Tactical Command
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Katch Da Squigeon
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=78&t=8495
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Author:  mageboltrat [ Mon Feb 19, 2007 7:33 pm ]
Post subject:  Katch Da Squigeon


(vanvlak @ Feb. 19 2007,11:45)
QUOTE
That is GRAND! Looks a lot like the Deff Skwadron one too. So - what's it made of?  :cool:  :cool:  :cool:  :cool:  :cool:

The head of a pin and 2 feathers off empire handgunners

Author:  vanvlak [ Mon Feb 19, 2007 7:56 pm ]
Post subject:  Katch Da Squigeon


(mageboltrat @ Feb. 19 2007,19:33)
QUOTE

(vanvlak @ Feb. 19 2007,11:45)
QUOTE
That is GRAND! Looks a lot like the Deff Skwadron one too. So - what's it made of?  :cool:  :cool:  :cool:  :cool:  :cool:

The head of a pin and 2 feathers off empire handgunners

:cool:  :cool:  :cool:  :cool:  

I can even see the dancing angels.....  :;):

Author:  Legion 4 [ Tue Feb 20, 2007 7:32 am ]
Post subject:  Katch Da Squigeon

You mean Dark Angels !!!  :laugh:  And they don't dance ! :D

Author:  mageboltrat [ Wed Feb 28, 2007 6:06 pm ]
Post subject:  Katch Da Squigeon

We had a go at catch the squigeon now that my rock spire scenery is complete. We played with a modified version of the rules I posted. It was quite a funny game, seeing two planes pull in behind the squigeon fire off bursts and then follow the squigeon into a loop the loop that resulted in their engines stalling and them crashing into the rock below was hilarious. This was followed by it turning on the spot, diving down to the rock canyon floor and then flying a second plane into a rock wall. However it did highlight a few flaws leading to us deciding on a few changes.



SQUIGEON STATS

Type: Squig with wings
Maximum altitude: 8
maximum speed: 3
minimum speed: 0
Thrust: 2
hits: 1
manoeuvrability: very high
Special rules:
1. Squigeons has 2 moves per turn so select 2 manoeuver cards a turn.
2. Squigeon always passes pilot tests.
3. If the Squigeon is being tailed, the tailing plane must copy it's 1st card.
4. Squigeon is a small target so it can only be hit on a 6 if you are on the same altitude. (Still counts as being tailed if the enemy is on it's six and on the same level or one level above or below.)

SETUP
The board should be set up with as many hills and rock spires as possible. The Squigeon should be set up first within 12 inches of the center of the board at any height, speed and direction. The Ork Fightaz are then set up on one of the short board edges.

TURN SEQUENCE

Due to the fact there is a single Squigeon and 5 planes the turn sequence has been altered. The turn sequence depends on the number of planes on the board at the start of the turn.

5 Planes   F S F F S F F
4 Planes   S F F S F F
3 Planes   S F S F F
2 Planes   S F S F
1 Plane    S F S

This should give both sides the posibility of tailing the other side each turn.

GAME ENDS
Game goes on till either you reach turn 12, the Squigeon has been shot down, or all planes have crashed.

VICTORY CONDITIONS
If all the planes and the squigeon is still alive at the end then it's a draw.

If the squigeon has managed to make 1 plane crash and is still alive it wins.

If the squigeon dies the orcs win.





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