Scenario: Custom (2000 points)
Restrictions
- No flyers.
Victory conditions
- Major Victory: 5+ objectives disrupted
- Minor Victory: 3+ objectives disrupted
- Minor Defeat: 2+ objectives disrupted
- Major Defeat: 1+ objectives disrupted
Additional
Any unit arriving mid-game via deep strike (teleportarium, jump pack assault etc.) must roll a die for each model in the unit. On a roll of 1, a model is slain.
Modify the roll by -2: -1 for each lost Sabotage mission.
Each objective disrupted gives 1 additional RP at the end of the mission, regardless of outcome.
Having any units alive at the end of the game gives 1 additional RP, regardless of outcome.
Having Techmarine Mason in the list and alive at the end of the game gives 1 additional RP, regardless of outcome.
Death Guard receive d3 additional troops on the turn of my choosing (for minor defeat in last mission).
As for the text below... the Imperial Fists player did not know of this at the start of the game.
Disrupting an objective: Hold the objective for a single player turn. Only infantry can hold the objectives. Note that the Death Guard army is not battle forged and so does not have objective secured.
At the beginning of any Death Guard turn, if any objectives were disrupted in the previous battle round, roll for that objective based on the table below. Heavy support units and additional reinforcements arrive from any long table edge. Other units are placed next to the objective as if debarking from a transport. Roll a d6 for each unit. On 1-2, that unit cannot act this turn. On a 3-5, that unit cannot move in the movement phase but can otherwise act normally. On a 6, that unit can act normally.
Objectives disrupted:
1: 1 roll on each table except d3 on troops
2: 1 roll on each table except d3 on troops + d3 Malignant Plaguecasters
3: d3 rolls on each table except heavy support
4: d3 rolls on each table except heavy support, +d3 Malignant Plaguecasters
5: d3 rolls on each table except heavy support, +d3 Malignant Plaguecasters, +d3 Bloat Drones
6: d3 rolls on each table, +d6 Malignant Plaguecasters, +d6 Bloat Drones
Unit tables
HQ:
1: Chaos Lord: plasma pistol, power sword
2: Lord of Contagion, Plaguereaper
3: Malignant Plaguecaster, Miasma of Pestilence, Putrescent Vitality
4: Malignant Plaguecaster, Plague Wind, Curse of the Leper
5: Daemon Prince of Nurgle, Hellforged Sword, Gift of Contagion
6: Daemon Prince of Nurgle, Malefic Talons, Wings, Gift of Contagion
Troops:
1: 10 Cultists with autoguns
2: 10 Cultists with pistols
3: 11 Cultists
4: 5 Plague Marines, blight launcher
5: 5 Plague Marines, 2x plasma gun
6: 7 Plague Marines, plasma gun
Fast attack:
1: Chaos Spawn
2: Bloat Drone, Fleshmower
3: Bloat Drone, Heavy blight launcher
4-6: Bloat Drone, 2x Plaguespitters
Heavy Support:
1-2: Chaos Predator, 4 lascannons
3-4: Defiler, havoc launcher, reaper autocannon
5-6: Plagueburst crawler, 2x Plaguespitters, Rothail volley gun
Modify the roll by -2: -1 for each lost Sabotage mission.
Each objective disrupted gives 1 additional RP at the end of the mission, regardless of outcome.
Having any units alive at the end of the game gives 1 additional RP, regardless of outcome.
Having Techmarine Mason in the list and alive at the end of the game gives 1 additional RP, regardless of outcome.
Death Guard receive d3 additional troops on the turn of my choosing (for minor defeat in last mission).
As for the text below... the Imperial Fists player did not know of this at the start of the game.
Disrupting an objective: Hold the objective for a single player turn. Only infantry can hold the objectives. Note that the Death Guard army is not battle forged and so does not have objective secured.
At the beginning of any Death Guard turn, if any objectives were disrupted in the previous battle round, roll for that objective based on the table below. Heavy support units and additional reinforcements arrive from any long table edge. Other units are placed next to the objective as if debarking from a transport. Roll a d6 for each unit. On 1-2, that unit cannot act this turn. On a 3-5, that unit cannot move in the movement phase but can otherwise act normally. On a 6, that unit can act normally.
Objectives disrupted:
1: 1 roll on each table except d3 on troops
2: 1 roll on each table except d3 on troops + d3 Malignant Plaguecasters
3: d3 rolls on each table except heavy support
4: d3 rolls on each table except heavy support, +d3 Malignant Plaguecasters
5: d3 rolls on each table except heavy support, +d3 Malignant Plaguecasters, +d3 Bloat Drones
6: d3 rolls on each table, +d6 Malignant Plaguecasters, +d6 Bloat Drones
Unit tables
HQ:
1: Chaos Lord: plasma pistol, power sword
2: Lord of Contagion, Plaguereaper
3: Malignant Plaguecaster, Miasma of Pestilence, Putrescent Vitality
4: Malignant Plaguecaster, Plague Wind, Curse of the Leper
5: Daemon Prince of Nurgle, Hellforged Sword, Gift of Contagion
6: Daemon Prince of Nurgle, Malefic Talons, Wings, Gift of Contagion
Troops:
1: 10 Cultists with autoguns
2: 10 Cultists with pistols
3: 11 Cultists
4: 5 Plague Marines, blight launcher
5: 5 Plague Marines, 2x plasma gun
6: 7 Plague Marines, plasma gun
Fast attack:
1: Chaos Spawn
2: Bloat Drone, Fleshmower
3: Bloat Drone, Heavy blight launcher
4-6: Bloat Drone, 2x Plaguespitters
Heavy Support:
1-2: Chaos Predator, 4 lascannons
3-4: Defiler, havoc launcher, reaper autocannon
5-6: Plagueburst crawler, 2x Plaguespitters, Rothail volley gun
Imperial Fists
++ Battalion Detachment +5CP (Imperium - Space Marines) [36 PL, 620pts] ++
- Librarian in Terminator Armor [9 PL, 130pts]: 4) Fury of the Ancients, 5) Psychic Fortress, Force stave, Storm bolter (Jeraiah)
- Lieutenants [4 PL, 71pts] Lieutenant: Lightning Claw, Master-crafted boltgun (Mouga'ry)
- Intercessor Squad [10 PL, 180pts]: Bolt rifle, 9x Intercessor, Intercessor Sergeant
- Intercessor Squad [5 PL, 90pts]: Bolt rifle, 4x Intercessor, Intercessor Sergeant
- Tactical Squad [5 PL, 94pts] 3x Space Marine, Space Marine Sergeant: Chainsword, Grav-pistol (Aaron), Space Marine w/Heavy Weapon: Plasma cannon
- Apothecary [3 PL, 55pts] (Kristov)
++ Spearhead Detachment +1CP (Imperium - Space Marines) [36 PL, 719pts] ++
- Captain in Gravis Armor [7 PL, 134pts]: Boltstorm gauntlet, Master-crafted power sword (Rogan)
- Predator [9 PL, 180pts]: Predator autocannon, Two Lascannons
- Predator [9 PL, 180pts]: Predator autocannon, Two Lascannons
- Thunderfire Cannon [6 PL, 121pts] Techmarine Gunner (Mason). Servo-harness: Flamer, Plasma cutter, 2x Servo-arm
- Whirlwind [5 PL, 104pts]: Whirlwind vengeance launcher
++ Vanguard Detachment +1CP (Imperium - Space Marines) [32 PL, 660pts] ++
- Captain on Bike [6 PL, 136pts]: Combi-plasma, The Armour Indomitus, Thunder hammer, Twin boltgun, Warlord (Lexandro)
- Redemptor Dreadnought [10 PL, 196pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Onslaught Gatling Cannon
- Venerable Dreadnought [8 PL, 164pts]: Twin heavy bolter. Dreadnought combat weapon w/Heavy Flamer: Heavy flamer
- Venerable Dreadnought [8 PL, 164pts]: Twin heavy bolter. Dreadnought combat weapon w/Heavy Flamer: Heavy flamer
Deployment
The Fists set up in the 12" next to one short table edge. Each ruin is an objective. No idea what's coming for them. Deal with it!
Imperial Fists, turn 1
The Imperial front line advances cautiously on the flanks, surrounding a ruin with a green beam of light emanating from it.
The Intercessors in the middle place a blasting charge on the ruin, blow open a wall, and charge into the building, gunning down those enacting the unspeakable ritual.
Death Guard, turn 1
Some do make it out, though. Two squads of Plague Marines step out of the ruined building, backed up by a Lord of Contagion. The Intercessors are warned of his arrival thanks to an Auspex Scan, and unleash a hail of bolts.
A lump of flesh and metal assembles right in front of the shocked eyes of the marines, and a Foetid Bloat-Drone rises from the ruin.
A Chaos Predator rumbles from a nearby side street.
The Death Guard were not so shocked as to be unable to act, so they unleashed fire and fury on the Fists, shooting and charging their lines. Intercessors died, the grey Predator was crippled, and the white Predator and the Redemptor Dreadnought took damage.
Imperial Fists, turn 2
The Fists responded in kind, with a disciplined fall back and overlapping fields of fire, gunning down the Plague Marines.
Soon, the ruin was free of its tainted occupants, leaving only the crippled Chaos Predator alive. On its turn, it managed to do nothing.
Imperial Fists, turn 3
The Intercessors, having recovered from their initial shock, displayed the obstinacy typical for their kind, and advanced into the next ruin, to disrupt another ritual.
Death Guard, turn 3
Behind a line of Cultists and Plague Marines came Malignant Plaguecasters - deformed Sorcerers conducting the ritual. Again, a Bloat-Drone assembled itself and hovered out of the ruin. A Defiler clanked in from a nearby side street.
However, engrossed in the ritual, the Death Guard barely had sense enough to come out and face their enemy, many milling about in confusion at first. Two Plaguecasters unleashed their malign sorceries, killing some Intercessors. The charge following up was half-hearted though.
Heroically as ever, Captain Lexandro intervened, bashing the Bloat-Drone to oblivion.
Imperial Fists, turn 4
While the fight carried on on the right flank, with point-blank shots and volleys launched by the firebase in the back, the two Intercessors on the left flank blasted their way into another ruin.
Death Guard, turn 4
Out of the ruin came charging... just a bunch of Cultists, and a Lord of Contagion. A Bloat-Drone with a Fleshmower rose from the ruin, and a Plagueburst Crawler rumbled into the square.
While one squad of Cultists milled about, the others charged the Intercessors, grinding them down.
Imperial Fists, turn 5
With the firebase in the back secured by his officer cadre, Lexandro gave the order to advance again on the right.
He would take care of the Cultists himself, aided by his trusty Apothecary, Kristov. The Cultists fell like leaves, and the Redemptor ripped the Lord of Contagion apart.
Death Guard, turn 5
The Bloat-Drone hovered downward, menacingly.
The Plagueburst Crawler concentrated its firepower on the Redemptor, bringing it down. The Drone charged into the heroes of the Fists.
Imperial Fists, turn 6
Lexandro refused any soft of reinforcements, commanding his troops his keep advancing while he fought on the blasphemous machine.
Death Guard, turn 6
The Plagueburst Crawler ground forward, taking advantage of its Plaguespitters. However, a concentrated volley could not bring down a Dreadnought.
The Bloat-Drone was finally destroyed, having knocked down, but not killed, Apothecary Kristov.
Imperial Fists, turn 7
The Fists could now focus fire on the exposed Plagueburst Crawler, while the Intercessors barged into a final ruin.
Death Guard, turn 7
Plague Marines and Plaguecasters burst out of the ruin, along with a Bloat-Drone. A Plagueburst Crawler and my additional reinforcements (which I forgot about) rolled in. However, all this was not enough to inflict notable casualties on the Fists.
With 4 rituals disrupted, the Fists obtained a minor victory.
After game rolls
None.
Afterthought
I intended this mission to be high risk, high reward. I also forced handicaps on myself in case the Fists took too many risks. However, they played conservatively and to the scenario, advancing at a leisured pace and not going for the major victory. True, the reinforcement rolls weren't that good. We haven't seen any Daemon Princes, for instance. But that's the luck of the dice. Still, at the end of the day, the Fists won and scored 9 reward points, advancing Captain Lexandro to level 4.
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