Monday, October 17, 2011

Briefing time and mission 1


Hello everyone!

My name is Battle-ranch and I am a Wargamer! I'm starting this blog with a couple purposes. First and for most to talk about Warhammer 40k. Secondly it will be an outlet for my twisted missions! I love the holy trinity of Capture and Control, Seize Ground and Annihilation. but after years of playing them I am ready do a little more something alittle more imaginative.

That being said from here on out there are going to be custom missions posted that you all can play and take as your own. some will be tactical puzzles, some will be blood baths and hopefully all will be fun!

so without further blathering here is the first of many new missions

BLOOD RIVER
1500-1750 pts

Terrain
required: a river or road that winds through the board. it should go from one corner to the opposite side diagonally.
Optional. 2-3 bridges. Buildings, ruins, forests as you see fit (the more terrain you have the better this plays out)

Deployment
Spearhead

Objective
Kill points or Victory Points (adjust as you see fit)

Game length.
6 turns and then roll as per random game length rules.

Special Rules.

"Death is but an inconvenience!" when a unit is wiped out it goes into reserve. At the start of the next turn it may return as per reserve rules on a roll of 3+ (regardless of turn number) NOTE Units that flee the board due to a failed a leadership test may not return. Cowards have no place here. Transport may return only if they have been exploded.

"Don't Drink the Water!" Any unit that passes through the river must take a leadership test as well as a difficult terrain test. If the leadership test is passed the unit gets the furious charge special rule. On a roll of double 1's the unit also receives the relentless special rule. There is no addition benefit if a unit already has FC or Relentless
If it failed the Ld test that unit the unit doesn't fall back but flies into a rage and must move towards the closest enemy unit. Double 6's the unit breaks down in a flurry of violence and takes D3 wounds from the unit fighting itself with saves allowed. Fearless units must still take the test and adhere to the result. There is no addition benefit if a unit already has rage and no need to fail back if Leadership is failed in this regard.
This rule applies to all infantry, cavalry, beasts, jump infantry, bikes, jet bikes and walkers. Effects end at the start of your next turn. Vehicles and units in transports do not roll DDtW

"Vengeance is a virtue" any time an Independent Character dies and returns to the board it has a special hatred for it's slayer. If the Independent Character can return the favour and wipe out the unit that killed it the points are worth double. This counts for shooting and close combat.
If the Independent Character joins a unit and that unit kills the Independent Character's slayer double points is only received if the IC is in range to fire his weapon

Optional
Night fight. As per BRB. during deployment roll a D6 on a roll of 4+ night fight is in effect. at the top of every turn after the first re-roll and on a 1-3 night fight ends.


Designer Notes:
This is a meat grinder mission that favours close combat armies. Aggression is key. Tyranid and Ork players should have a have a blast with infinite numbers of units to feed in fray! This isn't a mission designed for a light touch. Bring your biggest meanest hammers, smash face, have plenty of beer and keep those dice a-rollin!!

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