Chapter 5: Scenarios

Voorbereiding, Fluff Stuff, voortgang etc mag hierin.

Chapter 5: Scenarios

Berichtdoor Caladai Doomblade » 05 aug 2009 19:50

En hier zijn ze dan, de scenarios voor het laatste hoofdstuk van de campaign!

Battle 12: The Prize: Iron Warriors (Leander) vs Eldar (Bob) vs Imperial Guard (Sander)
Battle 13: Somu Hive: Orks (Jakobijn) vs Imperial Guard (Sander of Ik) en Salamanders (Frank)


Afbeelding
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
Caladai Doomblade
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Re: Chapter 5: Scenarios

Berichtdoor Caladai Doomblade » 06 aug 2009 05:15

12. The Prize

The Iron Warriors have landed east of their objective, and just in time for the Eldar are already moving into battle positions to the south. Inside the camp, the Imperial Guard prepare themselves not to let anyone get close. Not alive anyway.

Iron Warriors Goal: Gain entrance to the mine
Eldar Goal: Gain entrance to the mine
Imperial Guard goal: stop both enemies from entering the mine.

Forces:
Eldar: 1200 points. If they won in chapter 4 all aspect warriors can be taken as troops. If they lost in chapter 4, they have 600 points, with a minimum of 1 HQ and 1 Troops.
Iron Warriors: 1000 points. They gain 10% points for each transport captured in chapter 4 and 10% if they won in chapter 3. If they lost in chapter 4 they only have 500 points with a minimum of 1 HQ and 1 Troops.
Imperial Guard: 1500 points.

Battlefield: For size and shape, see picture (THE RED DOT REPRESENTS THE MINE ENTRANCE). The battlefield should be a desert. The Imperial Guard deployment zone should contain some (military) buildings and a mine entrance, the rest of the battlefield should not contain any buildings, but there should be hills, cactus fields, etc. To make the battlefield, make a normal 6 by 4 foot table and place one extra section on one side of one of the long edges.
Afbeelding

Deployment: Imperial Guard deploy first, Eldar deploy second, Iron Warriors deploy last. The Imperial Guard get the first turn, the the Eldar and Iron Warriors (see ‘game mechanic’ for rules regarding turns). The battle lasts 7 turns.

Reserves: There are no reserves. No units can be kept in reserve, outflank or deep strike.

The Mine Entrance: Only infantry units on foot can enter the mine. No vehicles, cavalry/beasts or monstrous creatures can enter it. The first unit to enter the mine is placed on a separate table. If no other unit enters the mine before the end of the battle, that units controller wins the game. If enemy unit(s) enter the mine after them, the enemy unit is removed as well and is placed locked in assault with any enemy units already in the mine. No assault bonusses are received. In each assault phase, all units inside the mine fight.

At the end of the battle, keep fighting the assault in the mine untill only units from a single player remain. Units that break from combat and are not caught flee from the mine entrance towards their own table edge. If the battle has already ended, they cannot regroup under any circumstance. Yes, Imperial Guard units can also enter the mine!

Victory condition:
The Eldar win if at the end of the game they have at least one model inside the mine and no enemy models are present.
The Iron Warriors win if at the end of the game they have at least one model inside the mine and no enemy models are present.
The Imperial Guard win if at the end of the game there are no enemy models inside the mine.

Game Mechanics (fighting with 3 players)

The Imperial Guard take their turn as normal, shooting and assaulting anyone they want. The Eldar and Chaos take their turn together as detailed here. At the start of their movement, shooting and assault phase, both players roll a dice to see who has the initiative. That player goes first in that phase. Roll for initiative, than the winning player moves, than the other. Than roll again for initiative, the winning player shoots and any units take morale tests, then the other player shoots. The assault phase is worked out a little differently.

In the Assault phase roll again for initiative, the winning player declares his assaults (no moves yet) and then the other player declares his assaults. Then both players measure if they are in range of assault and make any difficult terrain tests. Any failed assaults are considered failed. THEN the player with the initiative moves all of his succesfull assaults, and THEN the other player moves any of his succesfull assaults THAT ARE STILL UNENGAGED BY ENEMY UNITS! Any units assaulted before they can make an assault move do not count as assaulting and so do not gain any benefits like extra attacks or furious charge. After all assaults are made, fight all combats only once, NOT ONCE FOR EACH PLAYER! Then calculate the result and any losing units test to break.
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
Caladai Doomblade
BOFH
 
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Geregistreerd op: 14 maart 2006 10:12
Woonplaats: A bridge too far...

Re: Chapter 5: Scenarios

Berichtdoor Caladai Doomblade » 06 aug 2009 05:17

13. Somu Hive

The Orks have reached their goal. Somu Hive. Their main force heads towards the hives defensive lines, but another large force splits off to attack the space port on the edge of the city. If the Orks manage to capture the space port, the Imperial forces lose their most vital route of supply and won’t be able to hold the city for long.

Ork Goal: Capture the space port
Imperial forces: Keep the Orks out!

Forces:
Orks: 1800 points. The Orks gain 10% points for each chapter they won.
Imperial Guard: 1500 points. If the Imperial guard won in chapter 3, they gain 10% points.
Salamanders: 650 points.

Battlefield: 8 feet by 4 feet. The Imperials half of the battlefield should represent the edge of the space port. The Ork edge has other buildings. There should be no terrain within 3” of the center line of the table to represent the space ports perimiter.

Deployment: The Imperial Guard deploy first, then the Orks, and finally the Salamanders race into position to bolster the defences. The battle lasts for 6 turns.

Reserves: Imperial Guard units that can deep strike may be held in reserve to do so. Other Imperial Guard units cannot be kept in reserve. Any Salamander units can be held in reserve as normal. Any Ork units can be kept in reserve, but no outflanking units can enter the table from the Imperial long board edge.

Victory condition: The Orks win if they can bring the defenders below 20% of their starting points before the battle ends. The Imperials win if they can either bring the Orks below 20% of their starting points OR keep over 50% of their starting points of their forces intact before the battle ends.
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
Caladai Doomblade
BOFH
 
Berichten: 2699
Geregistreerd op: 14 maart 2006 10:12
Woonplaats: A bridge too far...


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