Been getting back into 40k in the past two months. And I've started really noticing that the rulebook missions kind of, well, stink. I left off from 3rd edition, where the rule book had probably 30 different missions, but in 6th they're all the same but with slight twists...in this one Heavy Support are scoring units, in this one Fast Attack are scoring units. Even the Battle Missions supplement is bland...in this mission units get a 4+ cover save on turn one, but all the objectives are the same as every other mission. They seem to have scrapped the idea of a well prepared attacker, with a difficult objective, going against a defender with only HQ and Troops on the field as they scramble to call in reserves.
Anyway, I wanted to see what sort of missions people would like to play or have developed for their games, post your favorites.
My 3rd edition favorite was Sabotage! which used the sentries rule. A structure, vehicle, piece of equipment, etc. is placed at the center of the table as the objective, and the defender deploys all of his HQ and Troops within 12" of it, they cannot move or fire until the alarm is raised. All Elites, Fast Attack, and Heavy Support must start in reserves.
Sentries: The defender has 30/Initiative basic troopers as free sentries (e.g. for guardsmen 30/3 = 10) deployed anywhere on the table that is 12" from a table edge. Roll a 4+ for each sentry and the defender controls him that turn, if not, the attacker moves him. The attacker moves onto the table. Any vehicles or shots (except snipers) automatically alert the defender at the end of the movement phase or when the shot is fired (or if a round of sniper fire is survived). Sentries that survive an assault phase raise the alarm, if they die then only raise the alarm on a 4+. Any time an attacker's model comes within initiative inches of a sentry, the alarm is raised. When the alarm is raised the defender immediately starts his turn, and all sentries are removed from the board.
Objective: The attacker must sabotage a key facility by attaching a demolition charge to the central objective. The defender must prevent the attacker from blowing up this vital objective, that is the only determinant for victory. Any scoring unit in the attacker's army may assault the objective, as if it were a unit, and attach a demolition charge by remaining in BTB contact with the objective. If that unit is in contact with the objective and unengaged at the end of any following defender turn, the attacker has destroyed the objective and won the battle.
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