I started work on something similar to this during our preparation for Adepticon. I would throw together a series of charts for Deployment, Special Rules, and Objectives in order to emulate the structure of their scenarios, which have definite identifiable trends that could be categorized and put into chart form, creating a variety of circumstances that would could expect to have thrown at us. I felt like it worked pretty well even if I generated the rough charts anew each game.
With our campaign coming up, Scott (the organizer) suggested we might use the Rules of Engagement ( http://uk.games-workshop.com/warhammer40000/rules-of-engagement/1/). I like the idea of random scenarios, but looking over the options the Rules of Engagement presented, it really left off a lot of cool stuff and means of variety. So I present to you the rough draft of my own Advanced Rules of Engagement. Look them over and tell me what you think!
I. Roll Strategy Rating.
The winning side can modify 1 die roll by the difference they won by during the following steps (II.-VI.)
II. Deployment Zones (Roll D6):
2. Strong Point
4. Board Edge
Strong Point. "Attacker" gets 3 board edges, the "defender" gets a 12"x12" square on the open edge. See BGB P207.
Surrounded. "Defender" gets a 12"x12" square in the center of the board, the attacker utilizes the board edges. See BGB P213 for the closest example.
III. Separation (Roll D6):
Note: If one side gets pushed off of their board edge their forces move onto their board edge on Turn 1.
IV. Special Rules (Roll 2D6):
2. Night Fighting
3. Hidden Set Up
4. Fortifications or Preliminary Bombardment*
6. Deep Strike
8. Dusk + Dawn
9. Random Game Length
10. Obstacles or Preliminary Bombardment*
11. Divided Force and Reserves
12. Sustained Attack
Optionally, both sides can choose 1 City Fight Stratagem.
Notes: * Roll off. One receives Fortifications or Obstacles, and the other side receives Preliminary Bombardment to counter them.
V. Objective (Roll 2D6):
2. The Gauntlet (Set up a 12" wide exit point in your deployment zone. Exit off the opposing player's exit point. COD P48)
3. Hold Out (Occupy more area terrain than your opponent. COD P43)
4. Sabotage (Blow up objective in opponents deployment zine by getting into base to base. BGB P206)
5. Enemy Lines (Recon BGB P83)
6. Loot (Objective markers. Secure and Control BGB P82)
7. Table Quarters (BGB P81)
8. Annihilation (BGB P82)
9. Field of Battle (BGB P83)
10. Plant the Flag (Move through scenery to claim it, most flags wins. COD P42)
11. Capture Vital Building (COD P43)
12. Assassins (Kill enemy HQ. COD P51)
VI. FOC (Roll D6): (Optional)
Required: 1x HQ and 1x ELITES
Optional: 1x HQ, 2x ELITES, 5x TROOPS, 3x FAST, 1x HEAVY
Required: 1x ELITES and 1x TROOPS
Optional: 2x HQ, 1x ELITES, 4x TROOPS, 3x FAST, 3x HEAVY
3. Hit and Fade
Required: 1x HQ, 1x FAST and 2x ELITES
Optional: 1x HQ, 4x ELITES, 2x TROOPS, 2x FAST
Required: 1x HQ and 2x TROOPS
Optional: 1x HQ, 3x ELITES, 4x TROOPS, 3x FAST, 3x HEAVY
Required: 1x HQ and 3x TROOPS
Optional: 1x ELITES, 6x TROOPS, 3x HEAVY
Required: 2x TROOPS
Optional: 1x HQ, 2x ELITES, 4x TROOPS, 1x FAST, 2x HEAVY
Note: All of these alternate FOCs are taken from the Dark Millennium section of the BGB and from COD.
I think this would create an amazing array of scenarios.
What do you think?