I think the best solution is to craft your own missions and any needed scenario rules to support the campaign.
Automatically Appended Next Post: For example theses two missions were for a campaign.
Second battle of the Iracunda Isthmus
Two tank forces take advantage of a storm front to avoid enemy air attack when they collide. Both are under orders to move full speed to their objective, resulting in an unexpected armored clash.
Rules
Dust Storm:
All weapon ranges are halved for all purposes, including melta rules, etc.
Fast skimmers/flyers may not be used.
Any unit outside a vehicle moves and assaults a
D6 inches.
Walkers move and assault as if as in difficult terrain.
Exploded Vehicles are left in play.
Forces
Initial Clash - 3000 Points a side.
Tau (Kestral) will be reinforced by the Valarian 4th Armored All Terrain Rangers who have turned traitor!
Imperial Guard (Insurgency Walker) will be allied with whatever Brian wants to bring (1500 points each).
Heavy support is doubled to 0-6, otherwise standard Force Org.
All infantry must be deployed in a transport.
Automatically Appended Next Post: The Night After
(Night Fighting in effect)
Infantry units remaining on the table + Immobilized Vehicles from the previous battle.
In addition each side has 4 Heroic Tank Crews (2
FW with Pulse Carbines, 3
IG with Lasguns, or 3
Ig laspistol and close combat weapon)
500 point recovery force (Fluffy, list to approved by I-Walker in advance)
Table
Open desert with some sand dunes and a few rocks.
4x8.
Game Two.
Steel Rats.
Same Table, Vehicle wrecks are left in place. Immobilized vehicles are left in place. Infantry left behind are deployed alternately (high roller deploys first), using the infiltrate rules, though this is not Infiltrate for an other purpose. (12” out of sight, 18” in sight). High roll deploys unit first.
500 point force plus heroic tank crews are deployed within 12” of a random LONG table edge.
As per previous battle, only scout moves, no other special deployment abilities. Set up first, deploy first, no seizing the initiative.
Immobilized vehicles are abandoned, but can be reactivated by heroic Tank Crew, who must embark into them. It is still immobilized.
Heroic Tank crew are treated as independent characters though they must remain with the rest of their crew.
Any recovery vehicle can tow any vehicle. Each side chooses 3 vehicle wrecks not within 12” of any table edge or other objective (if possible). Enemy vehicles must be chosen first, but a wreck from either side can be an objective.
Victory Points:
1
VP per objective controlled by any unit, 2
VP per objective vehicle towed off the table or in own deployment zone.
Random Game Length
Automatically Appended Next Post:
Unfortunately, not an actual picture from that battle.
Automatically Appended Next Post: I believe we were using 5th ed rules, maybe 4th for the record.