Wednesday, February 29, 2012

Hunt the Fallen.... Write the Scenarios

So, I have more or less finished my Blood Angel army. I'll still be plugging away on tac squads and devestator squads to fill out the entire Third Company, but for now I'm switching gears and start back up on my Dark Angel Deathwing. I've been playing the crap out of them at the shop lately as most of you probably know.  I wanted to play something that was completely different from my Blood Angels and these bad boys fit the bill!  Tough as nails and with awesome fluff, the Deathwing hunt the "Fallen Dark Angels" that are secret to the rest of the Imperium of Mankind.  The best part? An entire army of terminator armor that isn't painted boltgun metal!

I have also been working on writing some new missions for the shop's tournaments.  We have been play testing one of them pretty heavily lately.  This is the mission.  I am really happy with it overall, and am satisfied with it enough that this version will be used at the tournament this Sunday!

Dawn Raid

In the minutes just before the sun crests the horizon of this God(-Emperor)-forsaken world you have been fighting over, your commander orders you to attempt a raid on your opponent’s forces. Your mission is simple: Destroy or kill any enemy forces that you can and retrieve any intelligence on their forces that you can.  Your commander believes that a decisive blow will tip the scales in this long war of attrition!

Missions
Primary (15pts) – Kill ‘em All!: This Objective is a Modified Kill Point mission. Due to your commander’s emphasis on weakening your adversary’s larger war effort, destroying “Troops” choices and “Heavy Support” choices are worth 2 Kill Points. Everything else is worth 1 Kill Point.

Secondary (10pts) – Head Of The Snake: Modified Capture and Control.  Each player has one objective as a “Forward Base,” using Capture and Control from the Warhammer 40k Rulebook. In addition,  your Opponent nominates one of his own Independent Characters or HQ choices to be his force’s commander. Eliminating this HQ is another objective.  If you tie the capture and control objective, but eliminate your opponent’s HQ without losing your own, you get the points for this mission.

Tertiary (5pts) – Capturing Enemy Intel:  Each HQ that was nominated to be an objective is holding sensitive information that would cripple their force’s larger war effort if it were to be discovered.  Your nearest non-vehicle unit closest to his enemy HQ when it dies is tasked with A) picking up the intel and then B) delivering it off the board safely to your starting long board edge before the end of the game. Either player accomplishes A while the other does not gets the points for this objective. The same goes for B. You tie this objective if you are both on the same step.  The intel may be picked up by the next closest friendly non-vehicle unit if the original unit is destroyed in the process.

Quaternary (+1pt) – Preserving Your Forces: You get one point for each “Troops” choice still alive and not fleeing at the end of the battle.

All objectives are completely impassable. They cannot be moved upon by anything whatsoever, no exceptions.

* If a mission is tied or neither player achieve it, with the exception of the quaternary, then both players split the points for that mission rounding up.

Deployment
Spearhead, Night Fight for the first round.

Game Length
Standard game length or time, whichever comes first.
Special Rules
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative, night fight

* NOTE: If you table your opponent then you may use the remaining turns, if there are any left, to achieve the missions.

We are expecting a big crowd for the tournament this Sunday.  I can't wait to see everyone there!

2 comments:

  1. excuse me sir....they are chainmail when painted properly...also storm shields are lame

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  2. You're just mad because Deathwing's bastard cousins can't take stormshields...

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