re-roll their distance seen too. plus the half range for stealths and sniper squads.
Actually, sorry, I was mistaken for the half range for stealth field generators, it only applies to the 3rd Edition Tau, damn, I liked it until that point. However, they do have acute senses.
I'm not a fan of night-fighting, but I've added it in to missions that require a whole army to deploy on the board - this should offset the first turn advantage slightly.
yeah, I think I would lose my far shooting ability with it though, for rail guns and ion cannons. Tanks would definitely be more effective.
needs updating for 5th edition
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