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Tuesday, November 15, 2016

Scenario 2: The Beast (Epic)

Well Tuesday again and another scenario….This time we did a test run beast again, which will appear future supplement….

Forces:

Imperial (3200, Achil-Quag PDF list)

Orks (500*, -Ghazghkull War Horde)

-Skitarii Demi-Century + 10 Chimedons
-Skitarii Demi-Century + 1 Hydra

-Skitarii Demi-Century

-Ordinatus Minous Company + 1 hydra

- Ordinatus Minous Company

-Combat Praetorians

-Tank Cataphract + 1 hydra

-Tank Cataphract

-Fire Support

-Fire Support

-Hydra

-3 Laser Defense Silos**

- Normal Warband + enough Battlewagon to transport the entire formation

-Normal Mekboy Stompamob + 3 Killa Kans + 6 Dreadnoughts

-Normal Stormboyz Warhorde + 3 Deth Koptas

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* The Ork player has effectively unlimited units available to them. The Orks receive more reinforcements every turn totaling up to 500 points each turn from the list. They may pick from any available formations but they must create a legal force. Points cannot be saved for subsequent turns and any extra is lost.

**When playing larger games, for every points divisible by 1000 (4k, 6k, etc), the imperial player should add another Laser Defense Silo to defend. In addition, the Ork player should in turn add 250 points available per Laser Defense Silo present.

Background:
Once the aftermath of the Ork Rok crashing into the landing fields of Port Alpha cleared, the shocked defenders were faced with the knowledge that they would be swept aside by the limitless tide of Orks now leaving the ship. Consigned to defending to the death the Laser Defense silos still dueling with the Ork Kroozas in orbit, the question was not “Can we survive” but “How long?”

Scenario Special Rules:
If playing as part of a campaign and the Ork player chose to destroy the orbital dock, after setup the Imperial player must roll a D6 for every formation. On a roll of 1 the formation has taken damage from the Orbital debris. Roll a D3 for the number of MW hits taken to each formation (the Imperial player my pick which units to allocate them to) and attempt a save (if allowed). On a roll of 2 or 3 the unit starts with a BM already allocated. If the Ork player won a crushing victory on the previous scenario, they may take a Free landa per turn. If they won a marginal victory they may take a free landa every other turn.

No imperial flyers may be taken as any air assets within range were destroyed at the crushed landing fields. Ork Flyers, other than landas, may not arrive before T3. The Ork Warlord CH is considered to be present on the Rok and therefore permanently available but off table. Imperial players can choose to start the army on overwatch.

Game Table:

Use a regular 120cm x 180cm table. The game is played deploying on the short sides of the table instead of long. Port Alpha should be represented mainly as with urban terrain and 40% coverage for LOS blocking features. This terrain should be mostly consisting with intact buildings and roads in the green zone and rubble with associated rows in the yellow zone. The Ork deployment zone is considered to be flattened of any terrain and any Imperial units entering it are destroyed.

Traversing the table equidistant from the long sides is the via Concordia super freeway at a width of 15cm. In all ways it works as a normal road in epic.

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The Imperial play may set up units anywhere within the green zone up to 10 cm from the edge of the table and from the Yellow Zone. Laser Silos must likewise be placed in this area but may not be closer than 30cm from each other.

The Ork player will win the first turn strategy roll.

Objective:
The Orks’ primary objective is to destroy or capture the Laser Defense Silos Port Alpha. They can do this in one of two ways. Any Ork infantry unit may enter the building by making an Assault move against it and assaulting it in CC. If they score a hit, they’ve breached the silo and it is effectively offline while a battle erupts in side. The assaulting formation will lose its next turn and MUST continue to move all units as close as possible to the silo model.

Alternatively, a MW capable weapon may attempt to damage the structure of the building to the point of its collapse. If a unit with MW attack capability opts to shoot at the building, make a to hit roll with a +1 modifier (it is a large, inanimate building after all). If hit, make a saving roll of 4+ and any failed saves result in the loss of a Structure Point. After the building loses 3 Structure Points it collapses gaining the Orks 5 points. Each captured Silo gains the Ork player an additional point.

Every other turn the Imperial forces gain points equal to the number of Laser Silos in their possession. In addition, they will roll a D6. If the value is less or equal to the number of remaining silos, they inflict damage against the Ork ships in low orbit and gain a point.

There is no time limit on this mission - the Orks will receive reinforcements for as long as it takes them to destroy the Laser Silos.

changes to the above… 

  • The free landers are designed to be used and the only way the Ork player would not get them would be losing EVERYTHING in the prior BFG game. Adding in the assumed starting point when not played as part of campaign (aka default) need to spelled out.
  • The actual reinforcements allowed are NOT limited to the initial forces listed in the table, just to the list.
  • Also the orks will come on the long side of the table, like a standard game, so the terrain will need to be setup to meet that..condition(green zone will be 75cm deep)..

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Deployment

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Formations effected from the Orbital debris.

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Turn 1

  • Ghazghkull War Horde go first as per scenario..
  • Ghazghkull War Horde

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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END OF TURN SHOT

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Turn 2

  • Ghazghkull War Horde..EXTRAS..

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  • Achil-Quag PDF win SR roll and go first..
  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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END OF TURN SHOT

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Turn 3

  • Ghazghkull War Horde win SR and go first..
  • Ghazghkull War Horde

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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END OF TURN SHOT

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Turn 4

  • Ghazghkull War Horde win SR and go first..
  • Ghazghkull War Horde

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Ghazghkull War Horde

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  • Achil-Quag PDF

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  • Achil-Quag PDF

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  • Game called due to time, but score was 6 points each..


 END OF TURN SHOT

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Summary
 
Ok, another fun game…
 
We add the in Gargant and made sure the Landa/s, didn't show up till Turn 3..
 
Have the orks come on the long side of the Table made it more interesting…
 
 
Regards
Greg

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