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.
white dice
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.