Mission: Fixed and Glassy Eyes

Posted by on May 25, 2012 in Blog | 0 comments

Mission: Fixed and Glassy Eyes

Written by Craig Gallant | Tags:

Each of the pursuing factions, scenting that the endgame is near, push their full force into the Cauldron of Silence in search of the pirates and the treasures they have stolen. In this search it is the personality of the commanders that keep the men focused and their efforts true. Without these strong and clear-eyed captains, their efforts would surely founder. And so it was only a matter of time before their adversaries, each twisting with greed and hungry for glory, would take the steps to remove their rivals and thus strengthen their own chance for victory.

The Combatants:
Any two fleets.

Forces:
Each player will field fleets of 800 points. Fleets follow all standard composition rules, except that each may only field ONE Large or Massive model.

Prelude to Battle
The first three pieces of Terrain must be spaced evenly along the centre line of the 6’x4’ Game Board, no piece within 8” of any other; all other terrain is deployed as normal. Deployment Zones are 6” out from opposing long board edges. Each player expands his deployment zone by 1” for each Victory Point they scored in Scenario 2. In addition, any player who won Scenario 2 may choose a single Squadron to deploy a further 6” beyond their adjusted Deployment Zones.

Uncharted Heroes
Each fleet may contain ONE Captain of Renown, deployed upon their Large/Massive ship, for free.

Special Rules:
Call of Blood. The trail of blood being followed by the avenging fleets may well have attracted unwanted attention from the creatures of the Broad Blue. If local collections allow and players wish, random monsters could well be present in the area. Use the rules for Small Sea Monsters to represent the depredations of these predators of the waves.

Tactical Goals and Strategic Rewards:

  1. Following the Trail
    • There are clues as to the raider’s identities found amidst the Terrain features in the centre of the board. At the end of the game, add up the total remaining Hull Points of all non-Derelict models each player has within 8” of each of the three central Terrain pieces. The player with the highest total earns a bonus 100 Victory Points.
    • For example, a player with a Battleship reduced to 2 Hull Points and two frigates with 2 Hull Points each, all within 8” of an appropriate Terrain piece, would have a total of 6 Hull Points. A player with three Cruisers of 4 Hull Points each in range however, would have a total of 12. As this is higher than 6 the second player would earn the bonus 100 Victory Points.
  2. Cut off the head and watch the body writhe.
    • In addition to all other Victory Points, the Admiral’s Vessel in each fleet is worth DOUBLE the normal Victory Points should it be damaged, Destroyed, made Derelict or Captured.
    • If a player’s Admiral is removed from play, he will count as Wounded in the final battle (see Scenario 4’s Mission Brief for the specifics of Wounded Admirals).

The Conclusion:
The game lasts for 5 Turns. Calculate the victor using Victory Points as above. The winner of the game will receive a +1 on all rolls to choose deployment zones, deploy models, and gain first Turn Initiative in the final game.

The Field of Battle:
The battle takes place on a 6’x4’ Game Board with the deployment zones beginning at 6” and adjusting as noted above.

Mission Map (on a 6ft x 4ft gaming table)

Mission Map (on a 6ft x 4ft gaming table)

A Word on Terrain:
Each gaming group has its own way of placing terrain. We roll 2D6-2 for the number of Terrain pieces (re-roll the first snake eyes only). This is the Terrain Pool. We then dice off, and the winner chooses any one item from the local collection to go into the Terrain Pool. Once the Pool is complete, we dice off again, with the winner choosing any single piece from the Pool (whether or not he placed it there), and rolling a D8 (the game DOES say you should have a D8). The piece is placed so that the CENTRE of the piece is a number of inches from the centre of the Board equal to the die roll multiplied by 4, along the line indicated by the top of the D8 (see image below). The player placing the piece chooses the orientation. No Terrain piece may be closer than 6” from any previously placed piece, and must be moved the minimum distance necessary to maintain that spacing.

Rolling a D8 for Terrain placement

Rolling a D8 for Terrain placement