Scenario - Dog Bowl!

Last week at my LGS, some of us got it into our heads to experiment with how Dog Bowl might play out on the table.  We both took a few Impetuous units to keep in the spirit of a high-aggression sport.




This scenario has been play-tested a few times, but as always, let me know if you try it and something doesn't seem right!

Turn Limit

4 full turns.

Setup
Place 5 Balls on the table in a pattern matching a 5 on a d6.  One Ball should be in the very centre of the board, and each other Ball should be 8" from the line running across the middle of the board between players and 8" away from the very middle of the board.


Also, place 1 round template a full 6" away from the table edge on each side of the table, along the centre line.  These are goals, and a player's goal is the template on his/her side of the table.


Terrain should be more or less normal, but make sure that there are not too many easy ways to each round template.  Don't block it too much, though, or you won't have any scoring going on.

Deployment
Players deploy as normal.

The Ball(s)
To pick up a Ball, a model simply needs to move over it during the course of regular (not Guts) movement.  A model can Dodge in ARO over a Ball to pick it up.  Remotes and TAGs cannot pick up Balls.

Each team can only carry one Ball at any given time.  Once a friendly model is in possession of a Ball, no more Balls can be picked up until that model gets rid of its own Ball.

Balls are like Smoke Grenades that do not explode.  Throwing a Ball is exactly like throwing a Smoke Grenade, with all of the same modifiers.  It can be thrown using Speculative Fire.  Further, you can throw a Ball at a point on the table or at another miniature.  If a Ball lands on any miniature, that miniature automatically picks it up unless another miniature on its team is already carrying a Ball.

If a model carrying a Ball is put into the Unconscious state (and cannot ignore it with Dogged, No Wound Incapacitation, etc.), the model then drops the Ball it was carrying.  Place a template over the model with the "1" facing the centre of the board and roll 1d20: on a 1-10, the ball scatters 2"; on a 11-20, the ball scatters 4".  Use the ones column of the d20 roll to determine the direction of the scatter.

A model cannot grab a Ball during the same order in which it was already carrying a Ball.

Scoring
If a Ball lands on a round template (Goal), the player whose goal was not touched by the Ball gets 1 Victory Point.  Players can score on their own goals with bad scatters.

A model may run into a Goal in order to score.  A model's base must be at least half on the template in order to score.  The moment a model fulfills this condition, a Victory Point is awarded as normal.

The player who has been scored on may place the Ball in any open Ball starting area, even if the Ball did not originally come from that point.

At the end of 4 full turns, calculate Victory Points.  The highest total is the winner.

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Just for fun, here is a pic of the whiteboard we used to plan this scenario.  Several additions were made over the course of play.


Comments

  1. I neglected to include the following:

    Any roll taken against a model throwing a ball is a FtF roll. This includes balls thrown towards goals, and makes it possible to interrupt scoring attempts.

    I've found this to be a very cool rule for tense late-game showdowns.

    ReplyDelete

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