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In a few weeks me and my friends are going to warhammer world, I have booked one of the biggest tables and have written us a battle mission 'Planetfall' See what you think of it and give me advice on changing rules or adding some on
Warhammer world battle mission: Planetfall
Capture and control: the Space Marines are trying to secure valuable control points in order to relay coordinates and other planet fall information to battle barges and Thunderhawk gunships in low orbit. Meanwhile, the Orks and renegade Space Wolves are willing to do everything in their power to cut down the attackers before they can secure Planetfall.
Deployment: Both sides deploy along their short table edge up to 12’’ away from the table edge.
Objectives: The defending side place 3-4 objectives; these can be terrain pieces, buildings or any other feature of the board. However, one of these must be within their deployment zone.
First turn: The space marines take the first turn
Reserves: The Space Marines may place any number of units in reserve; in addition, units placed in reserve gain the ability to deep-strike and may begin to do so from turn 1, however, this does not apply to Space Marine Bikes. The Space Wolves and Orks may not place any troops or heavy support units in reserve.
Additional special rules:
Fighting Advance: The Space Marines have been pre-briefed on the nature and positions of their foe, any deep-striking unit may launch an assault on the turn it lands on the table. In addition, all the armies’ troops and HQ choices gain the counter-attack special rules.
Cover support: The attackers have stocked up with ammunition before landing on the field. As long as the sergeant is still on the table, all scout and sternguard veteran units armaments count as twin-linked.
Vanguard: The Space Marines’ role is to spearhead the attack and secure objectives until aid can arrive. Any unit can claim and hold objectives.
Battle-hardened warriors: The Space Wolves are fighting on familiar grounds to save their planet and kin alike; all non-vehicle elites and fast-attack choices in the defenders army gain the fearless and move through cover special rules. In addition, all the armies’ troops units gain the stealth special rule
Tactical Withdrawal: The defenders may be needed elsewhere as the battle progresses. If the controlling player wishes, any of his units may leave the table and be removed from the battle. However, he must keep a minimum of one HQ and two troops units on the table.
Imposing Edifices: Fully aware of the advantage to be gained by intimidating attacking troops, defenders have taken great pains over the embellishment of their strongholds. Any attacking unit wishing to launch an assault against any objective building must first pass a Morale test; if it fails, that unit may not assault at all this turn.
We’ll be back: The Space Wolf commander and Ork Warboss have shared valuable information before the battle. All Ork units have the stubborn special rule and all Ork HQ’s gain one extra weapon skill point.
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