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.

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