Death Mire
Death Mire
Sample
Deployment
'Solid Ground'
DESTROYING OBJECTIVES THE FIRST TURN
Each objective should be modelled on a 40mm base, The Loyalist (attacking player) has the first turn
they are classed as being impassable terrain, but do unless the Secessionist player can steal the initiative.
not block line of sight. Each has an armour value of
12 and is destroyed by any Glancing or Penetrating SPECIAL RULES
hit they suffer. However to represent the fact that it is The following special rules from the Warhammer
difficult to be certain of their complete destruction at 40,000 rule book are used for this mission: Reserves,
range, they have a 4+ invulnerable save against all Night Fighting and Deep Strike. A player's Reserves
damage except that inflicted by an enemy model in may enter via any table edge in their deployment
assault. zone. Deep Strikes are further modified by the
Choking Skies rule below.
SET-UP/DEPLOYMENT
The game uses a 6' by 4' table which should have Hell Mire: All terrain including clear terrain outside of
terrain representing a swamp/wilderness world with the area of solid ground within the Secessionist
areas such as clumps of trees, dense foliage, player’s deployment zone is counted as Dangerous
wrecks, craters (representing sink holes), low hillocks Terrain for vehicles. In addition all terrain features
etc, with a total footprint of roughly a quarter of the placed on the board (which are not impassable)
table, dispersed evenly across the table in a mutually except the three structures and any in the space of
agreeable fashion. solid ground in the Secessionist deployment zone
are also classed as Dangerous to all models.
The table is divided into quarters for deployment, and
the two sides roll off to determine which has the Choking Skies: The dense, toxic fog which shrouds
choice of table quarters. The side which lost the roll the planet plays havoc with auspex and sensor
takes the diagonally opposite table quarter to their systems. As a result, the distance which any deep
opponent as theirs. striking unit or barrage attack scatters is doubled, (a
‘hit’, however, still lands on target).
The Secessionist player gets three structures (which
should be represented by buildings, ruins etc, with a ENDING THE GAME
footprint of not greater than 8" by 8" each,) which This game is played for six full game turns or until
must be placed by them within their table quarter, one side has destroyed the other.
forming a roughly triangular shape, with no structures
closer than 12" apart from each other. This creates
an area of ‘solid ground’ in the space contained Playing as part of the Badab War Campaign:
within the perimeter of the three structures. When played as part of the Badab War
Campaign (see Imperial Armour Volume 9), this
The Secessionist player then places their objectives mission is worth three campaign points to the
anywhere within their deployment zone. victor, and nothing in the case of a loss. This
result contributes to Phase II of the Badab War
The Secessionist player then may deploy their forces campaign.
anywhere within their deployment zone but not within
6" of the centre of the table.