When a space marine company finds itself surrounded and outnumbered by the enemy, with out support and no possible extraction few options remain. Never willing to be found wanting in the emperors service, the marines will often fight to the last, selling their lives so dearly that the enemy are crippled for the efforts. Such an action is never taken light heartedly by the marine in command, and only ever in the direst of situations.
This scenario represents such a desperate act by marine forces when being attacked by ork forces. Whilst that is what the original scenario was created for there is no reason why it couldn’t be played with other armies.
Armies
Two armies should be selected from either codexes or forge world army lists. I see no reason why the attacker should not have forge world units designed for Warhammer 40k available to him if he has the models (bar super heavies).
Set up
The table should be played across the length, with (assuming a 6 by 4 table) an 18 inch deployment zone for the marines. In the marine deployment zone suitable defences should be set up, such as walls, sand bags, tank traps and abandoned fortifications.
The rest of the terrain on the table should be set up quite sparkly to allow the marine player vast lines of sight. No commander will fight to the last in a position that is not at least slightly advantageous to him.
The space marines set up first in their deployment zone, the Ork army starts off the board and enters along their deployment zone on turn 1. The Ork player may only hold units which are deep striking or outflanking in reserve. Both players may infiltrate units if they wish, if both players have infiltrators roll off to see who deploys them first.
The space marines set up first in their deployment zone, the Ork army starts off the board and enters along their deployment zone on turn 1. The Ork player may only hold units which are deep striking or outflanking in reserve. Both players may infiltrate units if they wish, if both players have infiltrators roll off to see who deploys them first.
Objectives
The marines are attempting to hold out as long as possible taking out what ever they can, whilst the orks are attempting to obliterate the marines completely. When the last marine model is removed from the table the game ends. Make a note of what turn it is and consult the victory table.
Victory table
Turn | Victor |
1-8 | Orks |
9-11 | Draw |
12+ | Marines |
Mission special rules
It is better to die for the emperor than live for yourself: The space marines are totally alone with no back up or reserves to call upon. Every model in the space marine army must start on the table (they may be in transports) and may not be held in reserve for any reason. As they are alone, with no where to retreat, all marines swap the special rule ‘they shall know no fear’ for the 'fearless' universal special rule.
We got em ladz: The orks are numberless and willing to throw what ever they have to into the meat grinder to destroy the marines. At the beginning of each ork turn roll (1 – the turn number) of times on the ork horde list. The units rolled enter the table as if from reserve. Any units which could deep strike or outflank may still do so.
First turn: The orks take the first turn. Remember the ork army enters from their deployment zone on their first turn.
Ork horde table: for each roll, roll a D66 (two D6 one representing the ten, the second representing the unit). As this is not a competitive game you compose the unit how ever you want (i.e. shootas or slugga and choppa, heavy weapons, nob layout)
11 | 3 ork bikes | 31 | 3 trakks | 51 | 5 Nobz |
12 | 10 gretchin | 32 | 12 boyz w/ trukk | 52 | 5 Nobz / trukk |
13 | 10 gretchin | 33 | 3 defkoptas | 53 | 3 Mega Nobz |
14 | 15 gretchin | 34 | 12 boyz w/ nob/trukk | 54 | 8 Nobz w/ trukk |
15 | 15 gretchin | 35 | 12 boyz w/nob, trukk | 55 | 15 Komandos |
16 | 20 gretchin | 36 | 20 nobs w/ nob | 56 | 3 Mega Nobz w/ trukk |
21 | 30 gretchin | 41 | 20 boyz w/ nob | 61 | Ork warboss |
22 | 3 kannons or 1 killa kan | 42 | 15 stormboyz or ard boyz | 62 | Warboss in mega armour |
23 | 10 boyz | 43 | 30 Boyz | 63 | Big Mek |
24 | 10 boyz | 44 | 3 Trakks | 64 | Weird boy |
25 | 10 boyz w/ nob | 45 | 30 boyz w/ nob | 65 | Looted wagon w/ boom |
26 | 15 boyz | 46 | Looted wagon w/ boom | 66 | Battle wagon |
Designers note: the scenario was designed for two armies of 1500 points to be use at the same time. Other points can be used but may take longer depending on how much time you have. Another note is that when you roll of the Ork horde table it is possible you will not have the models available, if this happens you can either proxy the unit or (my preference) just use the roll 1 lower until you can get a unit you have available.
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