Thanks. Ya the complicated deployment could be better. Need to polish it. The growth is through the attacker being able to deploy more than the defender if they stay in the shadows and capture zones. Wanted to have like a Metal Gear Solid mission
Captinreveng
Creator of
Recent community posts
Agree with all that.the nit pick is real I messed up some spots saw it after I posted it ugh 😫 but I do get you on the limitations. Thought about having tough 3 since they are not any bigger than non tough models(can't be stealthy with a huge model) and defender wants alarm trigger if they want reinforcements. Attacker can always pick off a defender turn one they can get a strangle hold on one objective marker. You want to be slow, sneaky and focused as a attacker and defender could hold them off but they cannot attack attackers further than 9" till alarm is raised so they will be hard at trying to corner a attacking unit without getting picked off first. Need to do more testing and polish it
I had some errors and don't feel like it'd be right to edit the files in a competition that has already started. The no tough units for attackers is only for initial deployment and it is so you throw out small units of infantry that can't be seen easily. The reserves has a error and should say" at the beginning of each round after the first, the attacker then the defender deploys Reserve units before Ambushing units" and another error " reserve units must deploy within 6" of their deployment zones". So far these are all the mistakes I've seen thus far
The no tough rule was a lil hard to fight because of what you said a lot of factions will be hard here. As the attacker you get several advantages you will be able to pick enemy units off if you can manage to break them in one attack. Raise the alarm works in that you may take any action Hold, Rush, Advance even Charge( although that would not be recommended) and instead of shooting or melee attacks you may raise the alarm (spend time calling in the attack). Stipulations is that they need to have taken a wound this round or they are within 9" of a enemy.
There was some miscommunication on things. Saw a lot of them after I posted. No more than 4 units per player; beginning of round (the defender may target not you). Smaller games will struggle to have late game deploys and the large games deploying slower was the initial point. You will be pushed to only have a few units at first and use them to actually start the fight. Since the defender can only attack after the alarm is released it's their job to raise it (hopefully turn 1) otherwise the attacker could pick off all the sentries.
