Tuesday, October 18, 2011

Mission 2: Seige of Fort Terror





2000+ points

Set Up

One large bastion or fort in the middle of the table with craters and hills surrounding it. The bastion should be able to divided into sections for victory purposes

Player 1 deploys half his force in the Bastion and puts
the other half in reserve. Player 2 deploys outside the bastion 18 inchs away from the bastion walls.

Special Rules:

The Bastards of the Bastion: You and your opponent have a lot of leeway in the design of the fort. It could be four tower connected by a wall, some buildings with barricades and vehicles to block the roads or a fort that makes Verdun look like wooden cottage. Use you
imagination!

The bastion will grant the defenders a +3 cover save and on turn 1 and 2 defenders can re-roll misses. Turn 4 and onwards ammunition starts to run short and you must re-roll all hits (yikes)

Brief Relief
The remaining 1000 pts of the defenders army will begin rolling for reserves on turn 2 as per reserve rules with the exception that you roll for the entire army. When the army comes onto the board each
unit will roll to outflank. 1-2 will be a narrow table edge of the players choosing, 3-4 a long table edge of the players choosing 5-6 deep strike (even if the unit doesn't normally deep strike as a special rule)
Fire for effect.
Player 2 has access off board artillery. This rule uses the orbital bombardment rules from codex space marine. The blast template scatters the full 2d6.


The player has 1 bombardment shot per turn. The scatter dice may be re-rolled if an army HQ choice can draw LOS to the target and has not moved. The blast template can also use the HQ unit’s ballistic skill if the unit is spotting the shot.
Psy-ops. As the game progresses the defenders morale falls lower and lower. Any time a unit within the bastion is called to make a morale test is suffers a negative penalty equal to the turn number to a minimum of 2. Units with special rules that keep the LD value constant remain unchanged. This rule does not confure additional bonuses to close combat victories.
Hold the Walls! Attacking the walls directly is a d

Front 14, side 14 rear 14 (note: adjust this profile to fit your forts design. 14’s are reinforced concrete that’s designed to withstand heavy fire. 10’s are sandbags and rubble piled up.)angerous idea. Units attempting to assault into the fort always strike last and do not beneifit from any grenades or other assault gear that can change initative order. Each wall however can be destroyed like a vehicle with the following profile:
Only a Wrecked or explodes result will have an affect and behave as described in the BRB. Walls can be passed over by u
nits that can pass over top of them.
Victory conditions
If you listen to the 11th company podcast (as everyone shouldlink”) Neil talked about different victory conditions for players in missions to keep a game friendly and non competative. Neil needs to stay out of my head but a good idea is a good idea so here are some victory conditions for the players to consider
Defender
1) Hold the Line. Keep the majority of the fort for 3 turns without it being over ran by enemies worth 1 pt
2) Sally forth! At some point lauch an assult out of the bastion and win combat. 2pts
3) Relief is forthcoming. With your reserve forces make it into the bastion and link up with the defenders within the walls. 3 pts

Attacker
1) Grab the belt buckle! Get a unit within 8 inchs of the wall and hold for 3 turns. 1pt
2) Rain hell upon them! During any shooting phase kill one enemy with shooting attacks or destroy a section of wall. 1 pts
3) We will take it from them. Secure 75% of the bastion by the end of the game 3 pts.

All objectives can be met independent of
each other

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