Scenarios

These missions are designed to be cinematic rather than necessarily balanced or fair fights so it is recommended that you swap roles and replay each battle, comparing the outcomes to determine who is the better general!

Last Man Standing!
At the Horus Heresy Weekender there was an open game in the evening called 'Last Man Standing'.  It's basically a death match between X number of players, each of whom takes control of a single basic Tactical Space Marine from one of the founding legions. They can be equipped with any of the options available to a tactical marine (including heavy/special but not sergeant only upgrades like plasma pistols). 


Rules:
Death Guard, Word Bearers, Iron Hands +1 Toughness (Feel No Pain)
World Eaters, Space Wolves, Night Lords +1 Attack (Furious Charge)
Iron Warriors, Sons of Horus, Salamanders +1 Strength (Eternal Warrior)
Blood Angels, Emperor's Children, Dark Angels +1 Weapon Skill (Preferred Enemy)
Ultramarines, Thousand Sons, Imperial Fists +1 Ballistic Skill (Scout)
Raven Guard, White Scars,Alpha Legion +1 Initiative (Infiltrate)

Note: The USRs in brackets are my own addition to add a different dynamic to the game and I've tried to make it fluffy, take it or leave it! (IFIRC the logic behind the 'scout' group was more about tactical repositioning)

Deploy the models equidistance around a scenery heavy board, roll off to see who goes first.

Death Match:
First to 10 kills,  respawns ON

Kill Streak:
Each player has 3 lives, the winner is the person who can get the most kills in 1 life.

Oddball:
Whoever holds the Oddball has a thunder hammer (start of game have a roll off until there is a winner - they start with the 'ball'. If you kill the carrier, you get the ball. First to 15 kills wins! Respawns ON

King of the Hill:
Set up 6 zones around the board, these are labeled 1-6. Every turn you stand unopposed in the zone you score a point. Every 3-5 turns roll a D6, the 'hill' moves to that zone first person to 15 points. Respawns ON


Scenario 1: Those who cheat death

Eikos Lamiad and Telemechrus must fight their way through the ruins of Calth to link up with the fragmented Ultramarine forces and lead the defence of Calth. Between them and their battle-brothers lies a seizable force of traitors who are hell-bent on destroying every Ultramarine they find.

Attacking Forces:
Praetor Eikos Lamiad (Master crafted paragon blade, bolt pistol, Artificer Armour, Iron Halo)
Contemptor Dreadnaught Telemechrus (Assault Cannon, Dreadnaught close combat weapon with heavy flamer).

Defending Forces:
400-1,000 points of Legion Troop choices (depending on how hard/cinematic you want to make the battle for the Ultramarines).

Objectives:
Attackers - exit the board through defenders deployment zone
Defenders - prevent the attacking characters from exiting the board

Victory Conditions:

  • Attacker's Victory - both Lamiad and Telemechrus make it off the board
  • Draw - only one of the Attacking characters makes it off the board
  • Defenders Victory - none of the Attacking Characters make it off the board
  • Bragging rights - Attacker does not lose any wounds or Hull points


Deployment and Special Rules:
Scenario is played on a 4'x4' board with plenty of ruined urban terrain.
Because of the fog of war, Night Fighting is in effect for the first turn
At the beginning of the game the defender may only place D3 units on the table. The rest are held in reserve. Attackers always get the first turn.


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