Dates
Jul 18th
Aug 1st
Aug 15th
Sep 5th
Sep 19th
Oct 3rd
Oct 17th
Nov 7th
Nov 21st
Dec 5th
Jul 18th
Standard Mission selection from the big rule book to kick things off.
Aug 1st
FIRESWEEP
Both sides are moving forward to occupy as much of the city
as possible, conducting a room to room, building to building and street to
street sweep, when they run into each other. Each force must attempt to claim as
many strategic locations as possible, clearing the enemy from the area as they
advance.
Victory Conditions:
Both forces are seeking to clear the enemy from this sector. This is achieved
through claiming fortified positions, structures, ruins & strategic locations. 6
objective points will be marked on the battlefield before the game by the
judges.
To claim one of these marked points, a Scoring Unit must move into contact with
an uncontested point (no enemy within 3”) and end its move (during that phase)
to “plant the flag”. Once a point is marked, the unit may then move off to claim
other points by marking & planting “flags” on them as well. The “flag” remains
until an enemy Scoring Unit claims the location in the same way, at which point
it plants its own flag instead (and removes yours).
At the end of the game, each player receives 1 Objective Point for each “flag”
they have marking objectives on the table.
In addition, each objective controlled by a player (at least one scoring unit
and no enemy units of any type within 3” of it) is worth 1 Objective Point as
well.
Kill Points are not scored in this mission.
Deployment: Spearhead.
Game Length: Variable – as per standard missions
Aug 15th
DOMINATION
Both sides are attempting to dominate the battleground, sweeping the area clean
of opposing troops. Roving forces should be on the lookout to search & destroy
any enemies they encounter.
Victory Conditions:
Both players must attempt to clear the enemy from the area. This is primarily
achieved by controlling table quarters.
At the end of the game, each player receives 2 Objective Points for each table
quarter occupied by at least one scoring unit and no enemy scoring units. In the
case of units with models positioned in multiple quarters, the quarter occupied
is that where the majority of the models in that unit are positioned – or if
this is not clear, then the controlling player may choose. Note that only enemy
scoring units may contest quarters held in this mission.
Half Kill Points are also awarded for each enemy unit completely destroyed
(totals rounded down).
Deployment: Spearhead.
Game Length: Variable – as per standard missions.
Sep 5th
MOBILE RECON
Both sides are attempting to punch through enemy lines to establish forward
positions and probe the enemy’s strength in preparation for a major attack.
Victory Conditions:
Both players must attempt to get units into the enemy deployment zone and
overrun their lines.
At the end of the game, each player receives 2 Objective Points for each scoring
unit they have completely within 12” of their opponent’s long table edge.
Half Kill Points are also awarded for each enemy unit completely destroyed
(totals rounded down).
Deployment: Dawn Of War.
Game Length: Variable – as per standard missions.
Sep 19th
Patrol battle mini-tourney.
Same as we did last league but run as a tourney with a prize!!!
Oct 3rd
Saving Private Ryan
PREMISE
Some Private in the 501st has gone and lost 3 brothers\brood
spawn\acquaintances\toenails and is to be given a ticket home to see his mommy.
(MYATTT DAAAMOOOON!). Trouble is, his airdrop got scattered to the wind (or he
was chasing some French skirt) and got lost, and no-one knows where he is. You
have to find him and bring him back. Trouble is, some of your men don’t like the
idea that they have to risk their necks for Matt Damon (we mean Private Ryan).
SCENARIO SPECIAL RULES
Saving Private Ryan (see below)
SET-UP
As per Pitched Battle in rulebook (p. 92). Objectives placed as per Seize Ground
in Warhammer 40,000 Rulebook (p. 91).
MESSENGER
Designating your Private Ryan - After positioning the objectives (but before
choosing deployment zones), draw a rough map of the battlefield, and the
positions of the objectives on the map card (provided). Randomly number the
objectives (1 through 6) on the map. Each player then chooses one of the
objectives (ie number from 1-6) as his opponents Private Ryan. Write this choice
down on the paper provided and keep it secret. Both players may have the same
Private Ryan objective (though they will not know this). Now roll a dice to see
who deploys and goes first.
Searching the objectives - An objective is considered ‘searched’ if any of your
scoring units move within 3” of it during their movement phase. If this is your
Private Ryan, your opponent must tell you, and Ryan will be considered
activated. Swap the objective marker for your hero model.
Escorting - An Activated Ryan can be escorted by any scoring unit (friend or
foe), providing there is no enemy unit within 3" at the start of the movement
phase. Private Ryan under escort will move as an infantry model (i.e. 6” in the
movement phase and may run). Private Ryan can never move closer than 12” to any
table edge. Private Ryan will not enter transport vehicles. A friendly unit can
drop Private Ryan by moving more than 3” away from it (This includes involuntary
movement such as fall back moves – as Private Ryan will not fall back with them)
or losing enough casualties so that the Private Ryan is more than 3” away from
the closest model. If this happens Private Ryan will fall stationary and await
its next escort unit.
Assaults - An escorted Private Ryan makes an assault move if the escorting unit
does so. Private Ryan will not make pile-in moves. If a scoring unit within 3"
of a Private Ryan wins an assault, it may make a consolidate move with him.
Mutiny - Unfortunately, this is an unpopular mission with your men. If your
Private Ryan has been activated, at the beginning of your turn roll 2D6. On a
double one, any friendly units within 3” of Ryan will make an automatic fall
back move.
GAME LENGTH – As per Ending the Game (p. 90)
VICTORY CONDITIONS
At the end of the game objectives and Private Ryan are held as per the objective
rules in the rulebook (p90-91). An activated Private Ryan is the same as an
objective for controlling purposes (i.e. you must have a scoring unit within 3”
and no enemy unit within 3” to score the messenger). Non- Private Ryan
objectives and your opponent’s Private Ryan objective are worth one objective
point each, while your own Private Ryan is worth 3 objective points. The player
with the most objective points wins.
MISSION BATTLE POINTS
Consult the table below for Battle Point conditions.
Win-15 points, Draw- 10 points, Loss-5 points
Win = 15 Draw = 10 Loss = 5
+1 You control your Private Ryan at the end of the game
+1 You control your opponents Private Ryan at the end of the game
+1 You control more non- Private Ryan objectives than your opponent.
+1 Your opponent does not control your Private Ryan at the end of the game
+1 Your opponent does not control their Private Ryan at the end of the game
Oct 17th
Scenario 2: The Shortest Distance Between Two Points
*** Read the entire scenario before setting up ***
Overview
The battlefield is drenched in the energy of the Warp, twisting the very fabric
of reality itself.
On this world, “near” and “far” are merely constructs of your imagination and
can be adjusted at will...
Deployment
Both players roll off, and begin placing objectives, high roll first. Objectives
must be placed 12” away from a table edge and 12” away from each other (See
Primary Objective).
Both players roll off again, and the winner chooses whether to go first or
second.
The player that will go first chooses a short table edge, and deploys within 24”
of that table edge. The opposing player gets the opposite short table edge.
Deploy units as normal. Reserves enter from the short table edges, while units
outflank onto the long table edges. Units fall back towards the player’s chosen
short table edge.
Special Rules
Deep Strike, Infiltrate, Reserves, Outflank, Random Game Length, Warp Flux
Warp Flux - Each player, at the beginning of their own movement phase, may
select one friendly non-vehicle unit or non-gargantuan creature and redeploy
that unit anywhere on the table using the Deep Strike rules. If the 2d6 result
is doubles, the unit is removed from play and counts as destroyed. No method of
preventing deviation will work – i.e. icons, teleport homers, locator beacons,
etc.
Units redeployed in this fashion MAY assault on the same turn. Units inside
transports may be redeployed in this fashion, but vehicles themselves may not.
Units locked in assault cannot be redeployed.
Special Rules Continued
Note that if a unit suffers a Deep Strike mishap and is placed in reserve, it
may not assault on the turn it finally arrives. It also may not benefit from any
means of reducing/eliminating scatter when it does arrive.
Objectives
Primary (Seize Ground): As per the 40K Rulebook (p91) but use five (5)
objectives - do not roll for the number of objectives.
The player who controls the most objectives at the end of the game wins this
objective. 7 Points
Secondary (Recon): The player with the most units, of any type, in the enemy
deployment zone wins this objective. Independent characters and units that
“cannot claim objectives” (or any variation thereof) do not count for this
objective.
5 Points
Tertiary (The Biggest Target): Kill the most expensive enemy unit. If more than
one enemy unit is equally most expensive, killing any one of them will achieve
this objective. If both sides achieve this objective, the result is a draw.
2 Points
Tactical Bonuses
+2: There are no friendly models in your deployment zone at the end of the game.
+1: You redeployed (successfully or not) at least one unit using the Warp Flux
rule.
Nov 7th
JAILBREAK
It was all in the name of liberty.
Objective: Rescue your captured comrades, while guarding the enemy prisoners.
Deployment: Pitched Battle – Long table edges (p.92)
After table edges have been chosen but before deployment, exchange three basic
troop models to represent captured prisoners. These models should not come from
your units. Take turns placing prisoners at the front of your deployment zone.
They cannot be placed within 12” of any board edge, but may be placed within 12”
of each other if desired.
Special rules: Deep Strike, Infiltrators, Scouts, Reserves, Jailbreak
Jailbreak: Objectives: Your lost comrades are your objectives; you can contest
(guard) enemy prisoners, but you cannot claim them towards your own victory.
Prisoner models are invulnerable to all attacks and cannot be targeted. For
rules purposes, it is best to think of them as "objectives with legs" rather
than as troop models.
Control: Prisoners are under the control of any scoring unit within 3”. Enemy
units or friendly non-scoring units can contest (guard) a prisoner. A unit may
control or contest multiple prisoners.
Escorting: A controlled prisoner can be escorted by a scoring unit (friend or
foe), providing there is no enemy unit within 3" at the start of the movement
phase. Prisoners under escort can move up to 6” in the movement phase, and can
run or assault if the escorting unit does so. Prisoners can never move closer
than 12” to any long board edge. Prisoners will not enter vehicles. A friendly
unit can loose a prisoner by moving more than 3” away, in which case the
prisoner will immediately fall back in the same movement phase as noted below.
Falling back: An untended prisoner who is not within 3" of a friendly or enemy
unit falls back 2D6” directly towards their own long board edge at the start of
their own movement phase. They skirt around enemies, staying 3” away during
their move.
Regrouping: Prisoners immediately stop falling back once they are 12” away from
their own long board edge. They also regroup within 3" of a friendly scoring
unit.
Assaults: Prisoners do not make pile-in moves. If a scoring unit within 3" of a
prisoner wins an assault, it can make a consolidate move with the prisoner.
Game length: Between 5 and 7 turns (Ending the Game, p.90)
Victory: The player who rescues the most of their own prisoners wins the game. A
prisoner is rescued only if under the control of a friendly scoring unit at the
game’s end, or if regrouped within 12” of the player’s own long board edge. 10
Points
Draw: The players rescue the same number of prisoners, or both fail to rescue
any. 5 Points
Nov 21st
DIRTY DEEDS
Done dirt cheap.
Objective: Carry out a covert assassination mission on multiple targets.
Dirty Deeds: Exchange army lists before the battle. Study your opponent’s
army list and secretly choose at least 400 pts of complete units, vehicles
and/or independent characters. You cannot nominate partial units, and you must
include any transport vehicles where they have been purchased as an upgrade. The
targets can be from any categories of the force selection.
Write your choices on a piece of paper. Keep your list secret, and do not reveal
your choices to your opponent until the end of the battle. These will be
your major targets for the battle; you must wipe them all out to the last model
to claim victory.
Deployment: Spearhead – Table quarters (p.93).
Once the first player has finished deployment, he or she must clearly identify
each unit, character and vehicle to the opponent, referring back to the army
list. Clearly indicate which units if any are being held in reserve. This step
is important, as it helps your opponent identify the models that they have
chosen as their secret targets. The second player should do likewise once they
are fully deployed.
Special rules: Deep Strike, Infiltrators, Scouts, Reserves, Dirty Deeds
Game length: Between 5 and 7 turns (Ending the Game, p.90)
Victory: One player wipes out all of their secret targets to the last model. 10
points
Tie-breaker: If both players wipe out all of their secret targets, count back on
total Kill Points for the whole army (Annihilation p.91). Include all units in
this count, not just the target models. The player who has inflicted the most
Kill Points is the winner.
Draw: Neither player successfully wipes out of all of their target models. 5
Points
Dec 5th
Standard Mission selection from the big rule book