Friday, September 21, 2007

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.

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