The Battlefield
Use deployment map: Dawn of War (page 119) and setup any player owned fortifications. Players cannot move terrain to make room for fortifications. Prior to deployment of forces, roll for Warlord Traits and Psychic Powers accordingly.
Special Deployment: Players spilt their army into two even groups, leaving out infiltrators and units held in reserve Players roll off. The winner may choose to deploy 1st or 2nd. The players alternate deploying their two groups and then deploy infiltrators. The player deploying 1st also takes 1st turn unless the opposing player can steal the initiative.
After deployment, players place a single objective inside their opponent’s side of the river that must be more than 6” from the river’s edge. The player who deployed first deploys their objective first.
Victory Conditions
This mission is about smashing the enemy’s line and capturing a key objective. The player with the most Victory points at the end of the game is the winner. The game length is variable, see page 122 of the Warhammer 40,000 rulebook.
Primary Objective
Players earn 5 Victory points for controlling the objective in their opponent’s side of the river.
Secondary Objectives
Players may gain an additional Victory point for completing the following: Line Breaker, First Blood and Onslaught (Any units destroyed in the first two turns are worth 1Victory point each)
Special Rules
Reserves
My opponent has a really interesting Dark Angels with
IG Allies list. I can tell this game is designed to make a lot of people tie to put a gap between the top tables.
He is a local guy and is a great general and fun to play against due to his grasp of the rules and tactical acumen.
His list from memory (I had his list but misplaced it somewhere)
Azrael (the guy who gives a 4 up invuln save to his squad..I think the name is correct)
Librarian with jump pack
10 assault marines with jump packs
20
tac marines combat squadded with rockets and plasma
5 snipers
aegis line with gun
company command squad and psyker for
IG
Vendetta
50 guardsmen with poweraxes and autocannons
I win the roll and make him go first, reserving first warriors and a squad of suits to deep strike.
His deployment. An inordinate amount of bodies
My deployment. It was here that I would make a huge mistake.
At this point 25 minutes have gone by due to how much we chatted before the game started, a few questions by onlookers about my tank and
HQ conversion, and waiting for someone to get their stuff off our table.
Ergo, I suggested that we only play until turn 4 and shoot for the game ending at that point since it looked like it would take us a while. I reasoned that we'd only get 3 turns in a piece at this rate. He agreed. There are few things more annoying in
40k than trying to finish a game when time is running out and you don't know if you can get another turn in and it winds up being this big debate about how long another round will take and having it end before you thought it should/would.
He moves up his squad and that's it. His rockets fail to do anything as well as his autocannons.
I move up a little. I kill his quad gun.
He moves across the river and waits. His shooting proves ineffective.
His vendetta does come on, though, and drops off his command squad. They mishap and die onto his own troops!
The vendetta kills two broadsides; quad gun takes a hull point from it.
A squad of fire warriors comes in from reserves and I shuffle around a bit, staying away from his rapid fire range.
Necrons manage to glance his flyer to death. Hammerhead fails to kill anything with its large blast.
His troops move up.
My shooting whittles down his troops.
He still owns it, though, thanks to that 4+ invuln on 50 dudes.
He kills the fire warriors and shuffles around
My other squads come in and shoot around a bit.
A shot of my troops looking at his line.
Suits come in and fail to kil anythying; he has that wargear that gives things a 4+ invuln to models 3 inches away and shrugs off plasma
Shooting takes down some more models
He laughs at me and readies his squad to pounce on anything that unloads from the transports; he is keeping his troops behind cover until later in the game, at which point he will pounce on me with marines.
His turn and more shooting. I tried to kill his
HQ with a rail cannon by killing models in front a turn before but he looks out sir and this turn he rectifies that.
So, the game ends here according to our agreement. I forget about this and dont' unload warriors and therefore dont own mine. He owns one and I don't own any. We realize how fast we played and have 30-45 minutes to go. We agree to continue on.
He moves up
I move up and after some thrust moves and whatnot wind up taking highground and hill.
Another shot
His models on my objective.
My shooting wipes out a lot of his models
I thrust move back into cover to wait and pounce on him next turn.
He moves up everything he has
I move up to meet him. This is it!
I move back the ark and unload the warriors
The destroyer lord breaks off to assault any stragglers, but my shooting wipes out most.
His objective
Lord assaults and kills a marine
A shot of the final result. I actually win by one point due to his mishapping command squad. I have 12 points to his 11.
However, when it was over I asked him if he'd played it differently if I had just kept my mouth shut and let us play regardless of time. He said he would have probably charged the suits with his assault marines and moved up sooner, but he conceded that it probably wouldn't have made a difference.
In the end I am a man of my word so I told him that since I suggested it and we agreed on 3 turns, we'd record the results at the end of 3 turns despite his objections at this point. That result gave him the win. Oh well; it's just a game.
We are both fast players and even with a 30 minute delay we finished with 10 minutes to spare. I will not be making the mistake of suggesting a pre-determined turn game again; I was not sure how fast he could move his hundred or so models in a tournament setting but it turned out he was quite expedient about it.