Warhammer 40K League: A New Base of Operations; Week 2

Mar
16

Warhammer 40K League: A New Base of Operations; Week 2

A NEW BASE OF OPERATIONS (week one in a eight-week narrative campaign)

Week 2 “Skyfall”

Your first landing was met by an unexpected force. The ensuing battle was hard-fought, but neither side was successful in driving the other away completely. Clearly another force has laid claim to the planet and must be eliminated or at least repelled before an outpost can be established. To make matters worse, this morning a cosmic storm developed, engulfing most of the planet in a cloud of dust and debris. The conditions make flying neigh impossible and even basic vision is impaired. Fortunately, sensors have identified a few small breaks in the storm. The mountainous regions surrounding the ruined city are granting some cover from the storm and may serve as a landing zone for a ground force which can then proceed to the ruins. Deployment occurs within the hour…

THE ARMIES
  • Chose a Battle-Forged army at 1000 points
  • Standard Force Organization Charts, Detachments, and Formations must be followed
  • No Fortifications, or Lords of War
  • Due to extreme winds and heavy amounts of flying debris, no Flying Vehicles (Fliers) are permitted (including Drop Pods and any other unit/model that enters the battlefield using mechanical flight). Skimmers, Jetbikes, Jump units, Jet pack units, and monstrous creatures with flight can operate much closer to the ground and are permitted. However, in any phase where they utilize any means of flight (including jump movement, hovering, etc.) each model/unit is subject to a Strength 4 AP – hit with armourbane (ignores cover).
  • Monstrous Creatures with flight are unable to swoop due to the winds and debris and must glide.
THE BATTLEFIELD

This narrative will make use of a standard 4×6 battlefield using d6+2 pieces of terrain. Terrain must be placed at least 5” from another terrain piece.

OBJECTIVE MARKERS

Four objective markers will be placed using standard methods. No objective marker may be placed within a starting zone and must be at least 12” from another marker. Players will generate three Tactical Objectives at the start of the game. Discard all tactical objectives for Objectives #5 or #6, or involving flyers and generate a replacement objective.

DEPLOYMENT

Use Dawn of War deployment. Players must deploy using the Standard Deployment Method.

FIRST TURN

The player that deployed first can choose to take the first or second turn in round one. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH

This mission uses Variable Game Length.

VICTORY CONDITIONS

At the end of the game, the player who scored the most Victory Points is the winner. If both players have the same number of victory points, the game is a draw.

PRIMARY OBJECTIVE

Achieve as many Tactical Objectives as possible. If at the start of your turn, you have fewer than three active Tactical Objectives, generate new Tactical Objectives until you have three. A player may choose, at the end of any turn, to discard one unwanted Tactical Objective.

SECONDARY OBJECTIVES

Slay the Warlord, First Blood, Linebreaker

MISSION SPECIAL RULES

Mysterious Objectives, Reserves, Tactical Objectives

Obscured vision: Due to the winds and dust obscuring vision and affecting targeting, all units receive a +1 bonus to cover saves throughout the mission. This means that even in open terrain, a model has at least a 6+ cover save. This bonus stacks with other forms of cover such as stealth and shroud. Because of limited visibility, units entering from reserves must enter from the table edge. The only exception are units Deep Striking using teleportation (or other similar non-mechanical means of transportation) which still function, but requires the use of a teleport homer (or equivalent).

BATTLE EXPERIENCE

To simulate the ongoing effects of previous encounters as this narrative progresses, the following apply.

  • If you won the previous match, you may deploy up to 2” beyond your standard Deployment Zone.
    This simulates your Warlord pressing the advantage against his enemy. In earnest, he has deployed the army beyond normal protocols to try and catch his enemy off guard and finish them quickly.
  • If you lost the previous match, you will receive a +1 to either your roll to determine which player deploys first, or to your Seize the Initiative roll (your choice). This bonus must be declared prior to rolling any dice.
    This bonus simulates your Warlord’s desperation to counter the enemy’s previous success and push them back.
  • If your warlord survives AND you win the match, your warlord* will receive a +1 to either their Weapon Skill or Ballistic Skill for the next match. This bonus is not conferred to other units/models even if special rules for the warlord normally permit them to use his Ballistic/Weapon Skill. Also, the bonus is not cumulative and onlyapplies to the following match. However, this bonus can be extended with additional victories.
    This bonus simulates your Warlord’s improved battle skill through experience and victory.
    * This narrative assumes you will play future matches with the same warlord. You are certainly permitted to change warlords/army lists, but you forfeit the bonuses accrued if you do so.
  • If your warlord is slain, it will return with one fewer wound in the following match**. However, the Warlord as well as all unit Sergeants will receive a +1 bonus to their Leadership stat. These bonus/penalties are not cumulative and only apply to the following match. However, they can be extended with additional loses.
    This simulates your Warlord’s injuries have not completely healed after the previous match, but his desperate resolve is an inspiration to his troops and they rally to him in stern determination.
    ** while changing warlords is certainly allowed, you cannot avoid this battle experience affect, by doing so. Regardless of which warlord you bring to the next game, it will be affected by these adjustments.

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