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Campaign Finale Scenario Proposal

PostPosted: Mon Aug 06, 2018 7:18 pm
by Tom
Corner deployments.

4 static objectives near the centre (black stars), control by having only your guys within 2" in end phase = 1 victory point.

5 mobile objectives, one in each deployment zone and one in the centre. Held by one of your guys in your deployment zone in end phase = 1 victory point.

Single action to pick up/drop/pass on a mobile objective. If someone gets passed an objective then they lose their ready token if they have one (i.e. no bucket chaining across the map).

No bottle rolls. No tunnels/vents.

Fixed number of turns or first to X points?

Starting tactics cards by gang ratings per GW2.

2 sides with lowest victory points total draw a tactics card at the start of each round.

Everyone out of recovery before the match?

Rewards:

4,3,2,1 rep based on final standings.

1 bonus xp for bringing a mobile objective back to your deployment zone (not including the one that starts there).

1 bonus xp for holding a static objective that was held by another gang last turn.

3,2,1,0 bonus xp for winning leader based on final standings.

Winner gets +1 turf and an automatic special territory, 2nd place gets +1 turf.

VP x 10 = creds.

Re: Campaign Finale Scenario Proposal

PostPosted: Mon Aug 06, 2018 7:20 pm
by Tom
Very much just bashed out off the top of my head making it up as I went along. Please feel free to sate your dislike of any/all of it!

Re: Campaign Finale Scenario Proposal

PostPosted: Mon Aug 06, 2018 8:09 pm
by Darkson (Simon)
Why not give a bonus VP for getting the objective that starts in your deployment into another gangs deployment zone? Discourages camping.

Re: Campaign Finale Scenario Proposal

PostPosted: Mon Aug 06, 2018 11:30 pm
by Dave
Won’t know until we try but the theory looks sound, nice work.

Re: Campaign Finale Scenario Proposal

PostPosted: Tue Aug 07, 2018 8:39 am
by Dave
First to X points I think would be more interesting.