Thursday, November 15, 2007

Round Five, Battle Three

This is for Daniel's Chaos Space Marines, attacking Mike's Orks.

A WORTHY FOE

Scenario 5C: Patrol
The fallen servants of Lucius have stumbled upon a foe worth fighting: the Ork invaders of Waaaagh Macks. Let the revels begin!
Chaos Briefing Ork Briefing
Behold! Something finally worthy of killing. Call the revellers and let the play begin! Wotz diss? Warpbeekiez? Oi! Get 'em!!!
SET-UP
  1. Each player rolls a d6, with the winer choosing a long board edge or corner as his deployment zone. Units may deploy up to 12" onto the board. If at a corner, units may deploy up to halfway along each board edge. The opponent gets the opposite edge or corner, so that each starts in opposite corners, or along oposite edges.
  2. Each player rolls a d6, and the loser deploys one unit of Troops as his Patrol. the winner then deploys a unit of Troops in his own deployment zone. The rest of their forces are in Reserve. Remember Ork Infiltration effects from the small battle.
  3. Each player rolls a d6. High score chooses whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organization Chart (BGB, 78).

Random Game Length, Reserves, Victory Points.
Mission Objective
Both players must attempt to eliminate the enemy without losing too much of their own strength. The player with the highest victory points total wins the game.
Recon Report
Game Length: Six Turns. Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat:Troops fall back toward their closest deployment board edge.

Round Five, Battle Two

This battle is for Poney's Sisters' attack on Gordon's Tau.

ASSAULT ON AUN HQ

Scenario 5B: Hold At All Costs
The Xenos scum controlling this Emperor's planet have sent spies and provocateurs to the Canoness herself, to tempt her from the path. Strike the head of this serpent, and finish this sordid task.
Witch Hunters Briefing Tau Briefing
You have finally located enemy HQ. One swift stroke should end this grueling campaign once and for all. The Gue'la of the Scarlet Cranium have finally agreed to a parley. Maintain proper security, so that this needless conflict may be ended, once and for all.
SET-UP
  1. Choose and objective as close as possible to the center of the table.
  2. The Tau defender deploys any of his Troops and Heavy Support within 12" of the objective. He does not have to deploy all of these units, but must deploy at least one. The rest of his forces are in Reserve.
  3. The Sisters Attacker deploys her Infiltrators. The rest of her forces move onto the table at the beginning of turn one.
  4. The Attacker moves first.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Battles Force Organization Chart (BGB, 78). The Attacker must field 1 Headquarters, 1 Troops and 1 Heavy Suport, and may also field 1 Headquarters, 3 Elites, 5 Troops, 3 Fast Attack, and 2 Heavy Support. The Defender must field 1 Headquarters and 2 Troops, and may also field 2 Elites, 4 Troops, 1 Fast Attack, and 3 Heavy Support.

Infiltrate, Deep Strike, Random Game Length, Reserves. Sisters are down 3 Faith Points due to loss of Battle 4C.
Mission Objective
The player that controls the objective at the end of the game wins the battle. To control the objective, you must have the closest scoring unit to the objective at the end of the game.
Recon Report
Game Length: Six Turns. Fight this scenario on a 6' x 4' table, with plenty of Cities of Death ruins. Select a suitable ruin to represent Aun HQ.
Line of Retreat:Troops fall back toward their deployment board edge.

Round Five, Battle One

This mission is for Aaron's Marines, attacking Marcellus' Marines.

RIGHTS OF PRIORITY

Scenario 5A: Take and Hold
Two of the three chapters of Marines to make landfall on Dalyth Prime have retained purity, and the great assault on Gel'Bryn, prime urban stronghold of the Tau, will be breaking soon. Who shall lead the assault?
Marines Briefing Starhammers Briefing
Loyal Battlebrothers they may be; the right of priority is yours. Let them know it. Space Marines are all servants of the Emperor, yet not all know the disciplne and sacrifice of the Grand Satrap. Teach them respect.
SET-UP
  1. Each player rolls a d6, high roll picking a long talbe edge on which to deploy. Low roll gets the opposite edge.
  2. Starting with the high roll, players take turns deploying units in this order: Heavy Support, Troops, Elites, Headquarters, Fast Attack. No unit may deploy more than 12" from its own long table edge.
  3. Each roll a d6. High roll chooses whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organization Chart (BGB, 78).

Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Field of Battle
The center of the battlefield must be secured. You score Victory Points as normal for destroying or decimating enemy units. In addition, you score VP equal to the points value of each scoring unit entirely within 12" of the centerpoint at the end of the game.
Recon Report
Game Length: Six Turns. REMEMBER TO ROLL FOR DUSK & DAWN! Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat:Troops fall back toward their deployment board edge.

Friday, November 2, 2007

Round Four, Battle Three

This battle is for Poney and Aaron.

NO WITNESSES!

Scenario 4C: Cleanse
With the stain of Chaos spattered across the fabric of the crusade, the Sisters of the Crimson Skull must ensure that the remaining Marine chapter is pure.
Sisters Briefing Marines Briefing
This is the last of the Marines to be examined. All who fall short of the Emperor's strictures must be purged. Sudden fire from Imperial troops? Clear treachery, and it must be suppressed once and for all.
SET-UP
  1. Divide the board into four quarters. Each roll a d6, high roll picking a quarter in which to deploy. Low roll gets the opposite quarter.
  2. Starting with the low roll, players take turns deploying units in this order: Heavy Support, Troops, Elites, Headquarters, Fast Attack. No unit may deploy within 18" of the enemy, nor within 6" of table center at the start of the game.
  3. Each roll a d6. High roll chooses whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organization Chart (BGB, 78).

Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Table quarters
Both forces seek to clear the enemy from the area. To control a table quarter, there must be NO enemy scoring units, and at least one scoring unit of your own in that quarter. A unit can only occupy a single quarter. If it straddles the line, roll randomly to see which quarter it occupies. Your own deployment quarter is worth no Victory Points. The enemy deployment quarter is worth 750 VP. Each neutral quarter is worth 375 VP. In addition, damaged enemy units are worth normal VP.
Recon Report
Game Length: Six Turns. REMEMBER TO ROLL FOR DUSK & DAWN! Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat:Troops fall back toward the nearest board edge within their deployment quarter.

Round Four, Battle Two

This mission is for Mike's Orks and Gordon's Tau.

CONTAINMENT

Scenario 4B: Breakout
With Imperials putting ever mounting pressure on the Tau forces, the defenders of Dalyth Prime must turn their attention to a new enemy.
Tau Briefing Ork Briefing
A new enemy has joined the invasion. It must be contained and put down quickly, or Dalyth will be overwhelmed. Oi!!! Deez ain't beekiez and dey ain't panzees, neiver! But dem flittycars iz tryin' to hem in da boyz fer da kill. GET 'EM!!!
SET-UP
  1. Number the short board edges 1 and 2. The Tau player must split his force into two parts, one for each short board edge. Each force must contain whole units. Number these forces 1 and 2 to match the board edges. Elites need not be allocated to an edge.
  2. The Ork forces deploy in the deployment center, 6" in from the long edges, and 12" wide along the center (see map, BGB 213).
  3. The Tau player deploys his units. They may not be within 18" of an enemy unit, and must be closer to their allocated short edge than to the other short edge.
  4. The Tau player now places his Elites anywhere on the board not within 18" of an Ork unit.
  5. Roll a d6. On a 1, the Tau go first; on a 2+, the Orks go first.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Breakthrough Chart (BGB, 192). Tau Defenders must field 2 TR, and may field 1 HQ, 2 EL, 4TR, 1 FA, 2 HS. Ork Attackers must field 1EL, 1TR, and may also field 2 HQ, 1 EL, 4 TR, 3 FA, and 3 HS.

No Special Rules.
Mission Objective: Escape!
The Ork attacker must get as many units off the board as he can. If he manages to get at least half of the units in his force off either short board edge, or up to 12" along the long talbe edges from each corner, he wins. A unit with any survivors or a damaged vehicle still counts toward this. If the attacker does not win, the defender wins.
Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat: Tau Troops fall back normally. Ork units fall back toward the center. Once they reach board center they regroup automatically regardless of any considerations (numbers, proximity, etc), as the situation is that desperate.

Round Four, Battle One

This mission is for Marcellus and Daniel.

RUNNING LOW!

Scenario 4A: Secure and Control
With Imperial reinforcements and resupply more promise than reality, the Starhammers and the Fallen Marines find themselves battling over dwindling supplies.
Astromalleus Briefing Chaos Briefing
To have to scrounge for the last few crates of ammo is bad enough. To have to fight for them is intolerable. Ah, a few remaining crates of ammunition and equipment! And damned if the Loyalists don't show up right on cue to steal them!
SET-UP
  1. Place Loot counters on the battelfield, as described in the mission objective below.
  2. Roll a d6, with high roll choosing a long table edge for deployment.
  3. Starting with the high roller, players take turns deploying units, in this order: Heavy, Troops, Elite, HQ, Fast Attack. No unit may deploy more than 12" from the player's long table edge.
  4. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart.

Infiltrate, Deep Strike, Dusk and Dawn, Victory Points.
Mission Objective: Loot!
Using D3+2 Loot counters, each player alternates placing a loot counter until they are all on the table. Roll off for first placement. Counters may not be in impassable terrain, nor within 12" of a table edge, nor of another counter. At game end, you control a counter if you have at least one scoring unit, and no enemy scoring units, within 6" of it. Each Loot counter is worth (1500 divided by the number of couters) Victory Points.
Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table, with at least 25% terrain coverage.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Thursday, October 18, 2007

Round Three, Battle Three

This one is for Aaron's Marines and Mike's Orks. A simple game of "plant the flag"...

FUN IN THE CITY

Scenario 3C: Firesweep (Cities of Death)
Having run the gauntlet of missile barrages along the MagLev corridor leading to Gel'Bryn, the Marines find an unexpected foe waiting for them in the ruins.
Marines Briefing Witch Hunters Briefing
These Xenos scum should be as easily put down as the last. Honor the Emperor and purge this world of its filth. Zog it all, no sooner duz ya find new digs dan dem zoggin beekiez show up to help yaz celebrate all proppa like! WAAAGH!
SET-UP
  1. Divide the table into four quarters. The high roll chooses one quarter as Deployment Zone, with the opposite quarter going to the opponent.
  2. Declare the use of Cityighting strategems, as per Cities of Death rules.
  3. Starting with the low roller, players take turns deploying units, in the following order: Troops, Heavy, Elite, HQ, Fast Attack. No unit may deploy within 12" of the table center nor 18" of an enemy model.
  4. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart.

Cityfight Strategems (Marines may use a bonus Demolition strategem if they won KT 2C), Dusk and Dawn, Random Game Length (if Omega).
Mission Objective: Plant the Flag
Both forces seek to clear the enemy from this sector, by occupying city ruinis. When they occupy a ruin, they plant their flag in it, and may move off to plant it likewise in other ruins. The flag remains until an Enemy Scoring Unit occupies the ruin, planting their own flag. At the end of the game, the player with the most flags planted wins.
Recon Report
Game Length: Six Turns (Variable, if Omega) Fight this scenario on a 4' x 4' table at Gamma level, 6' x 4' for Omega.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Round Three, Battle Two

This one is for Gordon's Tau and Daniel's Chaos Marines, and should make for a nice brutal slugfest.

CITY OF KROOT

Scenario 3B: Maximum Attrition (Cities of Death)
The Fallen Marines, having escaped exposure by the Ordo Hereticus, make their way into the Tau ruins, the better to avoid further scrutiny. There, they find Tau forces already lying in wait...
Chaos Briefing Tau Briefing
Your forces have detected more movement in the ruins, likely simply more of the barbaric Kroot. Their slaughter will nicely cover your tracks as you settle into a new lair. More of the invaders are making their way into the ruins. Make them pay in blood for the devastation they have brought with them.
SET-UP
  1. Divide the table into four quarters. The high roll chooses one quarter as Deployment Zone, with the opposite quarter going to the opponent.
  2. Declare the use of Cityighting strategems, as per Cities of Death rules.
  3. Starting with the low roller, players take turns deploying units, in the following order: Troops, Heavy, Elite, HQ, Fast Attack. No unit may deploy within 12" of the table center nor 18" of an enemy model.
  4. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart. The Tau force must include at least one unit of Kroot; more is ideal.

Cityfight Strategems (note that Chaos is eligible to use the Sewer Rats strategem), Dusk & Dawn, Victory Points, Random Game Length (if Omega).
Mission Objective: Annihilation
This scenario uses victory points. Note that each player gets VP for any surviving scoring units on his own side.
Recon Report
Game Length: Six Turns (Variable, if Omega) Fight this scenario on a 4' x 4' table at the Gamma level, 6' x 4' for Omega.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Round Three, Battle One

The following scenario is for Marcellus's Marines and Poney's Witch Hunters! It uses the Cities of Death Rules (the scenario is on page 44 of that book), and as an added level of difficulty, it is a Night Fight.

MISTAKEN IDENTITY

Scenario 3A: Urban Night Assault (Cities of Death)
The Astromalleus Space Marines, detecing movement in the ruins of a Tau city, open fire. The Sisters of the Red Skull, eager to erase the stain of Chaos from Dalyth, return fire mistakenly, or accidentally, or gladly...
Marines Briefing Witch Hunters Briefing
Your forces have detected movement in the ruins, centered on a single enemy stronghold. You must take this stronghold, and learn what you can of the enemy's plans. Attack by the Astromalleus confirms your suspicions of their purity. Seize their headquarters to learn how deeply the rot has spread before they can destroy the evidence!
SET-UP
  1. Divide the table into four quarters. The high roll chooses one quarter as Deployment Zone, with the opposite quarter going to the opponent.
  2. Declare the use of Cityighting strategems, as per Cities of Death rules.
  3. The High Roller from step one names a single ruin outside the enemy deployment zone as his defended building.
  4. The Low roller likewise names a defended building outisde of the enemy deployment zone.
  5. Starting wiht the low roller, players take turns deploying units, in the following order: Troops, Heavy, Elite, HQ, Fast Attack. No unit may deploy within 12" of the table center nor 18" of an enemy model.
  6. Each player rolls a d6. High roller may choose to go first or second.
white dice
Game Size Scenario Special Rules
Each side chooses a 1,500 pt army using the Standard Force Organisation Chart.

Cityfight Strategems (note: each player receives a bonus Comm Center), Night Fighting, Random Game Length (if Omega).
Mission Objective
Both players must attempt to get units into the enemy's defended building. At the end of the game, the player occupying the enemy's defended building is the winner. If both or neither succeed, the game is a draw.
Recon Report
Game Length: Six Turns (Variable, if Omega) Fight this scenario at the Gamma level on a 4' x 4' table with 4-6 ruins, or at the Omega level on a 4' x 6' table with even more.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Sunday, October 7, 2007

Round Two, Small Battles

Here are the Kill-Team missions for Round Two, which are optional and may be replayed as many times as both players agree.

1. Poney's Sisters carry out an Escape mission on Marcellus' Marine Brutes in a ruined Cityscape. Results: One Sisters win, One Marines win. Effects: Each player gets Comm Center as a bonus strategem in Battle 3A.

2. Daniel's Chaos Marines attempt Reconnaissance of the ruins of a Tau cityscape before invasion commences. Results: Chaos Recon successful. Effects: Sewer Rats Strategem may be used by Chaos.

3. Aaron's Marines are assigned to Sabotage a building within Mike's Ork infested ruins. Results: (not played yet). Effects: Marines get a bonus Demolitions strategem if they win.

Thursday, October 4, 2007

Round Two, Battle Three

This Battle is a Raid, "Terminate the daemonvessel," from Codex: Daemon Hunters, page 55. It is fought with Poney's Witch Hunters attacking Daniel's Chaos Marines with no special additions, but should be studied carefully, as this scenario is not in the big green book.

AN OUNCE OF PREVENTION

Scenario 2C: Terminate the Daemonvessel
Armed with evidence of daemonic pollution within the fallen chapter, the Sisters must amputate and cauterize this one infected limb before it can threaten the whole body.
Witch Hunters Briefing Chaos Briefing
Within their charismatic leader lurks the foul filth of the daemon. Expose him before his followers for what he is, and destroy him. These meddlers of the Inquisition have stumbled upon a dangerous secret. Let their secret die with them.
SET-UP
  1. The defender may set up fortifications to represent the daemonvessel's stronghold, OR his Troops choices may gain the Sustained Attack special rule.
  2. These defending units, the daemon's personal guard, may set up on the table more than 18" from any edge: 1 Elite, 1 Heavy Support, and 2 Troops. All remaining defenders are in Reserve.
  3. Attacking Infiltrators may set up in cover up to 18" from any edge and more than 18" from an enemy model. Defending Infiltrators can then move up to 6" (their mojo warns them something is up).
  4. The attacking forces move on from one table edge, which the attacker chooses immediately before the first turn. Attacking units entering via Deep Strike are held in Reserve.
  5. The defender's highest points cost character is the Daemonvessel. The Greater Daemon costs no points, but the possession rules and Greater Daemon random profile on C:DH 50 are used. Possession rolls start once the Daemonvessel has suffered at least one wound. The Daemonvessel sets up anywhere more than 18" from any edge. If alone, he deploys at the start of defender's turn 1. If accompanied by a Bodyguard, etc., and/or mounted in a transport vehicle, it deploys right after the attackers complete their movement in turn 1 (i.e., before their shooting phase).
  6. Attackers get the first turn.
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Game Size Scenario Special Rules
This is a Raid mission, 1,500 points per side. Attackers must field 1 HQ, 1 EL, and may add 1 HQ, 2 EL, 5 Troop, 3 FA, and/or 1 HS. The defender must field 2 TR (in addition to 1 character), and may add 1 HQ, 1 EL, 4 TR, 1 FA, and/or 2 HS.

Deep Strike, Infiltrate, Reserves, and either Fortifications or Sustained Attack.
Mission Objective: The Secret
The clash between the Witch Hunters and the Daemonvessel is paramount. If the Daemonhost is at least wounded, possession achieved, and the Daemon destroyed, the Hunters win. If the Daemon can destroy the enemy HQ without possession occurring, then the Daemon triumphs. There's a table on C:DH 55 that I'll show you, but those are the main parameters.
Reserves: Defending reserves enter play from the edge from which the attackers did not enter. Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table. The table should include at least 25% terrain.
Line of Retreat: Troops fall back towards the edge by which they entered, using the normal Fall Back rules.

Round Two, Battle Two

This is an Ambush Raid mission, with one change: the defender sets up 6" farther back than usual. It is fought between Gordon's Tau Empire (attackers) and Aaron's Marines (defenders).

Round Two, Battle One

This summary will follow. It's a Standard Secure and Control Mission with no surprises. Mike is attacking, Marcellus defending.

FAT LEWT!!!

Scenario 2A: Secure and Control
Fresh from their bewildering encounter with the Sisters, Waaagh Macks is sure something big is in the offing. Now, to grab some guns and get to the big scrum before the fun's all over with!
Ork Briefing Marine Briefing
Oi! Deez 'ere Beekiez got lotza dakka in dem crates and such. Grab all yaz can, an' zog off back to da 'ulk before da Funder'awks gitz 'ere! Orkoid marauders have made an incursion at a vital supply depot. Put down this momentary distraction so that your holy Crusade in the Damocles Sector may be resupplied on schedule.
SET-UP
  1. Place Loot Counters on the battlefield as described in the Mission Objective below.
  2. Players roll off, with the winner choosing long table edge for his deployment zone. His opponent gets the opposite long edge.
  3. Starting with the player that scored highest, players take tuns deploying a unit at a time in the following order: Heavy Support, Troops, Elites, Headquarters, and Fast Attack. No unit may be deployed more than 12" from their long table edge.
  4. Each player rolls a D6. High score may choose whether to go first or second.
white dice
Game Size Scenario Special Rules
Each side may choose a 1,500 pt army using the Standard Force Organisation Chart.

Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Loot
The items to be secured are represented by a total of D3+2 Loot Counters. Each player alternates placing a loot counter until they are all on the table. Counters may not be placed in impassable terrain, nor within 12" of a table edge or another counter.
At the end of the game you control a loot counter if there is at least one of your scoring units, and no enemy scoring unit, within 6" of it.
As this is a Gamma mission, each Loot counter is worth (1500 divided by the number of counters) Victory Points.
Reserves: When available, reserves move on from the board edge of the player's deployment zone. Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table, with at least 25% terrain. Much of this should ideally be vehicular wreckage, as the Orks have blown up a few vehicles (even their own!) on their way to the raid.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Tuesday, October 2, 2007

First Round, Small Battles.

These are three Kill-Team missions, which can be replayed or repeated if both players agree.

1. Aaron's Marines attacking Gordon's Tau in a Sabotage mission, to destroy missile platforms that are bombarding the Marine advance along the Hub-Gel'Bryn corridor. Results: One Loss. Effect: Marines start 6" back in the Ambush scenario for Battle 2B. Difficulty Note: this was played using Kroot as the Tau Brutes, making them lower Initiative with no armor save, but they are A2, and their ability (Fieldcraft) is potent in a forest scenario, rather than the Drones' ability (pinning weapons), which is completely impotent against a Kill Team (since they are Fearless).

2. Poney's Witch Hunters executing a Hit & Run against Daniel's Chaos Marines, to get solid evidence of a Daemonvessel on Dalyth Prime. Results: One Loss, One Win. Effect: points values equal in the Terminate the Daemonvessel scenario for Battle 2C. Difficulty Note: new Codex Chaos Marines are much tougher as Brutes than they used to be, having bolter, bolt pistol and CCW, and thus A2, A3 on the charge with the already powerful Marine statline.

3. Mike's Orks Attack Marcellus' Marines in a Sabotage mission, to blow up cargo carriers, making it easier to grab loot and run. Results: Not Played Yet. Effects: No Effect on the Secure and Control scenario for Battle 2A.

Friday, September 21, 2007

Battle 1C

This scenario is for Mike's Orks and Poney's Witch Hunters/Sisters of Battle.

HAVOC AT ST. AGATHA'S SHRINE

Scenario 1C: Defense of the Shrine
En route to Dalyth Prime, the Sisters of Battle paused to seek the blessing of Saint Agatha. Fascinated by large, dangerous objects, Mad Mack's Waaagh closes in to "investigate."
Orc Briefing Witch Hunters Briefing
Oi! Dese Gurlz iz right kitted out fer sum DAKKA! Bash 'em up an' suss out more tingz ta krump up. Saint Agatha's holy ground must not be defiled by these xenos filth. Let all be cleansed.
SET-UP
  1. Set up the terrrain as normal with a building representing the shrine set in the exact center of the table. The shrine should be roughly 6" by 6".
  2. The defender sets up one Troops choice and one Heavy Support Choice anywhere within 12" of the shrine, and one HQ choice inside the shrine. The remainder of her army is placed in reserve.
  3. The attacker then splits his entire army into two forces of roughly equal points value. These are whole units and cannot be split between forces. One attacking force deploys within 12" of one of the short table edges and the other within 12" of the opposite short board edge. No attacking units may deploy within 18" of any of the defender's units.
  4. The defender has the first turn.
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Game Size Scenario Special Rules
Both sides choose a 1,500 point force using the Raid Force Organization Chart on page 192 of the 40K Rulebook.
(i.e., Orks Req: 1HQ, 1EL; Orks Opt: 1 HQ, 2 EL, 5TR, 3FA, 1HS; Sisters Req: 2TR; Sisters Opt: 1HQ, 1EL, 4TR, 1FA, 2HS).

Reserves, Deep Strike.
Mission Objective: Capture the Shrine
The attacker must capture the shrine; the defender must prevent him. If only one player has models in the shrine at the end of the game, that player wins. If neither, the game is a draw. If both players have models in the shrine, fight a special round of close combat to determine who controls it. In this round, all models in the shrine fight with their full number of attacks, and no models count as charging or in cover. The winner captures the shrine and wins the game. If combat is tied, additional rounds are fought until one side is wiped out or wins a round, the shrine, and the game.
Reserves: The defender's Reserves can move on from either long board edge. Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table. The table should include at least 25% terrain.
Line of Retreat: Troops which are forced to fall back will do so towards the board edge they deployed from. Defenders who deployed in or near the shrine fall back toward the nearest long table edge, using the normal Fall Back rules.

Battle 1B

This scenario is for Daniel's Chaos forces and Aaron's Marines.

TREACHERY REVEALED

Scenario 1B: The Fall of a Chapter
With landfall on Dalyth Prime, the taint of Chaos spread quickly. Whatever its cause, it soon erupted into open revolt. Among the loyal marines, surprise became righteous rage.
Chaos Briefing Marines Briefing
The gullible slaves of the false Emperor have stumbled into your sights. You know what to do. These once proud servants of the Imperium have been infected with the stain of Chaos. Do what must be done.
SET-UP
  1. Players roll off, and the winner chooses a long table edge as deployment zone. His opponent gets the opposite edge.
  2. Starting with the player that rolled lower, the players take turns deploying a unit at a time in their deployment zone until all available models are on the tabletop. No unit may be deployed within 24" of the enemy or more than 15" from their own long table edge. Players deploy their units in the following order-- Heavy Support first, then Troops, followed by Elites, HQ, and finally Fast Attack.
  3. Players each roll a d6. High score may choose to go first or second.
white dice
Game Size Scenario Special Rules
Both sides choose a 1,500 point force using the standard force organization chart.

Alpha: None. Gamma: Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.
Mission Objective: Annihilation
For an Alpha mission, the player with the most scoring units is the winner. For Gamma, Victory Points are used. Note that for Annihilation missions, you score VP for enemy units as normal, as well as receiving the points value of any scoring units you have left.
Reserves: All reserves enter play from their deployment zone's board edge. Recon Report
Game Length: Six Turns Fight this scenario on a 6' x 4' table. The table should include at least 25% terrain.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Battle 1A

Here is an attempt to detail the first of the Battle Briefings in the Campaign for Dalyth Prime. This one's for Marcellus and Gordon.

THE BEACHHEAD

Scenario 1A: The Assault on Central Maglev One
The Space Marines landed on the eastern seaboard of the main landmass of Dalyth Prime and had to secure it quickly before the Tau defenders knew what was happening. This scenario depicts their advance to capture their main objective, the Central Maglev Facility!
Marines Briefing Tau Empire Briefing
The capture of the maglev is crucial to the entire campaign. With a small elite group, you must storm the maglev and capture it from enemy hands. Your forces must all be capable of arrival via Drop Pod or Deep Strike. Outnumbered and surprised, you must defend the central maglev facility to the last man, long enough for local reserves to arrive.
SET-UP
  1. The Defender places the maglev near the center of his own long table edge, within 12" of that edge.
  2. The Defender splits his army using the Divided Force special rule. The passive Force plays no part in the game.
  3. The Defender deploys his active force up to half way across the table using the Hidden Setup rules. He also places obstacles in his deployment zone. He may leave any Deep Striking units in reserve.
  4. The Attacker splits his army using the Divided Force special rule.
  5. The Attacker get first turn and his active force arrives via Deep Strike. Next, the defender reveals his hidden set-up markers.
  6. The Attacker's passive force arrives in turn 4 via Deep Strike.
white dice
Game Size Scenario Special Rules
Marines (Attackers) - Choose a 1,500 pt army using the Standard Force Organisation Chart, but all choices must be capable of Deep Strike or Drop Pod Arrival.

Tau Empire (defenders) - Choose a 1500 pt army using the Standard Force Organisation Chart.

Deep Strike, Hidden Set-Up, Obstacles, Random Game Length, Divided Force.
Mission Objective
The attacker must eliminate the holding forces quickly. The defender must stall for reinforcements.
If the defender has any scoring units more than 12" from any table edge at the end of the game then he wins. If he does not and the attacker has at least one scoring unit left the attacker has won. Any other result is a draw.
Reserves: All Marine reserves enter play via Deep Strike. Recon Report
Game Length: Six Turns (Variable) Fight this scenario on a 6' x 4' table. Litter the table with Cities of Death ruins - the initial bombardment has inflicted serious damage to the area. Leave enough room on the Tau table edge to place the central maglev facility.
Line of Retreat: Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

Welcome to Battle Briefings

This section of Blogger will host the Battle Briefings for the Dalyth Prime campaign, being played out by Adeptus Astragalactica (CXI) in Austin, Texas, in the fall of 2007. It's built around the Damocles Sector Crusades from the first Codex: Tau, pp60ff. There will be five main rounds of battles (games of 1500 - 2000 points), and four rounds of small games, consisting of Kill Team missions of Combat patrol. Each player will player each other player once in a big battle, and should be attacker half the time, defender half the time. The third round is Cityfight, in which Attacker/Defender is less pronoounced a difference. Anyway, this is the first campaign I've written for 40K, and hope it goes well. We'll try to have fun, at any rate!