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New Scenarios at Astronomi-con Vancouver

 
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Xian
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Joined: 23 Aug 2006
Posts: 453
Location: Winnipeg Canada

PostPosted: Tue May 22, 2007 9:36 am    Post subject: New Scenarios at Astronomi-con Vancouver Reply with quote

Thanks go out to all of the folks that brought their personal terrain for us to game on this past weekend. They crossed the city, international borders, oceans, and mountains to get these to the event, and for that we are all grateful.


TWIN PEAKS

Kevin Clements brought his custom made table with two buildings that could be removed and replaced with the specific building ruins! We created the scenario 'Twin Peaks' to try and bring the best this table had to life.

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DUST OFF

Rob Passingham's offering was a set of terrain themed around an abandoned ruin. Discarded Explorator outbuildings and machinery provided the backdrop to the midnight escape of the rescued pilot to his Valkyrie transport. It left all that played it wanting just one more turn.

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TOMB RAIDER

Dean Gilbert's excellent Egyptian ruin themed table returned again this year and it and the scenario were once again very popular. The theme combined with the challenge of unlocking and then holding the objective buildings made for a number of close battles and tactical challenges.

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GROT MART

Dave Handy's 'Handy-work' was on display with a set of terrain featuring Jippy the Grot and hisScrapyard Squigs. Custom loot counters modeled to be 'Things dat Jippy wants.' had players scrambling to secure these items of loot and present them to Jippy - lest Jippy unload on them with his Kustom Six-Shootas. The Scrapyard Squigs proved more than a match for the likes of over confident grotz that just wanted to poke fun at them; full boyz mobs spoilin' for a fight - all the way to an Eldar Fire Prism that fell to the the bite of a relentless squig.

+++

HAMMER AND AMBULL

This scenario which made its debut in Vancouver last year has quickly become an Astronomi-con standard. This year it was the terrain provided by Derrick Maier and in the care of Aaron 'Duke' Hudson that was the home for this scenario. Reports of a less than satisfying rates of Ambull sightings has prompted us to review this scenario - so expect some small tweaks to bring even more ambulls onto the table very soon.

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DRY GROUND

This blast from the past was revived this year in Vancouver mostly thanks to Dave Handy's water-coloured drop cloth and a selection of GeoHex hills. Originally written in 2002, it proved to be just as challenging in 2007.

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BRIDGE OVER TROUBLED WATERS

While I personally think the scenario name is too long (and Mike strongly disagrees with me) this scenario was a twist on the familiar Astronomi-con scenarios: Into Enemy Lines, Divide and Conquier, and Wrong Side of the Tracks. Selected from Dave Handy's personal terrain collection, we created the mission to cross a dangerous river and move into enemy territory all the while trying to hold off the very same enemy from crossing into your territory.

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I'm hopeful that these scenarios were able to spark the imagination of the Vancouver players, as well as inspire them to try their hand at making terrain of their own.

As well, I do hope that those that brought these tables enjoyed the scenarios we wrote for them - and that we'll get a chance to play on them again next year!
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Rough Rider
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Joined: 22 Jan 2007
Posts: 187
Location: Black Creek, BC

PostPosted: Thu May 24, 2007 3:14 am    Post subject: Reply with quote

I have to say, that the entire drive home my mind was preoccupied with what sort of table to make for next years Astro-Vancouver. Initially I was going to do a Beach Party table but now I am leaning towards a swamp table. But then there is the rural/agricultural one or the 4 lane over pass.... Confused
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Rough Rider
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Joined: 22 Jan 2007
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Location: Black Creek, BC

PostPosted: Sun Jun 24, 2007 11:56 pm    Post subject: Reply with quote

Hey Xian and Mike: I was just curious what the win/loss ratio was in the Dust Off scenario at Astro-Vancouver. We have played it a few times with a couple of different armies and each time the defender has been hammered. I was curious how the defenders fared at Astro Vancouver.
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Doc
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Joined: 24 Aug 2006
Posts: 326
Location: North Vancouver, BC, Canada

PostPosted: Mon Jun 25, 2007 3:07 am    Post subject: Reply with quote

Rough Rider wrote:
Hey Xian and Mike: I was just curious what the win/loss ratio was in the Dust Off scenario at Astro-Vancouver. We have played it a few times with a couple of different armies and each time the defender has been hammered. I was curious how the defenders fared at Astro Vancouver.


I was a defender - and I won!
I beatdown on the Tzeentch army... with a mix of cunning, superior tactics, savvy deployment and ... oh, who am I kidding! Dean's reserve rolls sucked!

I basically castled all my Storm troopers and SoB in the ruins. Then I tried to use my chimera's and other vehicles as a screen to run my HQ and the pilot back. Dean popped my HQ transports, and then got all vindicative and killed the pilot!

Bloody fun scenario Very Happy
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Last edited by Doc on Tue Oct 02, 2007 11:26 pm; edited 1 time in total
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Rough Rider
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Joined: 22 Jan 2007
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Location: Black Creek, BC

PostPosted: Mon Jun 25, 2007 3:55 am    Post subject: Reply with quote

Funny enough: we just played a game with the BT's and Orks swapping roles (Orks as defender) and the Orks won! So...

...there goes my theory. Rolling Eyes
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Rough Rider
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Joined: 22 Jan 2007
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Location: Black Creek, BC

PostPosted: Tue Oct 02, 2007 3:28 pm    Post subject: Reply with quote

We have played this scenario a few times since the above post and we figured something out: we were playing it on a 4x8 table which means, if we follow the set-up as per Astro, the defenders have an extra 24' of ground to cover to get the pilot to his craft. We adjusted the deployment zones to accomodate the larger table and, as you would imagine, it takes a bunch pressure off the Defenders. Previously the pilot was getting nowhere near his ship and the Attacker could just swamp the landing pad, knowing that they had at least 3 turns before the pilot's escort would arrive.
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Senekal
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Joined: 25 Sep 2006
Posts: 250
Location: Winnipeg, Manitoba

PostPosted: Fri Oct 05, 2007 5:21 am    Post subject: Reply with quote

Rough Rider wrote:
We have played this scenario a few times since the above post and we figured something out: we were playing it on a 4x8 table which means, if we follow the set-up as per Astro, the defenders have an extra 24' of ground to cover to get the pilot to his craft. We adjusted the deployment zones to accomodate the larger table and, as you would imagine, it takes a bunch pressure off the Defenders. Previously the pilot was getting nowhere near his ship and the Attacker could just swamp the landing pad, knowing that they had at least 3 turns before the pilot's escort would arrive.


That'd do it.

We try to be pretty careful in our deployments so that the players going for certain objectives have enough time to achieve them.

In fairness, we don't always get it bang on the first try but we've gotten pretty good at it.
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mattcalaho
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Joined: 04 Feb 2009
Posts: 12

PostPosted: Mon May 25, 2009 2:09 am    Post subject: Reply with quote

On your escalation scenarios do reserves still arrive on turn one with a 5+, i cant remember if they did or not.
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Muskie
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Joined: 09 Jun 2007
Posts: 163
Location: Vancouver

PostPosted: Mon May 25, 2009 2:09 pm    Post subject: Reply with quote

No idea.... This was just the first post in a while, so I thought it was a new thread.

I apparently am not bringing my terrain from the Island as Rob isn't coming. However I've spent hundreds of dollars on my next modular table. Alas it is just some drawings and pieces and raw material.

I'll be working on it around the end of summer and hopefully there will be some kustom senarios for my two tables that I'll force Rob to bring, either that or I'll arrange some other transport.
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