Hey everyone,
I'm working on a campaign for some people to play at my local
GW.
I've come up with the following scenario so far and would appreciate some critique of the rules.
It's designed to be more fluffy than balanced, but I don't want one side having a walk in the park either.
"
The Fargo IV Slaughter
This is a campaign for Warhammer
40k which pits an army of attackers against the defenders of Fargo IV. This campaign can be played with any two factions from the
40k universe (With the sole exception of Tyranids not being allowed to play as the defenders), however for the purposes of this guide the campaign will be detailed as a Chaos uprising on an Imperial Guard protected world.
Fluff:
Fargo IV is an agricultural world with rolling hills and vast plains. The temperature remains a steady 24 degrees centigrade for the majority of the planetary year and thunderous rainstorms are not uncommon. There is one major administrative center, and one large spaceport for exporting the harvests. Deep in the Southern Hemisphere there is a huge rainforest that the planetary administration has not been able to clear due to a lack of resources. Many criminals and rogues from Fargo IV’s failing justice system sought solace in the safe haven of the jungle.
Mission 1 – Outpost Xantha-241
Fluff: The defenders stationed at Xantha-241 were taken by surprise that fateful morning. As the sun rose over the horizon hundreds of armed men were charging the Outpost. Lieutenant Thorn raised his electro-binoculars to his tired eyes and tried to verify what was approaching them against the glare of the sun behind them.
Points and Force Organisation:
Attackers 1500 points
No heavy support.
No elite choices.
Defenders 750 points
No fast attack
No heavy support.
Allowed to purchase 2 fortifications.
Victory Points
Defenders get 1
VP for every full game turn they have models on the board.
Attackers get 5
VP for wiping out all enemy models.
Secondary Objectives
Kill the warlord
Linebreaker (Attackers only, can be claimed multiple times for each unit in your opponents deployment zone, up to a max of 3
VP’s.)
The game lasts for 6 turns. If the defenders have any models left at the end of 6 turns they gain an additional d3 victory points.
Special Rules:
Rising Sun!
The attacking forces are charging with the sun rising behind them. On game turn 1 every defending unit must make a blind test. (See
BRB for Blind
USR)
To the last man!
The defenders have been caught off guard, but they are remaining resolute. Every defending unit has stubborn, counter-attack and can re-roll failed morale checks as long as the defender’s warlord is alive.
Mission 2 – Blitzkreig!
Fluff: The defenders stationed at Xantha-241 were completely overrun by the attacking forces, they managed to send word to the city of Khartasian to erect defences.
Points and Force Organisation:
This mission can be played in two ways.
1. Blitzkreig
Attackers: ???
Defenders: 1000, no fortifications.
2. Recover and Outflank
Attackers: 1500
Defenders: 1200, 2 fortifications allowed.
The attackers from the previous mission can choose either of the above.
If the attacker chooses Blitzkreig he immediately begins the 2nd battle with the exact same forces he had surviving at the end of the first mission. Squads are restored to their original size, but vehicles do NOT have hull points or weapons restored. (Immobilized vehicles are abandoned.) However, defenders will not have time to set up fortifications and will have 200 less points to spend.
If the attackers choose Recover and Outflank the attackers have 1500 points to spend, and can have d3 units of their choice given the ‘outflank’ special rule. In this case the defenders get an extra 200 points and can buy up to 2 fortifications.
Mission 3
Looking for ideas."
Thanks for reading over it.
As I said, I appreciate any ideas you guys have, or any improvements that can be made!