Warhammer 40K League: A New Base of Operations; Week 9

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

Week 9 “Planet Secured!”

After long last, your forces have secured the power source and the building that contains it, eliminated the pirate threat in the Plaxus system and routed enemy forces. However, as the saying goes, a wounded animal is at its most fierce and the enemy is hurting. Intelligence operatives report the enemy massing all remaining forces in the system. Clearly, they intend to launch one final assault on the planet. In fact, advance ships and enemy scouts have already been sighted outside the ruined city limits. If their past tactics reveal anything, it is that they will launch their offensive at dawn tomorrow. Plenty of time for you to deploy your own forces and destroy once and for all. The final battle for the planet Plaxus is about to begin…


Chose a Battle-Forged army at 2000 points. Standard Force Organization Charts, Detachments, and Formations must be followed.


This mission will make use of a standard 4×6 battlefield using d6+4 pieces of terrain. If the number generated is an odd number, round it up to the next even number to allow for an equal number of terrain “slots” for each player. All terrain must be placed with a minimum interval of 5” from another terrain piece. Any terrain piece that occupies a base dimension of 6”x6” or more is considered “large” and counts a two pieces (slots) of terrain. By selecting a large piece of terrain (more than 6”x6”) the player forfeits their next terrain placement. A player may not select a large terrain piece if they do not possess a number of slots to fulfill its placement cost.


Six objective markers will be placed using standard methods. Each objective marker must be at least 12” from another marker. All objective markers must be placed at ground level. Players will generate six Tactical Objectives at the start of the game.


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


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.


This mission uses Variable Game Length.


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. At the start of each game round, player one shall roll a d6 to determine the number of tactical objectives for that round. If at the start of your turn, you have fewer active Tactical Objectives than the die roll indicated, generate new Tactical Objectives until you have the correct amount. If, at the start of your turn, you have more Tactical Objectives than the die roll indicated, immediately discard until you have the correct amount. A player may choose, at the end of any turn, to discard any unwanted Tactical Objectives.

At the end of the game, each player will roll d3 for each objective marker s/he controls and earn that many victory points.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker

Mission Special Rules

Mysterious Objectives (optional), Night Fighting (optional), Reserves, Tactical Objectives


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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