So, IMO, there is far too much obsession with "balancing" lists against each other.
So the idea behind this thread is to encourage people to develop story/narrative based scenarios, where there might even be an intention for unbalanced play.
There would also be plenty of room for scenario limitations.
My example:
I love the idea of a plucky band of adventurers finding themselves entering a mysteriously deserted town/village just as night as falling and the full moon rising...
10 Dwarven/Duarden miners vs. 20 Zombies and a Necromancer. The Necromancer can only summon further zombies, representing the zombified villagers.
It doesn't necessarily have to be these races, it could be 10 HE swordmasters vs. a daemon warband, the remains of a rag tag Empire troop vs. seemingly endless tides of Skaven etc, but obviously, given our context here on Carpe, the haunted village works best for me.
The Dwarves can either attempt to target the Necro to stem the tied of summoned zombies, or they can attempt to get to the tower/temple, at the top of which lies a beacon.
Once the beacon is lit, it would heavily debuff the Necromancer (e.g. half the number of zombies he can summon, or give him -2 on summoning roles etc) whilst giving the dwarves 10 bravery.
Then they need to last out the night until morning, which rather conveniently arrives at the end of turn 6.
Depending on how much scenery you have you could add further flavourful elements... e.g. the zombies "spawn" from houses or forests, (roll a D3 for each piece of terrain and thats the number of zombies spawned whilst the necro is still alive) or maybe the dwarves can only "light the beacon" once they have found oil/matches which might be randomly hidden at a piece of terrain (on a 4+ they find the necessary item etc).
Stop obsessing over "balance" and FORGE THE NARRATIVE.
So the idea behind this thread is to encourage people to develop story/narrative based scenarios, where there might even be an intention for unbalanced play.
There would also be plenty of room for scenario limitations.
My example:
I love the idea of a plucky band of adventurers finding themselves entering a mysteriously deserted town/village just as night as falling and the full moon rising...
10 Dwarven/Duarden miners vs. 20 Zombies and a Necromancer. The Necromancer can only summon further zombies, representing the zombified villagers.
It doesn't necessarily have to be these races, it could be 10 HE swordmasters vs. a daemon warband, the remains of a rag tag Empire troop vs. seemingly endless tides of Skaven etc, but obviously, given our context here on Carpe, the haunted village works best for me.
The Dwarves can either attempt to target the Necro to stem the tied of summoned zombies, or they can attempt to get to the tower/temple, at the top of which lies a beacon.
Once the beacon is lit, it would heavily debuff the Necromancer (e.g. half the number of zombies he can summon, or give him -2 on summoning roles etc) whilst giving the dwarves 10 bravery.
Then they need to last out the night until morning, which rather conveniently arrives at the end of turn 6.
Depending on how much scenery you have you could add further flavourful elements... e.g. the zombies "spawn" from houses or forests, (roll a D3 for each piece of terrain and thats the number of zombies spawned whilst the necro is still alive) or maybe the dwarves can only "light the beacon" once they have found oil/matches which might be randomly hidden at a piece of terrain (on a 4+ they find the necessary item etc).
Stop obsessing over "balance" and FORGE THE NARRATIVE.