Switch Theme:

40k Single Player Challenges - Scenario 1; The Daakenburch Backstabbing  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Hardened Veteran Guardsman




Scotland

Following on from this thread (http://www.dakkadakka.com/dakkaforum/posts/list/482063.page) I present you with the first 40k single player challenge!

It still needs bug tested, but I wanted to get it up ASAP. If you notice any typos or rules I have forgot to clarify please highlight them. Thanks,

Marsden

Background
Feudal World Daakenburch, home to twelve million Imperial civilians. A relatively small planet known only for it's low-quality copper and vast green grass plains. For two years the local PDF have been battling with an ultra-nationalist group of terrorists known as "Kalar Daakenburch." In order to crush this rebellion the local PDF requested the help of a local Imperial Guard regiment to bolster the force and mount a campaign.

Two months into the campaign the Imperial Guard regiment had completed a series of devastating strikes against key targets. These missions did not come without losses though. Kalar Daakenburch used devastating guerrilla warfare, improvised explosives and ambush tactics to whittle down their superior foe's numbers. The Imperial Guard soon imposed a draft upon the civilian population of Daakenburch in order to fuel their campaign.

Patrol 42B followed the standard organisation of small patrols on Daakenburch. A single Leman Russ tank would provide shock and awe warfare, this would be followed by a single Chimera transporting a small combat squad to clear out any buildings in the small villages.

The convoy set out in the early hours of the morning. The Leman Russ 'Daakenburch's Pride' led the way, closely followed by Glory Squad in their Chimera. As Patrol 42B approached their target the Leman Russ leading their convoy exploded. The turret was flung off as a torrent of flaming petrol spewed across the landscape.

"IED!" screamed Sergeant Donovan, leaping to his feet in the Chimera and commandeering one of the firing posts, "Get us out of here driver!"

"Aye, sir!"

The Chimera began to back up from the flaming tank. Suddenly there was a series of thunderous clangs as bullets ricocheted from the Chimera's side armour. Sergeant Donovan and his squad poured their fire into the tall grass either side of the road. They were firing at flashes of light. Eventually the enemy's shots stopped.

"Why aren't we moving, driver?!" shouted Sergeant Donovan.

This is where your story begins...


Map Layout
The map is as follows:

You play the game on a 36" by 36" board.
A road runs through the middle of the board.
Put the immobilised Chimera 16" along the road from the right. (It is equipped with a multi laser and a heavy flamer)
Put the wrecked Leman Russ 20" along the road from the right so that the wrecked Leman Russ is in front of the Chimera.
There is a squad of 5 Guardsmen in the Chimera. (One is armed with a vox caster (he is the mechanic), one has a flamer, two have lasguns and one is a sergeant with a las pistol and powersword.)
18" above the Chimera put a squad of six Kalar Insurgents(Use chaos cultists or guardsmen models)
18" below the Leman Russ put a squad of six Kalar Insurgents. (Use chaos cultists or guardsmen models)
Put a radio mast within 6" of the top right corner of the map. This can be a small 1" by 1" block of any kind.

Rules:
For this scenario each guardsman model is treated as a separate unit.
Enemy insurgents are units of six models.

Roll a D6 to determine your scenario.
1-2 Mission 1 Track is busted! - The mechanic will need to be within 1" of the track and roll a 5+ to repair it on a single D6. You can then embark your guardsmen and drive off any board edge to win.
3-4 Mission 2 Petrol tank's hit! - The petrol tank needs welded. The mechanic will need to be inside the Chimera and roll a 5+ to weld it. Furthermore you will need to grab a jerrycan of fuel from the back of the Leman Russ by moving any guardsman within base contact of the back of the Leman Russ and then embarking him on the Chimera. Note that the Guardsman that is carrying the jerrycan cannot shoot or run. If he is killed then the jerrycan is set down where he died and a d6 is rolled. If you roll a 1 the jerrycan has been shot and it explodes. Place the small blast marker over the jerrycan and everything under it takes a S4 AP5 hit that ignores cover. Once this has been completed you can embark your guardsmen and drive off any board edge to win.
5-6 Mission 3 Driver is hit! - The driver has been killed! Everything is going to hell! Get within 1" of the radio tower and request an evacuation by rolling a 2+. After d3+1 turns a Valkyrie will arrive. (After you board the Valkyrie feel free to give the remaining rebels hell! You deserve it if you managed to compete this mission!)

(UPDATE: In the event that the mechanic is no longer able to complete repair mission your job is to evacuate as per the rules of Mission 3. If you are playing missions 1 or 2 and the mechanic is killed or turns out to be an insurgent then the driver can choose to abandon the Chimera. He immediately is treated as an extra guardsman armed with a laspistol and close combat weapon and the Chimera is treated as wrecked e.g. it can no longer fire its multi-laser or heavy flamer.)

Wounds table:
All guardsmen have 2 wounds. After taking their first wound roll on this table:
1-2: Just a flesh wound. No further effect.
3-4: My leg! This model gains the "Slow and Purposeful" universal special rule.
5-6: Concussed! This model loses 1 WS, BS, I and LD.

Special Rules for Mission
Rebel Ambush
At the start of each Kalar Rebel turn roll a D6. On a 5+ another 6 Kalar Insurgents are put in the grassland 12" south of the Chimera and a scatter dice is rolled. This represents more rebels ambushing from the tall grass. Note that rebels appearing this way cannot mishap on the deep strike table. Instead put them the minimum distance needed to make such a deep strike legal.

A Traitor In Our Midst...
Kalar Daakenburch have been able to infiltrate the military following the draft. On your third turn roll a dice and apply the following effects:
1-2: Nothing happens.
3: The mechanic is a secret Kalar Rebel! He immediately turns upon his fellow guardsmen and will assault them if he can. Each guardsman must take a leadership test before they attempt to shoot their comrade. If they fail their test they forgo their shooting phase.
4: The guardsman with the flamer is a secret Kalar Rebel. He immediately turns upon his fellow guardsmen and will use his flamer to hit as many of them as he can. Each guardsman must take a leadership test before they attempt to shoot their comrade. If they fail their test they forgo their shooting phase.
5. One of the guardsmen with a lasgun is a traitor. Randomly decide which one. He immediately turns upon his fellow guardsmen and will use his lasgun to shoot his allies. Each guardsman must take a leadership test before they attempt to shoot their comrade. If they fail their test they forgo their shooting phase.
6. Both guardsmen with lasguns are traitors! They immediately turn upon their fellow guardsmen and will use their lasguns to shoot their allies. No leadership test is required to shoot their former comrades when this happens given the severity of the attack.

Unit Stats:
Kalar Insurgent
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
LD 7
SV 6+

Wargear:
Autogun
Assault Grenades
Close Combat Weapon
Sub-Flak armour

Guardsman
WS 3
BS 3
S 3
T 3
W 2
I 3
A 2
LD 7 (Sergeant has leadership 8)
SV 5+

Wargear:
Flak Armour
Lasgun
Assault Grenades
Close Combat Weapon
Flamer (One model)
Laspistol and Power Sword (Sergeant)
Vox Caster (Mechanic - The vox caster just represents a tool box)

This message was edited 6 times. Last update was at 2012/10/15 07:18:10


If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

Oooo I like this. Brings a bit of modern Insurgent warfare into the 40K universe. But one clarification, you control both the insurgents and the Guardsmen?

DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
6mm/15mm Cold War

15/20mm World War 2 (using Flames of War or Battlegroup Overlord/Kursk)

6mm Napoleonic's (Prussia, Russia, France, Britain) 
   
Made in gb
Hardened Veteran Guardsman




Scotland

 washout77 wrote:
Oooo I like this. Brings a bit of modern Insurgent warfare into the 40K universe. But one clarification, you control both the insurgents and the Guardsmen?


Yip, that's what I was going for when I wrote it! Glad it came out well! =)

Yes, you control both the Insurgents and the Guardsmen. The Insurgents follow a pattern of move 6" towards you, run if they are out of range, shoot at you if they are within range.

In future versions I might include more variety, such as insurgents with heavy stubbers, flamers, melee weapons etc, which would act in different ways, but for the meantime let's keep it simple.

If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

Yup it did! Last thing I have to ask, with 2/3's of the mission's involving using the Mechanic, I understand that if he dies than you fail correct? And what if he turns out to be the insurgent? Im just trying to help close up any possible holes in the scenario now so they don't become problems later on the tt. But once I finish up my latest set of Guardsmen, I will try this out and tell you how it played

DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
6mm/15mm Cold War

15/20mm World War 2 (using Flames of War or Battlegroup Overlord/Kursk)

6mm Napoleonic's (Prussia, Russia, France, Britain) 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Looks good, I'll give it a go.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in gb
Hardened Veteran Guardsman




Scotland

 washout77 wrote:
Yup it did! Last thing I have to ask, with 2/3's of the mission's involving using the Mechanic, I understand that if he dies than you fail correct? And what if he turns out to be the insurgent? Im just trying to help close up any possible holes in the scenario now so they don't become problems later on the tt. But once I finish up my latest set of Guardsmen, I will try this out and tell you how it played


Well noticed; I've updated the rules to accommodate this scenario:

"In the event that the mechanic is no longer able to complete repair mission your job is to evacuate as per the rules of Mission 3. If you are playing missions 1 or 2 and the mechanic is killed or turns out to be an insurgent then the driver can choose to leave the Chimera. He immediately is treated as an extra guardsman armed with a laspistol and close combat weapon."

Also, just had a game myself. I got the first mission and only lost my flamer guy. I was away by turn 4.

After trying it a few times it makes it fun if you add a lot of random terrain to the area; perhaps a trench by the side of the road, some sandbags etc. If you give a 4+ cover save for being behind the sandbags it encourages you to put your guys behind them whilst the mechanic tries to fix the vehicle. It can lead to extremely tense moments where a dozen or so rebels are bearing down upon your position and your guardsman has had to go to ground.

The new rules for throwing grenades in 6th edition work really well too. I'd a class moment where a guardsman with a lasgun blew three rebels to hell with an assault grenade.

I can't wait to see if other people come up with similar challenges. I think adding a really random nature as to what your objective will be makes up for the lack of a human opponent.


Automatically Appended Next Post:
 liquidjoshi wrote:
Looks good, I'll give it a go.


Let me know how it goes for you!

This message was edited 1 time. Last update was at 2012/10/14 19:28:48


If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in gb
Pile of Necron Spare Parts





I cant playtest this now, but i love the idea and might make up my own scenario.

Fear the wrath of the space robo-zombies!

Animosity - In The Discordia System
 
   
Made in gb
Hardened Veteran Guardsman




Scotland

 Philthesquid wrote:
I cant playtest this now, but i love the idea and might make up my own scenario.


Just whenever you get a chance. Let me know how it goes for you! Best of luck, hope you won't have to call for an evac!

If you do write your own scenario please link me to it! I look forward to playing other people's ideas!


Automatically Appended Next Post:
It occurred to me that the next few scenarios that people design could be kept to this world of Daakenburch. So I've decided to build up a bit of background fluff on the world.

The factions on the planet are:
Imperial Forces
Imperial Guard
Planetary Defence Forces
Adeptus Arbites

Liberation Forces
Kalar Daakenburch - The main organisation of freedom fighters on Daakenburch. Prone to using IED's and ambush tactics against occupying forces. Imperial forces estimate there are between 12'000 and 20'000 active members, supported by a network of 50'000 to 80'000 non-combatant supporters.
Uniset Kalar Daakenburch - A religious fundamentalist splinter faction of Kalar Daakenburch with rumoured ties to the Chaos God Tzeench. Numbers are much fewer than those of their parent organisation with an estimated 1'000-1'500 members.

More suggestions are welcome for other possible factions.

I have a couple of scenarios I would really love some people to write so that I can play them. I will keep the details very minimal so that writers can have a bit of creativity when it comes to writing the story. I think that having 2-3 random elements decided by dice also creates a great narrative experience for players.

Scenario ideas for writers:
1.) Adeptus arbites conducting a sweep of a local village looking for Kalar Daakenburch insurgents.
2.) A "Black Hawk Down" scenario where a group of guardsmen have had their Valkyrie shot down and are pinned down somewhere.
3.) An insurgent raid upon a lightly defended outpost.

If you have any other ideas you would like to write about in relation to planet Daakenbuch please throw them on here. I think we can turn this into a fantastic collection of single player missions!

This message was edited 1 time. Last update was at 2012/10/15 06:40:10


If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in gb
Hardened Veteran Guardsman




Scotland

With the release of the new Imperial Defence Network soon a lot of ideas came to mind for a second scenario. I'll be incorporating the PDF into this scenario; which brings me to my problem.

I was wondering if people knew if there were any fan made codex's for the Planetary Defence Forces?

I know almost nothing about them except they are less well trained than the Imperial Guard. Do they use lasguns and have flak armour? What weaponry have they access to?

If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Same as guard, same as guard and same as guard. There's no real difference between the skill level of PDF and other guard (in fact, I think there is a paragraph in the 5th ED codex saying how they are often undervalued because they are bound to one world, when in fact they are just as capable as other regiments). If you really want to, you could exclude elite elements such as Veterans and Stormtroopers, and spam guardsmen, though I don't see a lot of point in it.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
 
Forum Index » 40K Proposed Rules
Go to: