Thanks for reading, I may have to revisit this band of intrepid adventures in the future - or at least try sculpting a small set of figs, NukNuk's is already done as a promo for folks, just use a blank base :)
Hobby Fuzion
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Nicely written and clearly formatted! If I were to make any suggestions it might be to remove/replace the "The heroes may not be fatigued or shaken, and may not leave base-to-base contact with the other. " for the tie-breaker option, it would seem to limit selecting a hero unit that relies on maneuver versus tank approach (maybe an alternative win condition like first to wound in the 4th round wins or something), but it might not be a condition that comes up much (I do understand the rule is meant to force an end to the game, but just feels a bit like a complicated roll-off by chance versus being able to do a David & Goliath type event).
I think all the missions submitted for the Jam would require playtesting and balancing so agree with that, but its an asymmetrical mission (invasions tend to use weak points as a beachhead when possible) so might work better as part of a narrative series of campaign missions. Feel free to playtest and make adjustments, would be interesting to see the results!
The special rules are interesting to get players to move from their edges, but agree with the comments on deployment zone adjustments - maybe have the 24" deep Wormhole Flux Fields either from table edge or random at start of game/turn (or some such nonensense wording) for the special rule effects and keep normal deployment rules?
Thanks so much for taking the time to read, apologies for any clarity issues:
1) Force organization rules are modified for this mission (what wasn't clear was the limitation removals for Army Forge box unchecked), with the intent to make the defender resisting an unexpected or sudden intrusion (like in the story text) have to react to the enemy with limited forces before the center grows too strong. Does the defender try to wipe out the growing force piecemeal? Consolidate and possibly give up objective point locations? Try to contain the growing force, etc...? Defend in place and risk enemy attacking a single weak point for objectives, etc...For the Attacker the only way to get points is to engage the enemy as well to get to objectives so it was all meant to force player engagement rather than turtling :)
2) The low points for each force during the turns were to discourage taking an overwhelming unit on both sides as well as allow for a possible last minute rescue "team".
3) Core Infantry Special rule was meant to mean a "Core Unit" from Army Forge that is not a biker, walker, hero, etc... that was to make taking less optimal units more viable.
4) The "touching an enemy" you referenced was to keep the defender from blocking Attacker deployment with a quick center rush unless they fully covered the center objective (i.e. no space rule delay), but still allow for the attacker to place units in open spots for deployment. Attacking immediately seemed a good way to clear space as well, so yes they would get to attack and still activate later - its meant to be brutal for the Defender, but depending on forces chosen not necessarily impossible to still block the attacker entry point to try to keep them off the board and possibly get VP for units never deploying.
Definitely needs polish, but I hope you get an opportunity to try it sometime!































