Showing posts with label Battle Scenarios. Show all posts
Showing posts with label Battle Scenarios. Show all posts

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...






Wednesday, April 17, 2013

Interested In Some New Battle Scenarios?

Hey there Chaos fanatics! I have been working on a few non-model related gaming projects as of late. I have had this itch for months now. In fact, I have generated an entire Campaign Booklet- I'm still perfecting that, but I promise to show you when I am done. I have also been working on some new Battle Scenarios...

See, I love the missions in the 6th edition book. I like that some are standard, while others make some changes (like Fast Attack being able to claim objectives; The Relic). However, there are only 6 of them- I want more. I was  inspired by some of the ideas form Crusade of Fire to come up with my own ideas, hence I began drawing up a Campaign. However, what about smaller games or pick-up games, and you both don't want to use the standard 6?




So, I really wanted to come up with new Battle Scenarios (Battle Missions, whatever you'd like to call them). For inspiration. I went back to some old White Dwarfs that had new missions (I WISH the new WD would do that again). Some of these were really interesting, fun, cool, or just plain crazy. However, they had clearly been written with the older rule sets in mind. So, I set about either tweaking them or just borrowing a few of their ideas,  and combining them with my own ideas, ideas on the internet and, naturally, the 6th edition rules.


I have made a few so far. I do not promise that they will be perfect, or even if they really work. I just wanted to have fun coming up with new scenarios. I hope that you like them. Use them wholesale, tweak them, or just let them inspire you to do your own. I do admit that I tried to be nerdy/clever in some of the titles. So here they are:


Bethor’s Bolter is… Empty?

Overview: This battle has gone on for far longer than anticipated by command. As a result, your forces are quickly running out of ammunition. The situation has grown ever more desperate. You must hold your ground until reinforcements arrive, with or without ammo.

Set Up: Forces are deployed as seen below:

Army 1 12”


X
Objective (Center of table)


Army 2 12”

Primary Objective: The objective at the center of the table counts as 2 points.

Secondary Objectives: Slay the Warlord, Linebreaker, Ammo Hoarder

Special Rules:

Out of Ammo!: To represent the rapidly diminishing amount of ammo, each non-vehicle unit starts with 2 ammo counters. If the unit chooses to fire, they must expend 1 ammo counter (including overwatch). If the unit runs out of counters, they cannot fire. Vehicles have the amount of ammo counters equal to their BS. Each weapon system fired counts as 1 ammo counter being used (thus, if a Land Raider fires the Lascannons and the Heavy Bolters, this is 2 ammo counters expended).

Ammo Hoarder: At the start of the game, record how many ammo counters you have. When the game ends, count how many you have remaining. The player who spent proportionally less ammo gains a victory point.

Game Length: The game ends at the end of turn 5.





Let The Blood Flow!

Overview: Well thought out, tactically sound battle plans have devolved into pure anarchy on the battlefield. The two forces are simply “having at each other”- both sides are now frantically spilling blood, with no consideration for strategy or even the chain of command. In the heat of battle, the axiom “kill or be killed” has full reign, and it may be that no one will be left standing.

Set Up: Randomly choose any of the deployments from the 40K rulebook.

Primary Objective: Kill as many of the enemy units as possible. Each unit destroyed is worth a victory point.

Secondary Objectives: Slay the Warlord, First Blood

Special Rules:

The Heat of Battle: The armies are engaged in mindless, ruthless slaughter. To reflect this, each unit (except vehicles) must pass a 3D6 leadership test (take the 2 highest). If they pass, the unit acts as normal. If they fail, they MUST move towards (and charge, if possible) the NEAREST enemy.

Kill or be Killed: When rolling for charge distance, all units roll 3D6 and take the 2 highest.

Game Length: Random Turn Length


 
Warrior Needs Food!

Overview: The two forces have been engaged in a titanic struggle on a world that has been all but ruined in the fierce fighting. Transport off world is impossible, and both sides are running out of supplies. In fact, no food sources remain except for… the opposing armies themselves! Crazed by hunger, the armies have turned to cannibalism in order to survive!

Set Up:

Army 1 18”




Army 2 18”


Primary Objective: The player with the most “food counters” wins!

Secondary Objectives: None

Special Rules:

Cannibalism: At the end of each combat, the winner of the combat adds up the number enemies slain. The unit gets that number of food tokens. If a unit carrying food counters is destroyed, their food counters are dropped to the ground and may be taken by any non-vehicle model that touches the token.

Hungry…So Hungry: to represent their weakened and starved conditions, all non-vehicle units are at -1 BS and WS.

Game Length: The game lasts until the end of turn 6.



Dawn of the Dead

Overview: Your forces have been engaged for weeks against the forces of Chaos in this sector. You have fought cultists, mutants, war engines, and of course the foul traitor marines. However, a new menace threatens your lines: a virulent plague has broken loose as a result of the carnage. This virus is clearly the work of the Chaos god Nurgle, for the dead have risen, and they hunger for flesh! Can you hold out against this latest abomination?

Set Up: One Opponent must be Chaos and take Typhus and at least 2 squads of Plague Zombies. Deploy as seen below, with no opposing models within 6" of their lines:

Chaos Forces
Chaos Forces


Chaos Forces

Opponent


Primary Objective: You need boots on the ground, otherwise your forces will be overwhelmed by the zombie threat. If you have any troop choices left standing, (not falling back), you win. If the Chaos player wipes out all your troop choices, Chaos wins.

Secondary Objectives: None

Special Rules:

Final Stand: Your troops MUST hold the line against the enemy. As a result of the crucial situation, no troop choices may be held in reserve.

The Safest Place: The non-Chaos player nominates any one building/structure on the board before deployment. This place has been secured and barricaded. For the zombies to enter this area, they must roll a D6. On a 5-6, the zombies can go through. On a 1-4, the zombies cannot break through the barricades. This applies to each SQUAD going through, and the barricades remain throughout the game, unless the structure is destroyed.

Dawn of the Dead: To represent the grave and unpredictable threat posed by the Plague Zombies, the Chaos player rolls a D6 after both sides have deployed and consults the chart below. The result applies to ALL zombie squads:

D6 Roll
Effect
1- They Must Be Destroyed On Sight!!!
The forces of the living have a steely confidence in confronting the zombie menace. All opponent Troop choices may re-roll all failed Overwatch rolls when firing at zombies. (Troop choices only)
2- They’re All Messed Up
The zombies are very weak and slow. They roll to move as if in difficult terrain (though they do NOT count as being in difficult terrain for charge purposes because of this).
3- What Are They? They are us…
The zombies have vague remembrances of their former life. Thus, they have +1 WS
4- Don’t let them bite you!
The zombie plague is extremely virulent. The zombies count as having poisoned (+4) weapons.
5- The Dead Will Walk The Earth
The zombies are hungry- and they are coming for you! Zombies have +1A.
6- Night of the Living Dead
It is the darkest night of horror the galaxy has ever known. All zombies have +1A and +4 Feel No Pain.

Game Length: The game lasts 6 turns.






When There Is No More Room In Hell…

Overview: You have been fighting your opponent in this sector for several weeks. The stench of death is overpowering, and decayed bodies are everywhere. The Chaos god Nurgle has been drawn by the death and decomposition, and he has decided to get in on the fun! The dead rise up to attack the living, and spread the joys of Nurgle. Can you defeat your enemy AND hold out against the Plague Zombies?

Set Up: You need a 3rd player to control the Plague Zombies.  Choose one of the random deployments from the 40K rulebook.

Primary Objective: You must gain control of the battlefield, kill your enemy, and hold out against the zombies. There are 2+D3 Objectives. These are mysterious objectives.

Secondary Objectives: Slay The Warlord, First Blood, Linebreaker

Special Rules:

The Living Dead: At the start of each turn, the 3rd player rolls 3D6. This is the number of zombies that rise up this turn (they are a unit). The squad then deep strikes in, with 1 D6 scatter (to represent the zombies crawling out of the rubble, etc). The zombie squad may move and attack immediately. For subsequent turns, each 3D6 roll creates a separate Zombie unit, and follows the same rules for deep strike as listed above. If you run out of zombie models, don’t roll to generate new zombies.

Join Us… Join Us… : The zombie plague is transmitted by bites. After combat with a zombie squad, count up all the deaths caused in that combat (by both sides). Roll a D6 for each death caused- on a +4-6, a zombie appears in that squad. (If 5 deaths happen, 5 D6 are rolled. If 3 are 4-6, 3 zombies appear). If the zombie squad was wiped out, this do not roll for this effect.

Game Length: Random Game Length