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40k Escalation League Week 2 mission, Secure & defend


Dark Trainer

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Here's it is, week 2's mission. This is used from Jan 15th to Jan 21st. It's fundamentally a book mission (with a twist). For those playing Sunday, I suppose you could get 2 games in as this is posted now. Week 1 and week 2, if you REALLY wanted to.

 

Mission URL for doc: https://drive.google.com/open?id=1GkR-NFT72gi9dIh7pWaWpzyEdxaNK2IDRZNLXpaGddE

 

 

League week 2, Mission 2, Secure & defend

NARRATIVE

Alright lads, now that we've scouted this sector properly. We need to secure a base of operations so we can land the rest of our forces. Unfortunately we’re not the only ones interested in this planet and our patrols ran into a nearby enemy fortification not far from our landing site. We’ve already lost a number of patrols in that sector! It’s time to remove the threat. There is no place for the weak willed or hesitant. Only by firm action and resolute faith will we survive. No sacrifice is too great! No treachery too small! Move out…

 

THE ARMIES

Each player selects a 750pt Battle-forged army with no more than 2 detachments.

 

THE BATTLEFIELD

Create a 48”x48” table with proper 40k terrain density. Place 1 objective marker in the center of each deployment zone.

 

DEPLOYMENT (one on one, two on two, or four man free for all)

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Use Search and Destroy deployment (pg 216). Players roll off, highest roller picks deployment zone. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone (unless special rules allow otherwise). Continue setting up units until both sides have set up their army.

 

FIRST TURN

The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

 

BATTLE LENGTH

  • Raze the enemy base: If controlling the enemy deployment zone objective marker at the end of two of your consecutive turns. You may choose to burn the enemy base to the ground. Remove the objective marker from the table. See victory conditions.

At the end of battle round 5, roll a D6. On a 3+, the game continues. At the end of battle round 6, roll a D6. On roll of 4+, the game continues. The battle automatically ends at the end of battle round 7.

 

VICTORY CONDITIONS

At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

  • Take and Hold: At the end of the game, each objective marker is worth 3 victory points to the player who controls it.
    • If you razed the enemy base to the ground instead of ‘holding it’ as above, you gain 5 victory points instead for destroying it.
  • Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
  • Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

 

LEAGUE POINTS

  • Win = 5 points, Draw = 3 points, Loss = 1 point
  • Painting points:
    • Newly painted model (1pt per, 3pts max) OR unit/vehicle/monstrous creature? (5 pts, 5pts max)
  • Sportsmanship points:
    • Update your thread on the Ordo forums tracking your missions & progress +1pt
    • Did you bring food for the league? +1pt
    • Provide Matt (a.k.a. Dark Trainer) feedback about what you’d like to see in the league via PM +1
    • Did you laugh or grin during the match or crave a rematch? Yes or No

 

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On 1/13/2019 at 1:58 PM, Kelharis said:

I will have both my 500 and 750 point list if there's time to get both games in.

Since most will be playing their 750, and I'm the filler. I could field 500 and play ya with what I have. What time you getting there? 430 to 5pm quick 500 game, then you get your 750? Don't wait for me either, if someone is there earlier to get a game get started 😎

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11 hours ago, Dark Trainer said:

Since most will be playing their 750, and I'm the filler. I could field 500 and play ya with what I have. What time you getting there? 430 to 5pm quick 500 game, then you get your 750? Don't wait for me either, if someone is there earlier to get a game get started 😎

I appreciate the offer, this was in regards to Sunday's game night. I was able to get my 500 point game done, so I'll be looking for 750 this upcoming weekend, as I'm unable to do Tuesdays.

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As predicted, this one was a real knife fight. Brutal, nasty, and short-ranged. 

Had a great game against Paxmiles. Those Tau Crisis Suits are nasty little critters, I’m really starting to feel hampered the lack of mobility of Primaris Marines... I needed a way to get more of my men across the table, en masse, to put pressure on him. God damn it, I wish I had Rhinos!

 

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29 minutes ago, Ish said:

As predicted, this one was a real knife fight. Brutal, nasty, and short-ranged. 

Had a great game against Paxmiles. Those Tau Crisis Suits are nasty little critters, I’m really starting to feel hampered the lack of mobility of Primaris Marines... I needed a way to get more of my men across the table, en masse, to put pressure on him. God damn it, I wish I had Rhinos!

 

Tellyporta? 

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40 minutes ago, Ish said:

As predicted, this one was a real knife fight. Brutal, nasty, and short-ranged. 

Had a great game against Paxmiles. Those Tau Crisis Suits are nasty little critters, I’m really starting to feel hampered the lack of mobility of Primaris Marines... I needed a way to get more of my men across the table, en masse, to put pressure on him. God damn it, I wish I had Rhinos!

 

You could try Inceptors, 10 inch move with Assault Weapons and Deep Striking.  Or a 5 man squad of Assault Bolters, 10 bolters shots advancing is not a bad deal.

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