Sunday 20 December 2015

Round 2: Strike Teams

All forces have either successfully landed on Manzikert or been driven off... for now. Either way they are now sending out Elite forces to disrupt enemy supplies, perform reconnaissance, assassinate enemy leaders, raid key installations etc.

To represent these encounters play as many small scale, special operations style games as you can. I would suggest 1,500 points or less (500-1,000 points would probably be best). If you know the rules for Kill Team these would be perfect for representing these encounters (if you gained the special rules last round these would go to individual models in a Kill Team game). White Dwarf 90 (I have a copy if anyone is interested) also has a suitable mission called Operation Ghostkeel, great for Tau players or the Tau forces in the mission could be swapped out for other suitable models in another army (e.g. scouts for Space Marines). The recently released Mont'ka also has a great mission involving assassins (The Assassins Strike), which could easily be adapted to be perfect for this round.

Same as last round feel free to play as many or as few games as you like this round, the more games you play, the more you will effect the narrative. If you didn't play last round that doesn't matter you can still play this round. Feel free to dip in and out of the Campaign as you are available.

Here are a few suggestions for missions:

Chance Encounter
Reconnaissance forces from both sides encounter each other and then the battle begins to escalate as more forces are drawn in. Choose any mission but then make the following changes:

Both forces deploy one unit at the start, to represent the reconnaissance forces encountering each other. All other units must be held in reserve.

Victory is determined in the normal manner for the mission chosen.

Assassinate
Elite forces seek to assassinate key military personnel. Play any mission you like with the following additional rules.

Agree on an attacker and defender before the game begins, either dice off or decide beforehand. Follow normal victory conditions except, the attacker gains 4vp's for Slay the Warlord, and 1vp for every other character slain. Meanwhile if the defenders Warlord is alive at the end of the game they gain 3vp and they gain 3vp for every character in their army that is still alive by the end of the game.

Bunker Assault
Elite forces seek to take over or destroy enemy fortifications.

Agree on an attacker and defender before the game begins, either dice off or decide beforehand. The defender may deploy a number of free bunkers or other suitable fortifications (see below). At the end of the game each bunker held by the defender is worth 3vp, each bunker held by the attacker or destroyed by the attacker is worth 3vp for them.

0-500 point game: one bunker
501-1,000 point game: two bunkers
1,001 points or more: three bunkers

Supply Drop
Elite forces seek to secure vital supply drops for the war effort.

Play any game which involves objectives instead of kill points. Instead of deploying objectives normally do the following to represent supply drops being scattered around. Get a number of scraps of paper around an inch to two inches squared each for each objective required for the game (number the scraps if the mission requires numbered objectives).

Hold the scraps in the palm of your hand in the centre of the playing area one to two metres above the playing surface. Then quickly flip your hand over. Place the objectives where the scraps of paper land. Repeat the process for any scrap that float off the playing surface.

Then follow the missions rules for victory conditions as normal.

How long is the Round?
Due to people, potentially being busy/away over Christmas, I'm going to give a little longer for this round and say results should be in by the 15th January. Please post results as comments in the blog or let me know via the Weekend Warlords 40k group on Facebook.

P.s. Remember to read the post on Round One's results to see if your army gained any benefits for this round.

2 comments:

  1. In his madness Farseer Elduran called upon the Dark Kin to aid in the destruction of the Hive Tyrant that haunted his dreams. The same Dark Eldar which had wiped out much of the Eldar strike force. Though the warlock council pleaded for him to reconsider Elduran could not be dissuaded from his madness.

    He chose well, The Dark Kin fell on the Tyranids using neurological toxins that the creatures could not adapt to. The Old Farseer was manically pleased when the Tyrants body was brought before him. The rest of the Craftworld Eldar now whisper in hushed tones wondering what terrible price the Farseer will have to pay for the service of the Dark Eldar.

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  2. The forces of Khorne prowled the planet searching for much needed supplies. They discovered the perfect supply drop but realised they had to secure it quickly before a huge Tyranid force descended upon them.

    Striking hard they were able to recover the supplies however despite their speed, they were still too slow and were overwhelmed by the relentless Tyranid forces. The Tyranids had now secured some much needed biomass.

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