Chapter 3: Scenarios

Voorbereiding, Fluff Stuff, voortgang etc mag hierin.

Chapter 3: Scenarios

Berichtdoor Caladai Doomblade » 01 jun 2009 12:01

Round 3

6. Eldar vs Imperial Guard
7. Salamanders vs Dark Angels
8. Iron Warrors vs Orks
Laatst bijgewerkt door Caladai Doomblade op 01 jun 2009 12:14, in het totaal 1 keer bewerkt
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
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Berichtdoor Caladai Doomblade » 01 jun 2009 12:07

6. To snare a serpent

Eldar vs Imperial Guard


The Eldar have been detected, their game is up, and the Imperial forces hatch a plan to stop them in their tracks. And ambush in the Daikiri mountains should take out the majority of the Eldar strength. But how do you ambush a natural hunter?

Goals: Engage and destroy

Forces: 1200 points of Imperial guard vs 1500 points of Eldar.

Battlefield: see picture. There should be plenty of mountain terrain, and the Eldar side of the table is a sheer cliff.
Afbeelding

Deployment: The Imperial Guard deploy by using ambush counters. Each unit (not each choice) in the army gets a number. Make a number of counters (scraps of paper) with the numbers, and 3 counters with a D from ´decoy´ on them. The Imperial Guard deploy these counters in their deployment zone. The Eldar deploy their forces. Then the Imperial guard reveals his counters and replaces them with the units. The Imperial Guard get the first turn, unless the Eldar won in chapter 2, in which case they get the first turn.

Night Fighting: If the elder lost in chapter 2, they will have been delayed, and the night fighting rules will go in effect from the start of turn 4.

Victory condition: Count the number of points destroyed by each side at the end of the battle if the difference is more than 400 points, the side with the most points wins. Otherwise, nobody wins (draw).

Victory bonus: If the Eldar win, they get 20% more points in chapter 4. If the Imperial Guard win they get 10% more points in chapter 4 and chapter 5.
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
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Berichtdoor Caladai Doomblade » 01 jun 2009 12:11


7. The greater of two goods

Salamanders vs Dark Angels


This battle should preferably be played at the same time as battle 8, or else before battle 8, noting down in which turns the Salamanders bombard the battlefield

The Salamanders see a battle coming between the Orks and the Iron Warriors. Quickly evacuating the area the Salamanders plan to blow both sides away in an orbital bombardment, but for some reason the dark angels plan to stop them.

Salamanders Goal: Kill as many Orks and Chaos as possible
Dark Angels Goal: Stop the Salamanders from bombarding the Orks and Chaos

Forces: 350 points of Dark Angels vs 300 points of Salamanders, skirmish rules.

Battlefield: 4 feet x 4 feet battlefield. The fight takes place on a space ship, so a lot of walls and narrow tunnels should dominate the battlefield. In the centre of the Salamanders deployment zone should be a small (12 inch x 12 inch) open area with the torpedo controls in the centre of it.
Afbeelding

Deployment: The Salamanders deploy first within 12 inch of their board edge, the Dark Angels deploy second. The Dark Angels get the first turn.

Orbital bombardment: At the end of any turn during which a Salamander model is in contact with the torpedo controls and not engaged in close combat, they can fire two torpedos at the table of battle 8. Each torpedo has the following stats: Range: unlimited. Strength 9, AP 3, Ordenance Barrage, large blast. It scatters 4D6-4 inch, even if a hit is rolled.

Ship-fighting: Because they are fighting on a ship, no model may fire any weapon with a strength of more than 5 to prevent hull-breaches.

Victory condition:
The Salamanders win if they destroy more than 350 points of Orks and Iron Warriors combined.


Victory Bonus:
If the Salamanders win the Jantine Patricians and the Braxxin Stormguard get 10% more points in chapter 4.
Laatst bijgewerkt door Caladai Doomblade op 11 jun 2009 15:56, in het totaal 1 keer bewerkt
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
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Berichtdoor Caladai Doomblade » 01 jun 2009 12:13

8. The greater of two evils

Iron Warriors vs Orks


On their way south, the Iron Warriors meet the Ork Whaaagh coming north. There is no way past the orks for the Iron Warriors. They'll have to fight their way through. At the same time, the Salamanders see an opportunity to take out 2 flies with 1 blow. But the Dark Angels have differtent plans.

This battle should be played simultaniously or after battle 7, because that battle can affect this one.

Iron Warriors Goal: Kill the Orks
Ork goal: Kill the beakies

Forces: 2000 points each. Chaos has to include Claw, Orks have to include a character or Nob named Stompa

Battlefield: A normal green battlefield with some trees and rocks. No buildings.

Deployment: Roll for deployment as normal, using the pitched battle deployment rules.

Victory condition:
At the end of the battle, count the number of points each side has destroyed (or that is retreating), if the difference is more than 500 points, the side that destroyed more won.

Victory Bonus:
The side that won gets 10% more points in chapter 5
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
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Berichtdoor Bobske » 01 jun 2009 14:10

Ejm, laurens, waasr moet ik nu met de eldar deployen?
TROLL schreef:
bob, gij zijt vervloekt!

#hobbybutterfly :panic:
Legers die ik speel: Warhammer 40,000: Tyranids, Kill-Team; Raveners & Death Watch, ToW: Chaos Warriors, Warcry: Untamed Beasts
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Berichtdoor Leandertje » 01 jun 2009 19:37

enne ik ben nog steeds beperkt tot maar 3 voertuigen?
en wa tzijn de bonussen of beperkingen die de orks hebben op het moment?
"If you can remain calm in a time where everyone else panics, then you have probably not understood the extent of the problem."
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Berichtdoor Caladai Doomblade » 02 jun 2009 09:50

De bonussen en penalties voor Chapter 3:

- Iron Warriors: maximaal 3 vehicles (geen fuel dumps destroyed in chapter 1)
- Imperial Guard: 10% extra punten (vanwege ravenwing victory in chapter 1)
- Orks: 10% extra punten (victory tegen de eldar in chapter 2)

@Bobske: eldar deployment is in het donkergrijze vlak (waar de 15" in staat). De Imperial Guard deployment counters moeten in het roze vlak komen.
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
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Berichtdoor Caladai Doomblade » 12 jun 2009 18:03

Gisteren scenario 7 dus gespeeld. Dark Angels tegen salamanders. Ik vond het een hele leuke battle. Het was uiteindelijk best een close game, maar na 2 lucky schoten van stormbolters en 2 gefaalde saves waren de salamanders opeens verslagen.

Het is me zelfs gelukt om de laatste salamanders ook nog dood te krijgen, dus geen vervelende raportages over Dark Angels die andere space marines aanvallen....

Resultaat: De salamanders kunnen 4 beurten lang een orbital bombardment uitvoeren op het battlefield van scenario 8 (leander en jakobijn). Dus Frank moet wel aanwezig zijn als die battle gespeeld wordt.
Do you know what the chain of command is? It's the chain I go get and beat you with till you understand who's in command ~Jayne

The best argument against democracy is a five-minute conversation with the average voter ~Churchill
Legers die ik speel: Dark Angels, IG: Jantine Patricians, Thousand Sons High Elves. Dreadball. FOW: Germans & Polish. Mordheim Skaven. Necromunda Orlocks. Shadespire Reavers & Orruks
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Re: Chapter 3: Scenarios

Berichtdoor Leandertje » 09 jul 2009 09:11

deployment orks vs iw, is dat short of long table edge?

en hoe zit het met reserves? (outflank deepstrike e.d.)
"If you can remain calm in a time where everyone else panics, then you have probably not understood the extent of the problem."
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Re: Chapter 3: Scenarios

Berichtdoor Zandor » 09 jul 2009 13:08

Als je je battle briefing leest staat het er gewoon.

"Deployment: Roll for deployment as normal, using the pitched battle deployment rules."
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