First up, the scenario rules for the original game.
On one end will be a city, the rest of the board will be desert terrain. There will be a road that leads from the city through the length of the desert. There will be vital objectives placed across the board. Defenders will start the game with the Bunkers and Obstacles Strategic Assets. Attackers will have the Scheduled Bombardment Strategic Asset. None of these Assets count towards total that each team may have. Flank March can only be taken by the Attackers, and only Infantry, Vehicles that are Flyers or Skimmers, Jump Infantry, and Jet bikes may Flank March into the city itself (the city is too well defended for ground based vehicles or large creatures to sneak into it).
No more than 25% of each sides total points can be spent on super heavies or gargantuan creatures.
Proxies and counts as will be allowed, but any proxie model or counts as should be of the same general size as the model it is supposed to represent. For example, no Defilers counting as Warhound Titans. A regular Baneblade could count as any of the Baneblade variants, but a Leman Russ could not count as a Baneblade. Also any proxie or counts as model should actually be a model, not a soda bottle, shoe box, etc.
Any model may claim an objective unless it has specific rules that says it cannot claim an objective (such as Death Company, Swarms, etc.).
City Walls
The city walls will be AV13 and have 3 structure points. Each wall section will be treated like an immobile super heavy with no weapons. Roll for damage on the Super Heavy damage table. City walls ignore any Gun Crew Shaken or Driver Stunned results. Any Weapon Destroyed or Drive Damaged results will be treated as a Structural Damage result instead. City walls will count as impassable terrain. Once a wall section is reduced to 0 structure points it will be considered breached and replaced with a ruined wall section. Ruin wall sections will count as difficult terrain and offer a 4+ cover save. Intact wall sections will confer a 3+ cover save to any vehicles that are at least 50% obscured by them.
Objectives
There are 6 objectives:
• Fortress of Redemption (Counts as 2 Objectives)
• 2 Defense Line Bunkers
• Communications Bunker
• Supply Dump
Bunkers have AV14 and can be destroyed and still count as an objective. Some bunkers have interceptor weapons, which are described below. The defender will be allowed to deploy units into any of the bunkers, including the Fortress of Redemption. Bunkers will usually have only one access point and will follow all the rules for bunkers in the Warhammer
40K rulebook.
Interceptor Weapons
Interceptor weapons use the following rules:
• An interceptor weapon is an immobile artillery model with an armor value of 10 on all sides. As such, any glancing or penetrating hit will destroy the weapon.
• An interceptor weapon is an automated weapon. However, it can be fired manually if there is an unengaged infantry model within 2” of the weapon. That model may fire the interceptor weapon instead of his own weapon, in which case the interceptor weapon uses all the normal shooting rules.
Range
Str AP Type
Quad-gun 48” 7 4 Heavy 4, Twin-linked,
AA mount
Lascannon 48” 9 2 Heavy 1
Automated Weapons
Any terrain feature which has a weapon but no Ballistic Skill characteristic, such as a bunker, has automated weapons.
• Automated weapons are fired at the beginning of the defenders Shooting phase, before any other weapons.
• Each separate automated weapon must always target the closest visible enemy unit, using a Ballistic Skill of 2.
• Enemy models occupying a terrain feature that has automated weapons cannot use those weapons.
Anti-Aircraft Mount
These weapons are designed to track fast-flying targets. Weapons with this special rule on their profile (often shortened to “
AA mount,” such as the quad-gun above) can hit flyers using their normal Ballistic Skill, rather than on a 6.
Note that all weapons that are described as pintle-mounted also automatically have the
AA mount special rule.
Defense Lines
These will be the Aegis defense shields. They have the following rules:
• Defense lines provide a 4+ cover save.
• Any unit going to ground behind a defese line gains +2 to its cover save instead of the usual +1.
• For the purposes of assault, models that are in base contact with a defense line and within 2” of each other are treated as being in base contact.
So originally there was going to be a big Apocalypse game with 4 people on each team. However, the majority of them canceled at the last minute, after I had the table already set up. So, here are pics of The Game That Wasn't.
The Game That Was
So for the couple of people that did show up, we played a smaller scale game based on the same scenario. So it was Dark Angels and an Imperial Guard/Space Wolves force taking on the Death Angels (Death Company Blood Angels), with Death Company allowed to claim objectives. We simply rolled to see who got first turn, and first turn went to the Death Angels.
Two Rhinos packed with Death Company, each led by a Chaplain, and a Stormlord carrying a Captain in Terminator Armor, 2 Reclusiarchs, 2 Sanguinary Priests, and 15 Assault Terminators rumbled down the road towards the bunkers guarding the road, as an empty Land Raider (off screen) pulls into position between the mesa and the bunker at the bottome of the pic.
The Dark Angels claim the Fortress of Redemption and prepare to blast away at the advancing enemy, with units of Assault Marines waiting in the wings to take out any survivors. The Imperial Guard take to the bunkers and also assemble a gun line behind the fortifications outside the city walls. The Space Wolves, apparently having found out that the supply dump in the ruined building in the city is filled with kegs of ale, decide to hang back and "guard" the supply dump against any Flank Marching enemy.
The Stormlord and Rhinos advance down the road, the only thing stopping their advance being the tank traps between the bunkers. The Stormlord fires its lascannons at the Baneblade, but fails to harm it, and the Rhinos pop smoke. The Landraider destroys the Disruption Beacon with lascannon shots. The Baneblade opens fire at the Stormlord with its main gun and its demolisher cannon, taking off 2 structure points! The Dreadnought and Predator fire at the Land Raider but fail to hurt it, and the Dark Angels in the Fortress of Redemption (
FoR) fire at the Rhinos, but the smoke protects them.
Reinforcements arrive for the Death Angels in the form of Mephiston and 3 Stormravens packed with 11 Death Company led by a Chaplain! One Stormraven arrives on the left flank of the Imperial Guard gunline, another arrives behind the
FoR, and the third arrives in the city behind the Basilisk. One squad of Death Company disembarks from a Rhino and prepares to assault the bunker in front of while the Stormlord destroys 3 of the tank traps blocking the road. The Land Raider moves out of site of the giant twin-linked lascannon on the
FoR that is being controlled by the Dark Angels. The Stormraven behind the
FoR fires it multi-melta at the
FoR and stuns one section of it, while another Stormraven fires at the Baneblade and takes off a structure point. The Land Raider fires at a bunker and wrecks it. One Squad of
DC multi-charges an Imperial Guard command squad, a Leman Russ, and the Imperial Guard squad that was forced from the wrecked bunker, another
DC charges the Dark Angels assault squad behind the
FoR, and another charges the intact bunker guarding the road. The
DC wipe out the
DA assault squad, destroys the lascannon on the bunker, destroys the Imperial Guard command squad, blows the battle cannon off of the Leman Russ, and reduces one Imperial Guard squad to one model, who subsequently flees the combat and heads back to the safety of the city walls. Mephiston charges into the second
DA assault squad and kills 5, but the squad holds its ground.
In the next turn, a Land Raider Crusader rolls up behind the
FoR and disgorges Azrael and a squad of Assault Terminators. A
DA command squad comes in near the combat between Mephiston and the assault squad, a unit of Sentinels walks onto the battlefield on the left flank, and a Valkryie flies in to support the Wolves in the city. The Sentinels fire at the Stormlord but fail to hurt it, the
DA in the
FoR immobilize a Rhino, and the Valkyrie rips the lascannons off of the Stormraven in the city. Azrael and the Terminators assault the Death Company and reduces the squad to just the Chaplain, but they lose 3 in the process. Mephiston finishes off the assault squad and advances toward an Imperial Guad squad nearby.
The last of the reinforcements arrive for the Death Angels. The Sanguinor enters the battlefield by the combat involving Azrael and the Chaplain, Astaroth and a 13 man squad of
DC with jump packs enter into the city, and a unit of bikes led by a Reclusiarch and a Sanguinary Priest roll onto the table near the
DA command squad. The Stormraven on the right flank moves to claim the tower objective. The
DC that had damaged the Leman Russ moves into assault range of an Imperial Guard squad, and the other
DC by the bunker guarding the road moves through the razor wire and prepares to assault the bunker again. The bike squad opens fire on the
DA command squad and reduce them to 2 models. One stormraven destroys a sentinel with a shot from a lascannon, while another destroys the
LRC with its multi-melta. A scheduled bombardment slams down on the supply dump, destroying a quad-gun and killing a Space Wolf. Astaroth and his squad assault the Basilisk and a unit of Space Wolves and destroy both, although Lucas the Trikster takes one of the
DC models with him. They then consolidate to within 6" of the supply dump objective. The
DC assault the Imperial Guard squad and destroy it, while the other
DC squad destroys the last remaining bunker guarding the road. The Sanguinor assaults the Terminator squad led by Azrael, and after the dust clears, all that remains is Azrael and the Sanguinor locked into a deadly battle. The Bikes assault the
DA command squad and wipe them out, then consolidate towards the
FoR objective. Mephiston assaults and wipes out an Imperial Guard squad.
In the final turn (the game had to end by 6pm), the Master of the Ravenwing and some speeders show up, as well as a
DA tactical squad, and they both surround the bike squad. A Chimera rolls up into the city and opens fire on Astaroth's squad. The Bike squad is reduced to just the sargent, Reclusiarch, and Sanguinary Priest due to the combined fire of the speeders and the
DAs in the
FoR. The Dreadnought puts a wound on Mephiston with a lascannon shot. A melta-gun shot from a
DA squad in a Rhino destroys the Stormraven that had destroyed the
LRC. In the only assault, Mephiston put 3 wounds on Azrael and took 1 in return, and with that the game ended. Final tally for objectives was Death Angels 4,
DA and Imperial Guard/
SW 1.
I think this was a pretty good scenario that I put together. As written, the Defenders start with control of all 6 objectives, and the Attackers have to take as many as they can. I would like to run this scenario again in the future on the large scale as it was originally intended.