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 | |
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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. |
Thursday, November 15, 2007
Round Five, Battle Three
This is for Daniel's Chaos Space Marines, attacking Mike's Orks.
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 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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. |
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