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Missions

Posted: Tue Jun 04, 2019 1:25 pm
by Bjorn
A note:
  • We are using points instead of power levels (because I like them better, and because I thought it might be easier for determining painting... though now i think i was wrong... but I'm stubborn)
  • We will play smaller missions on 4x4 tables, and larger ones on 4x6
  • We will use rules for Sudden Death, Tactical Reserves, Strategic Discipline, and Psychic Focus from Matched Play (p 215). In addition, we will use the Matched Play guidelines for number of detachments (with the exception of Drukhari Raiders being allowed to field an unrestricted number of patrol detachments provided that is all they field.
  • For ease of scoring and play, the provided missions will be constructed to be similar to the Eternal War missions within the Rulebook.
  • There will be some flavor text added to each mission. It's really not that important, just for fun's sake or to give a perspective to the conflict.
    If you prefer, you may adapt it heavily, or ignore it completely. Specifically, if you are writing up a narrative battle report, you may wish to include some of the elements of the provided background, but it is not necessary.

Re: Missions

Posted: Tue Jun 04, 2019 1:26 pm
by Bjorn
Mission 1 incoming on 6-7

Mission 1

Posted: Wed Jun 12, 2019 4:56 pm
by Bjorn
Mission 1 -- Week 1 (500 points):
4x4 table, max 2 detachments
Rules: Dawn Raid, Reserves, Variable Game Length

Objectives: 4, each in the center of their table quarter

Deployment: Search and Destroy (diagonal quarters, nothing within 9” of the center-point)

Scoring:
* If a unit controls an objective for more than one full round, they receive one VP during the Morale Phase for each objective controlled, each round.
* At the end of the game, each objective controlled is worth 3 VP, each one contested is worth 1 VP
* 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

Mission 2

Posted: Wed Jun 19, 2019 2:22 pm
by Bjorn
Mission 2 -- Week 2 (6-19 @ 500 points) and Week 3 (6-26 @ 750 points):


A probe with critical intel has fallen within the zone limits. Securing this information will surely turn the tide toward your advantage

4x4 table, max 2 detachments

Rules: Dawn Raid, Reserves, 5 rounds

Objectives: Place one objective marker on the center-point of the table. If a non-vehicle unit ends its move phase in contact with this marker, they may move with it (but they move at half-speed, may not embark and cannot advance).

Deployment: Vanguard Strike (diagonal deployment zones, each 14” from the center diagonal -- decide on which parallel sides are the “long table edges”)

Scoring:
- Holding the objective grants 1 VP during the Morale phase.
- Holding it for a second consecutive round grants 2VP, and 3VP for the third consecutive round. No further points are awarded
If the objective ends at least one turn in your deployment zone, you receive 2 VP.
Slaying the unit carrying the objective grants 1 vp.
If you can bring the objective to your long table edge, and there are no enemy units within 6”, you can instead leave with the objective and immediately end the game. Doing so grants 3VP.
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

Mission 3

Posted: Wed Jul 03, 2019 12:27 pm
by Bjorn
Mission 3 -- Week 4 (750 points) and Week 5 (1000 points):

The satellite intel revealed that the planet’s defense grid may still be functional. There are regular terminals in the area that may be hacked to access the planetary computer matrix. These terminals are erratic, and some work better than others.

4x4 table, max 2 detachments[/b]
Rules: Dawn Raid, Reserves, Variable Game Length
Objectives: 5 -- one in the center of the table, one each in the center of the four table quarters
Deployment: Dawn of War (zones 12” away from the center line). Winner of the rolloff gets to choose which table edge is theirs.

Scoring:
- During the Morale phase, if you control the center objective, you receive 1VP.
- Also during the Morale phase, if you control one of the four quarter objectives that has not previously been controlled, roll a D6 for each -- if a 1 is rolled, that objective is only worth 1VP to its controlling player at the end of the game. If a 6 is rolled, that objective is worth 3 VP at the end of the game. Once a 1 or a 6 has been rolled, ignore any further rolls of 1 or 6 for any other objective.
- 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

Mission 4

Posted: Wed Jul 17, 2019 2:52 pm
by Bjorn
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