This needs no explanation |
A little earlier this
week the much anticipated rules scenario rules for the Monorail and
Orbital laser terrain packs were released, so I thought I would take
a little time to go over them and give my thoughts! We were one of
the lucky ones who were at Salute, and picked up a Monorail for the
club. It is almost fully painted now (I've popped some pics below),
and we have been chomping at the bit to use it!
Both of these packs
were available for sale on pre-release at Salute, and Hawk came under a little scrutiny for
this. People seemed aggrieved that they had these awesome bits of
scenery, but had no rules with which to use them with. For any people
of that mindset reading this article, I would like to direct you back
to the words 'awesome bits of scenery'. I'm guessing the thoughts
were 'why release these scenario packs with no rules?' but that
wasn't the point of the pre-release. It was to give people the
opportunity to grab them early, and (in all honesty) probably to
promote the items for when they go on hard sale. The stupidity of the
internet dumbfounds me sometimes. I just wanted to get that of my
chest anyhow, so moving onto the missions...
Monorail Scenario 1:
Moving Target
This is probably my
favourite of the bunch. The concept is there is a monorail
shipping an object of 'incredibly sensitive' material (an
embarrassing love letter penned by a UCM general, or some kind of
Scourge sex tape no doubt) and each army must get on-board the
monorail, discover the item and escort it from the table. There are
also 4 focal points on the board, just in case nobody finds the
objective. The track stretches across the board, which has to be
6'x4' as a minimum, and the Monorail will move 12” across it a turn
until it reaches the end. You can embark and alight (notice the train
lingo) on the Monorail at two stations, in turns 3 and 6, or can jump
in it via a flying APC which must land on the train. The train is
treated as a small structure (so has more than enough space for
garrisoned units) and can't be destroyed.
Right side of my carriage |
This is my fav mainly
due to my imagination. The idea of a Raven or Intruder matching speed
with the train,
and each soldier having to jump onto the roof (or in
the case of Destroyers, though the roof) and clamber inside is
just awesome. In addition to this the rules are pretty balanced. You
need to roll to find the objective as normal, though only on a 4+ due to it being a small structure,
which means your opponent will either need to destroy the transport
carrying the troops, or get a unit in to stop them leaving the following turn. All in all it should make to be quite an aggressive match
up. The PHR possibly have the raw end of it, due to the slow speed of
their Tritons, but it shouldn't make too much of a problem in the
grand scheme of things.
My one possible
reservation of the scenario is the board size for anything less than
2000 points. We typically play 1500 points on a 4'x4', and this
allows for units to be hidden from each other and for tactical plays
to be made accordingly. On 6'x4' you are introducing an extra 2 foot,
so another half the normal playing space, which could spread out units and
cause the game to not be the slug fest it probably should be. I'm
probably just over thinking things though.
On a side note, why
don't the forces just send scouts to intercept the train before the
head of the main force? Am I over thinking things again? Probably...
Monorail Scenario 2:
Precious Metals
This time round the
monorail is carrying some precious metals (Unobtainium? I would love
to think the Scourge got their feelers in the Navi at some point) to
an enemy/friendly stronghold, and your job is to stop it getting
there / make sure it gets there!
A big difference from
the last scenario is that this uses the attacker-defender
rosters. The defenders job is to make sure the cargo gets to their
board edge, whereas the attacker needs to destroy a stand to cause
the monorail to crash (Batman Begins style), and become a focal point
worth a whopping five points. There are four other focal points worth
the normal three. The winner is whoever gets the most victory points,
or the defender auto-wins if the train leaves the board.
All that Unobtainium, needlessly wasted! |
I'm a little unsure of
this mission, and think it favours the attackers heavily over the
defenders. The stands are regarded as structures, with 5DP and A10.
Now, let's assume that if you are going to be playing this mission
you will know before making a list (as attacker-defender lists aren't
really that standard). Let's now assume that you are playing PHR.
Your 6 Enyo's will walk on back board in the first turn and destroy
the second or
third strut, while eating cheesecake and laughing about
how awesome it is to be two-thirds robot. Alternatively, your Ferrum
shoots out it's Drones and they smash up the second or third strut,
or your 6 Hunters destroy the third strut on turn 2 after getting out
of their Marauders, or the 2-3 Coyotes walk on and show the Enyo's how it
should be done. All the while the poor defenders force comes on piece
meal, realistically from turn 3, to be gunned down as they enter the
fray.
As with all things it
is impossible to properly judge without having played the scenario,
and maybe it will turn out to be more even than I think. In Hawk we
trust after all!
Laser Scenario 1:
Destroy/Defend the city
Think of a moon of
Endor situation. You've been left all on your lonesome, bar a few
buds, and before you get a chance to drink your third beer of the
morning and eat the second piece of undercooked BBQ chicken, you are
attacked by dwarf bears for control of your orbital laser! Well,
unless the Scourge conquest has gone a little astray there probably
won't be any furry bandits at your door, but you get the idea. A
clerical error of colossal proportions has left a lightly armed
garrison holding a massive laser, and you must either destroy the
city with it or defend against the invaders!
Left side of my carriage |
Another
attackers-defenders mission here, but it looks pretty damn cool and
better balanced. The attacker must get in the laser and destroy all
of the buildings on the board, and quite simply the defender must
stop them. If all the buildings are removed the attacked wins, if not
the defender gets the prize. If you are the occupier of the laser you may fire it at all buildings within a 90 degree section of the board per
turn on a 2+. If the laser is damaged (it's pretty robust, but not
impossible to kill) this roll becomes harder. If you get the 2+ all
of the buildings in that sector are removed... With guns like this,
who needs PHR? Interestingly in this mission the attacker gets less
points to spend than the defender, so by the time reserves start
pouring on the attacker must have gotten in the laser and taken
control of it. I see the attacker taking a lot of exotic troops in
this game to secure and hold the laser (as flame weapons don't work
inside it, and there is no falling masonry inside it. Probably some
kind of blast door...), and the defender bringing all the demo
they can to bring down the giant gun. This game also lasts for 8
turns, so get ready to remove miniatures and buildings by the bucket load!
Laser Scenario 2: Laser
On Or Objective Off
I get the feeling that
ideas for scenario names may have been the last thing on the agenda
at Hawk HQ when writing these scenarios. You can do better than this
Hawk, I mean really, The name doesn't even describe the scenario!
This is my proposed name for this mission:
Laser Scenario 2: You
Get To Play With A Colossal Bitching Laser Of Fun And Doom (Also
There Are Objectives, And Possibly Bacon If You Bring It)
A little long maybe?
But hits the nail on the head really. There are four objectives, two
in each deployment zone, and the laser is a focal point. If you get
in the laser and you're the occupier you get to shoot it. It hits all
structures in a straight line automatically, and does (wait for it) a
single E13 D15 hit to every building. Who even cares about the
objectives? This game is all about getting in that laser and removing
buildings as liberally as a Power Rangers episode. It's a standard
set up, with equal points for both players, so apart from the laser
it is pretty much a standard scenario. This and the Monorail Scenario 1 are the first missions to
have both objectives and focal points however, so that's kind of
interesting.
My final summary would
be a big thumbs up to three, and a sideways Ceaser-esk thumb waggle
to Monorail Scenario 2. But as said, we will have to play test before
I turn my thumb to either the upright or downward positions!
As always, if you have
played any yourself, or have thoughts on the scenarios pop a comment
in below to discuss!
That train is simply... awesome! It's convinced me to buy the monorail. I love that paint job, it is so cool.
ReplyDeleteI really look forward testing the attacker/defender scenario and see if it destroys the city.
ReplyDeleteBTW, how do you guys consider the rules for a 5 points Focal point? 5 Points if you are within 6" and +2 if you have the most VP within 6"?
ReplyDeleteI would play it as a normal focal point, but change the winners amount from 3 to 5; contesting - 1VP, controlling - 5VP
DeleteIt's a big lump of points, but will encourage players to get down and dirty near it!