Saturday, May 11, 2013

Even More Battle Scenarios!

Hey there Chaos lunatics! I'm back with another round of Warhammer 40K Battle Scenarios. As I've stated earlier, I love the main mission sin the 40K rulebook. However, they can become stale if you play them over and over again. In response to this, I have been busy crafting several new scenarios. I posted a few a short time ago (Interested In Some New Battle Scenarios). I have come up finalized a few new ones, which I am now posting. I don't take any credit for these, as they have been inspired by missions and scenarios in previous editions, White Dwarf articles, and more. What I have done is add some spices and ideas of my own, plus putting in considerations from 6th edition, and voila! Nw Battle Scenarios. Let's take a look:


The Reinforcements Have Arrived!

Overview: The battle rages on over several sectors. Your units have come upon an untouched, quiet portion of the battlefield. They immediately begin to recon the area. They discover an enemy detachment of similar size to their own approaching. They call for aid, but cannot wait long, lest the enemy capture the area.

Set Up: Use a random deployment from the 40K rulebook. Deployment is done using the special rules for this mission, as described below.

Primary Objective: Place 1+D3  “mysterious” objectives randomly on the battlefield. Each objective is worth 1 VP.

Secondary Objectives: First Blood, Linebreaker

Special Rules:

Recon: To represent that this is an area untouched by any forces currently, forces are slow to deploy to this position without proper intel. Your forces are the earliest recon teams to the territory. To represent this, both players can only deploy 1 Troop choice and 1 Heavy Support choice at the start of the game.

Where Are those Damn Reinforcements?! : Set all other units into reserve. At the start of your second turn, roll for each reserve to enter. Instead of rolling as normal, roll a D6 for each unit and consult the chart below:

Type
Turn 2
3
4
5
Troops
+3
+3
+2
+2
Elites and HQ
+4
+4
+3
+2
Fast Attack
+2
+2
+2
+3
Heavy
+5
+4
+3
+2
*If the unit doesn’t get in by turn 5, they do not enter.

Get Into This Fight: When these units come from Reserve, they come in from the player’s table edge (unless they can deep strike/outflank).

Game Length: The game lasts 6 turns. 




Hellish Bombardment

Overview: Both forces have been in a horrible stalemate for months, with neither side managing a breakthrough. In an attempt to end the war of attrition, command has ordered a harsh bombardment of the field in order to destroy the enemy utterly. That some of their own men are there is of no consequence- this may be the only way to remove the enemy.

Set Up: Choose randomly from the deployment options in the Main Rulebook.

Primary Objective:
Survival: The forces already on the ground want to win the battle, but also want to avoid the bombardment and survive. Add up how many units each side has. Each is worth one victory point- record this amount at the start of the game. You lose one VP each time a unit is lost. At the end of the battle, add up how many VPs you have left. Whichever player has proportionally more VPs left wins.

Secondary Objectives: Linebreaker, Slay The Warlord, First Blood

Special Rules:

Hellish Bombardment: Battleships orbiting above the planet begin to fire down on the planet. At the END of each shooting phase, the ships fire on the planet. Find the center of each table quarter and roll scatter with 3D6 inches. The final location is hit with the following shot

Orbital Weapon                        St 8                        AP 2                        Large Blast

Shell Shock: To reflect the anarchy of the battlefield and constant threat of the bombardment, no unit is allowed to fire overwatch.  

“I’m Not Going Out There!” All forces are trying to find cover from the bombardment, and they are understandably unwilling or unable to break cover. If a unit starts in cover, it must pass a leadership test in order to take any action that turn. The unit only has to roll once per turn (If you pass for movement, you need not roll again to shoot or charge, for example).

Game Length: Random Turn Length




Special Forces Operation
(Pick this mission before making army lists)

Overview: A vital objective has been uncovered in this theater of operations, and command wants to secure it at all costs. However, given the nature of this objective, secrecy and speed is essential to success. To that end, command has assigned its elite units to the field, and they have been ordered to obtain the objective.

Set Up:

12”

X Objective in the center

12”


Primary Objective: The top-secret objective is the primary consideration. It is worth 3 victory points. Whichever army possesses it at the end of the game is the winner.

Secondary Objectives:  None

Special Rules:

Special Forces: In this battle, the Elites represent the main attack force. To represent this, only Elites and HQ may possess and move with the objective. Further, only 1 troop choice is allowed to be chosen, and they are not a scoring unit. The Force Organization Chart otherwise still applies (2 HQ, 3 Elites, 3 Fast Attack, 3 Heavy Support)

Top Secret Objective: The object in the center operates with the same rules as found in the Main Rulebook mission The Relic. However, only Elites and HQs can capture it and move with it. All the other rules still apply.

Game Length: The game lasts six turns




The Doomsday Machine

Overview: An ancient Xenos weapon of unimaginable power has been located in this sector. If found, the doomsday machine could very well change the outcome of the entire war. Your orders are to find the device and use it on your enemies, who are also closing in to find the weapon.

Set Up:
12”
X Doomsday Machine in the center X
12”

Primary Objective: Whichever side is in possession of the doomsday machine gains 3 Victory Points. See doomsday machine rules below.

Secondary Objectives: First Blood, Linebreaker, Slay The Warlord

Special Rules:

Doomsday Machine: The archaic device is capable of vaporizing enemies in an instant. In order to fire the doomsday machine, your unit must be in base contact with the device and NOT in combat (therefore an enemy may be close to it, but you may still fire it). The doomsday machine fires 1 shot (without a ballistic skill test) and scatters 2D6 with the following profile:

Doomsday Blast                        St 9                        AP2                        Apoc Blast
(Yes, the Blast can hit your own forces, so be careful)

“We have only one shot at this” :  In the final, desperate turn, if you don’t have possession of the weapon, you may choose to fire 1 (yes only 1) weapon at the doomsday machine itself. The doomsday machine counts as having armor value of 14. After rolling successfully to hit and to penetrate, you must roll 1 D6 (no matter what the weapon, and without any re-rolls or modifiers), on the roll of a +6 the doomsday machine is destroyed, and thus it is denied to the enemy, and no victory points for it are awarded.

Game Length: The game ends at turn 6



So, there you have it. Once again, I hope that you enjoy this missions. Whether you use them or they simply inspire you in your own gaming, that would be great! That's what this hobby is all about.

Until next time...






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