I'm now we'll advanced into reading 3rd offensive and I think this book really missed an opportunity to provide narrative scenarios for us to play the third offensive. CB made up for that with a PDF for a few scenario with accontecimento army but every major faction invikved into the conflict should have had some scenarios. What about we create some narrative scenarios and post it here ? Be creative guys.
The same reason historicals player replay waterloo over and over with french ... To see what "could have happened". It's a game, not a granite tablet. The game is the setting not the gospels.
Could be last stand type scenarios, where some important data is transmitted by the defenders just before their annihilation, or civilians being evacualted. Lots of scenarios would be interesting despite the overall war effort being lost.
Yes, it's a missed opportunity. Those books are the perfect place for narrative scenarios of this type.
There are many narrative missions like Dire Foes. Most of us play just the ITS Missions but not a single TAGline mission, the MRRF missions or Runenberg besieged. Or the campaign missions from the last years. And you can buy the old Paradiso book/PDF as well. So you have many missions to create your own narrative. And even when you face defeat you can gather intelligence or protect civilians like @JacobJ mentioned. But I am sure we are getting some new things to play with the next year.
The problem with Infinity has long been the relative lack of scenarios. Crap, up until Paradiso dropped, there were a grand total of two missions. And I need to get copies of those again. @ijw do you have copies of Lost Post and Beachhead stashed away someplace?
@RAF to the rescue! You rock! (make sure you thank him too, @ijw he just saved you the effort of digging up those ancient files!)
One idea I had to recreate the escape of the shasvasti with the Xenotech from the teuton base. I'm not sure it's balanced but if some of you want to try go ahead : I. BRIEFING : One player is trying to escape with the Xenotech (the attacker), the defender is trying to recover the Xenotech (the defender) II. VICTORY POINTS : Attacker : - 3 VP for controling (controling meaning having it on a trooper in a non nul state) the real Xenotech at the end of the game - 4 VP for escaping with the real Xenotech (additional to the previous one, so 7 VP total) - 1 VP for each door opened at the end of the game Defender : - 3 VP if the Xenotech is still on the table at the end of the game - 2 VP for controling the Xenotech at the end of the game - 1 VP for each decoy revealed - 1 VP for each door closed at the end of the game III. TABLE SETTING AND DEPLOIEMENT Play on a 120x120cm table as usual. 30cm deploiement zones. No HVT. There are 2 consoles on the middle line. Each one is 40 cm away from the one of the table edge. There is no initiative roll. Attacker choose sides and deploys second. The defender has to play first. After the table is setted, and once side have been choosen, but before minis are deploied, the attacker will put 3 large gate token on the table, touching the edge of the table AND completly inside the defender deploiement zone. These are the EXIT DOORS. EXIT DOORS stat the game CLOSED and they can be OPENED during the game (they can then be CLOSED again) NB : if the game is too hard for one side, try to start with opened gates Then minis are deploied normaly. Then the attacker will assign 3 xenotech tokens to its troops. Only one is the real thing. The two others are decoys (the attacker should write secretly which one is the real thing). When a trooper carrying a Xenotech enters a null state, he drops it. Put a 25mm flat token to mark its location in contact with the trooper. Don't say if it's a decoy or not. Only a troopers on the table can carry a Xenotech. Because the Xenotech has a tracker on it, this trooper can not be or become a marker (no camo state, no impersonation, no holo echo). This trooper can not use the special skill stealth or the common skill silent move. Also, this trooper can not be a TAG (they are just too big and would risk to damage the thing ... just a balance issue. And yes I know about Achilles. Just block him with hackers ?). IV. SPECIAL SKILLS FOR THIS SCENARIO : ESCAPE THE BATTLEFIELD (short movement skill) : - to escape the battlefield a trooper has to be in contact with an EXIT DOORS token, in a non null state - the EXIT DOOR has to be OPEN - the trooper escapes the battlefield at the end of the order which was spend to escape, after ARO resolution. So if he is in a nul state because he was shot during this turn, or Immobilized, he does NOT escape. OPEN / CLOSE THE DOOR (short skill attack) : - only specialist can perform this skill (medic, paramedic, engineer, forward obs, hackers, chain of command) if he is in contact with a console. - perform WIP+3 test to open or close one door - you can use a command token to reroll - these is no limitation on the number of doors you can open / close with a console - you can not use a console to OPEN or CLOSE an EXIT DOOR if there is an ennemi trooper in a non null state in base contact with the console you are trying to use PICK UP A XENOTECH (short skill attack) : - TAG can not perform this skill. Pilots can but they can not go inside TAGs with the xenotech. If they mount the tag then they drop the xenotech. - a trooper in base contact with a xenotech marker can pick it up. It can then move around freely with it but it can not be in a marker state. - if the marker is a decoy, and it is picked by the a defender trooper, then the attacker has to reveal that it is a decoy at the conclusion of the order.