*END UPDATE*
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This was the board setup... disregard the inches marks... they're supposed to be feet. |
So... I played one of the most awesome games of 40k I've ever played tonight. The mission was... unique, to say the least...
The game went like this:
Background:
Farseer Madiyas of the Saim Hann craftworld after casting the runes saw a swirling vortex that would cost thousands of Eldar lives if not quelled swiftly. At the heart of this maelstrom was a human dignitary from the planet the mon-keigh call Tarsis Ultra. The planet is currently acting as a staging point for several chapters of Space Marines a well as a regiment of Imperial Guard. Knowing that his craftworld lacked the military might necessary to face such an assemblage of forces he and his council of seers decided upon a desperate plan. They would lure a host of their dark kin from the webways and a splinter of hive fleet Leviathan to the planet. Tarsis Ultra would be utterly destroyed by such a force, but the concern of the Eldar is that the machinations of Chaos are stopped, no matter the cost.
Mission Summary:
With Hive Fleet Leviathan bearing down on Tarsis Ultra the forces of order must fight a desperate delaying action to ensure that the remaining planetary dignitaries are evacuated.
Points:
6000pts per side divided among all players on the team
for example if the FoO have 4 players then each player brings 1500 list following normal force org
Board Size 4' x 12'
Forces of Order deploy first anywhere on the table or in reserve
Forces of Disorder go first and can either be in reserve or come in on first turn like dawn of war
Objectives:
Forces of Order
Defend the evacuation craft
Forces of Disorder
Destroy the evacuation craft before they are able depart the planet
Evacuation Craft
Starting on turn 2 roll a d6. On a 4 up the next evacuation craft arrives. Roll a d3 to determine the number of game turns the craft remains on the planet loading passengers
While landed the evacuation craft have 4+ cover saver from enemy shooting but count as stationary for assault purposes. The evacuation craft can fire their weapons normally during the FoO turn.
After the number of turns have elapsed the evacuation craft depart the battlefield at their max speed toward the defenders board edge.
Evacuation Craft (Stormraven Gunships)
FA 12 SA 12 RA 12
Fast Skimmer
TL-Multi Melta - Nose
TL-Lascannon - Turret
Ceramite Plating
Power of the Machine Spirit
End of Game
Game ends when either the last craft is destroyed or is safely off the table.
Winning
The side that either defends/destroys the most evacuation craft wins.