Post
by Bjorn » Wed Jul 17, 2019 2:52 pm
Mission 4 (modified from "big guns never tire")
Mission 4 -- Week 6 (1000 points) and Week 7 (1250 points):
4x6 table, max 3 detachments
You attempt to overpower their long-range capabilities with a sortie into a key position. If you can take this location, you will force them to draw back. Commit your resources to a deadly strike. If you expend too much of your resources here, you may not be able to follow this up, so maximize your damage while minimizing the damage that you take -- so utilize the strategic locations of the battlefield to your advantage!
Rules: Dawn Raid, Reserves, Variable Game Length
Objectives: Each player places 2 objectives in their deployment zone at least 10” away from each other and at least 6” away from the table edge. A single infantry unit within 3" of one uncontested objective will gain +1 S to their shooting attacks, or reroll 1s to hit (random -- determine during the first movement phase which is which).
Deployment: Hammer and Anvil (short table edges, 12” away from the center line)
Scoring:
- At the end of the game, the player controlling each objective gains 3 VP for each one controlled.
- A player is awarded 3VP for each of their opponent’s Heavy Support unit that is considered destroyed, and 1VP for each non-Heavy-support unit that suffers damage of at least 3/4 (round up) of its total unsaved wounds (or, if it is one one-wound model, if it is destroyed and removed from the table).
- A player is awarded 1VP for each of their Heavy Support units that are in their opponent’s deployment zone at the end of the game
- The standard 1 VP is awarded for First Blood, Slay the Warlord, and Linebreaker
Major Victory = more than 6 VP in difference; Minor Victory = 2-6 VP in difference; Tie = within 1 VP of each other
Too many games, not enough time