Thursday, May 13, 2010

More Mission 2 Intel

Ben's fire warriors are able to piece together a picture of what the enemy force will probably look like.

There'll be a 2:1 ratio of Guard to Chaos Marines. While the overall force mix is closer to 200:1, you're only going to see the vanguard of the force, and that's where almost all the Chaos Marines are going to be.

The chaos marine force will include a Sorcerer, some squads of Thousand Sons marines (if you know what those are), and a few Obliterators who are curious about Tau technology and want first crack at it.

The Imperial Guard force will have almost all of its infantry in transports (with the exception of the odd squad that caught a ride with a vehicle they're not riding into combat). There should be a fair number of tanks and sentinels (chicken walkers) in the mix as well.

Tuesday, May 11, 2010

Mission 2: Salvage

Intro

The entire thing was a setup. The captured officer freely gives the fire warrior interrogators whatever information they want, laughing at the confusion this causes. He tells them there's a larger plot, but that they'll want to wait to hear about that because there's an attack force on the way.

The Chaos Sorcerer running everything has stripped the guard garrison down to its bare bones, added some chaos marines, and sent them to crush both forces that are in system. The only chance is for the Tau and the Space Marines to fight together. Your Ethereal has notified the marine's chapter master of the impending attack and agreed to send reinforcements. The Space Marines are fortifying their position so that Chaos can be held off long enough to evacuate their in-system command post.

During the raid in which the company commander was captured, the forces of Chaos cut off all chance of reinforcements. If you're going to stop the sorcerer, it's going to be with whatever you can salvage in this battle.

Objectives

You face overwhelming odds and have no hope of being able to win this battle outright. Keep Chaos from capturing the objective point for 4 turns to evacuate the command post.

Mission Rules

Normal FOC applies.
Both forces will be 1500 points.
The winner is able to use 2 special characters, the loser only 1.
The attacking Chaos horde will come in using reserves rolls as if turn 1 were turn 2 on the reserves table.
The enemy all have the endless rule.
You'll be able to place the terrain and objective wherever, however you want. Terrain can have a maximum save of 3+ when initially placed.

Rewards

If you succeed in holding off chaos, you'll have 4 special characters. The next mission will be more favorable for your armies.

If you fail, you'll both have only 2 special characters for the next mission. The next mission will be less favorable to your armies.

Wednesday, May 5, 2010

Mission 1: Recon

If we could all agree on a time for this battle in the comments, that would be great. I've got good availability outside of Sunday for the next week and a half, so I could probably conform to what you two want.

Intro

The Alamedus system, a long-held agricultural colony of the Imperium, has recently declared its worship of chaos. The entire population has turned to the worship of the Chaos Gods with the small minority that refused the conversion being slaughtered in bloody sacrifices.

Now the self-proclaimed Necrifacia system, the majority of the populace has been recruited into the local Guard garrison. Raids have been organized against nearby systems, including some Tau colonies.

Josh's Space Marine chapter has been tasked with destroying the taint before it's allowed to spread. Ben's cadre has been sent to stop the raids by whatever means necessary. Neither force is aware of the others existence and unlikely to work together in this mission.

Taking the planet won't be as easy as it may appear. The system governor and garrison have been preparing for this fight for years, maybe decades, and the defenses won't fall without a hard fight and many losses.

To avoid this, a raid has been planned against a company that's out on a training mission. The company commander has valuable information that could make the capturing of the system much easier.

The force must be dispatched quickly and totally, for there's another force training nearby, and your task groups aren't large enough to take both forces on at the same time.

Objectives

The Tau and Space Marines are unaware of each others presence until the beginning of the battle and, as such, are working against each other for this mission.

The company commander will be rendered incapacitated when his last wound is taken. To capture his incapacitated body, you must have a model (any model) within 3" of his body and there must be no enemy models within 6" of it. Once captured, you must get the capturing model off of your own table edge. When that model is destroyed, the body is dropped and can be picked up by any other model using the same method.

You know from your intelligence that the company you're attacking is entirely infantry and that the other training force in the area is completely mechanized.

Mission Rules

  • Each of you will have 1000 points. The force you're attacking is 800 points, as is the other force in the area that might come as reinforcements.

  • No special characters. They either haven't arrived in system yet or they're engaged in other battles to weaken parts of the defensive network.

  • No model can have more than 40 pts worth of upgrades. For instance,

    • If you take a chapter master, and he has terminator armor (40), that's all the upgrades your chapter master can get. You could give him a command squad (since it's not an upgrade to his model, it doesn't count against the limit). Each of the veterans can only have up to 40 points, meaning you couldn't give a veteran a storm shield (15) and thunder hammer (30).

    • Hammerheads cannot have rail guns since their point cost is too high.


  • Instead of having 3 fast attack slots and 6 troop slots on your FOC, with 2 troop choices required, you'll have 3 troop slots and 6 fast attack with 2 fast attack choices required.

  • During deployment, only fast attack choices can start on the table. Everything else is held in reserve.

  • The second training force will enter the battle when two dice rolls are successful. The first is for the force to realize that there's an attack, the second is for them to actually arrive. Both rolls will follow the rules for reserves (ie once the first roll is successful, then the reserves roll starts the next turn as if on turn 2).



Rewards

The winner of this engagement will be able to use 1 additional special character for the next 3 missions and will have a higher point limit in the next battle.

If neither the Tau nor the Space Marines are able to capture the company commander, both armies will have a lower point total and other handicaps for the following battle.