Chapter 4: Scenarios

Voorbereiding, Fluff Stuff, voortgang etc mag hierin.

Chapter 4: Scenarios

Berichtdoor Caladai Doomblade » 12 jul 2009 18:44

Hieronder de scenarios voor de battles van chapter 4:

Battle 9: Assault on Daikiri airport: Iron Warriors vs Imperial Guard

Battle 10: Desert Games: Salamanders vs Eldar

Battle 11: Storm the Beaches!: Orks vs Jantine Patricians & Dark Angels


De volgende bonussen zijn er verdiend door legers in de vorige battles:
- De Imperial Guard verliezen in Battle 9 20% van hun puntenaantal (ze houden dus 800 punten over) omdat de Iron Warriors 1 bunker wisten te vernietigen tijdens hun assault op de Katana bunker line.

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
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Re: Chapter 4: Scenarios

Berichtdoor Caladai Doomblade » 12 jul 2009 18:47

9. Assault on Dairkiri Spaceport

The Iron Warriors’ progress has been to slow. They need to steal a ride to catch up with the Eldar. Dairkiri space port is their best chance. Now to convince the guards to hand over a few of those nice transports.

Iron Warriors Goal: Capture as many transports as possible
Imperial Guard Goal: Stop the Iron Warriors from capturing transports

Forces: 1000 points of Imperial Guard vs 1300 points of Iron Warriors
(IG wordt 800 punten vanwegen het verliezen van 1 bunker in chapter 2)

Battlefield: 6 feet by 4 feet. It’s the edge of a military airport, so a few buildings, some barricades and other military structures are fine, the Iron Warrior deployment zone can have some trees in it. In the Imperial deployment zone should be 3 objectives. These represent the transport access ramps that the Iron Warriors have to reach.

Afbeelding

Deployment: The Imperial Guard deploy a single troop choice up to 24 inch onto the table (see map). The Iron Warriors deploy a single troop choice up to 6” onto the table. All other units are in reserve. The Iron Warriors get the first turn.

Reserves: Each turn, starting with the second, up to half (rounding up) of the available reserves show up and move onto the table from the deployment board edge. At the start of turn 5, all remaining reserves arrive.

Night Fighting: The Iron Warriors attack in the evening, so after the first turn, the night fighting rules apply.

Transports: The Iron Warriors capture a transport in they have a scoring unit within 3” of an objective at the end of the battle. The battle lasts for 6 turns

Victory condition: The Iron Warriors have to capture at least 1 transport, but the more the merrier. The Imperial Guard have to stop them.

Victory bonus:
If the Iron Warriors capture no transport, they lose 50% of their points in chapter 5!
For every transport they capture beyond the first, they gain 10% points in chapter 5.
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
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Re: Chapter 4: Scenarios

Berichtdoor Caladai Doomblade » 12 jul 2009 18:48

10. Desert Games

The Eldar exit the Daikiri Mountains and speed across the desert of Gei Han, closing quickly on their objective. The Salamanders plan to stop them reaching it.

Salamanders Goal: Destroy the Eldar
Eldar Goal: Overrun the Salamanders

Forces: 1250 points of Salamanders vs 2000 points of Eldar. The Eldar player divides his army into 4 parts, each between 400 and 600 points.

Battlefield: 6 feet by 4 feet. Desert with a lot of sand dunes, but no structures of any kind.

Deployment: The Eldar deploy one part (of four) of their army first, within 12” of their table edge. The Salamanders deploy second, no units may be held in reserve. They deploy their entire force within 18” of the opposite table edge. The Salamanders get the first turn. No units on either side can make scout moves!

Reserves: Each turn, starting with turn 1, the next part of the Eldar force arrives untill at turn 3 the last eldar forces arrive. Reserves move on from the Eldar’s table edge, unless they can deep strike, in which case they have the option to deep strike. No Eldar units can outflank!

Turns: The battle lasts for 6 turns.

Victory condition: The Salamander win if they manage to destroy at least 1500 points of Eldar. The Eldar win if they can destroy all Salamander Troops and HQ choices AND the Salamanders fail to achieve their goal.

Victory Bonus: If the Eldar achieve their goal, all aspect warriors can be taken as troops as well as their normal choice in Chapter 5. If the Salamanders win the Eldar can field only 600 points in chapter 5.
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 4: Scenarios

Berichtdoor Caladai Doomblade » 12 jul 2009 18:49

11. Storm the Beaches!

The Ork Whaaagh is still roaring from their battle with the Iron Warriors, but the Dark Angels plan to stop them from landing on the Takare coast. The Jantine Patricians are mobilised to stop them.

Ork Goal: Break through the Imperial lines
Imperial Goal: Stop the Orks

Forces: 3000 points of Orks vs 1500 points of Imperial guard and Dark Angels

Battlefield: 8 feet by 4 feet. The defensive line is a little way of the coast in the forests. The Ork deployment edge should have some woods, while the Imperial deployment zone should have a lot of defensive works (razorwire, trenches, barricades, etc.) The center of the battlefield should be open. The Imperials have cleared the terrain away to have better firing arcs.

Deployment: The Imperials deploy first and get the first turn. Use the Pitched Battle deployment zones. The Orks deploy second. The battle lasts 6 turns

Reserves: Any units may be kept in reserve as normal.

Victory condition: The Orks win if they can either: destroy all enemies OR move more than 1500 points off the opposing table edge. The Imperials win if they can stop the Orks from achieving any of their objectives.

Victory Bonus: If the Orks win they get 10% extra points in Chapter 5. If the Imperials win the Imperials get the first turn in Chapter 5.
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
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Re: Chapter 4: Scenarios

Berichtdoor Leandertje » 14 jul 2009 12:24

reserves , vallen hier ook de deepstrikers onder of komt gewoon alles van de table edge?
en zoals ik het begrijp wordt er niet voor de reseves gerold maar iederekeer de helft van de nog in reserve zijnde troepen de tafel op jagen?
en met de helft wordt het aantal units bedoelt of het punten aantal in reserve?

en scoring units dat zijn gewoon de troops te voet neem ik aan.

I......must......know...........
"If you can remain calm in a time where everyone else panics, then you have probably not understood the extent of the problem."
Legers die ik speel: IRON WARRIORS
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Re: Chapter 4: Scenarios

Berichtdoor Caladai Doomblade » 14 jul 2009 16:56

Reserves: de helft gaat over het aantal, niet de punten. Er wordt dus niet gerold. Er mag geen deep strike gebruikt worden.

Scoring units zijn scoring units zoals normaal. Infantry te voet dus.
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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