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M1831379a 40K Doubles Scenarios
M1831379a 40K Doubles Scenarios
Reserves: The remaining consolidators must be placed in reserve and will have the Outflank mission special rule at no extra points cost. Aggressors can only hold units with the Deep Strike special rule in reserve. First Turn: The Aggressor takes the first turn as they move both Forces onto the board from opposite long board edges. (Decided by Aggressor) Game Length: At the end of turn 5 role a dice, on a 1-2 the game ends immediately on a 3 or more the game continues. If the game continues then a D6 is rolled at the end of turn 6 and on a 1- 3 the game ends. If the game continues again then continue to the end of turn 7 at which point the game will end automatically. Victory conditions: The side holding the most objectives at the end of the game is declared the winner. If both players are holding the same number of objectives then Kill Points will decide who the winner is, if the results are still tied then the game is declared a draw. Fall Back: Any units falling back will do so towards the nearest board edge.
Scenario 2:
Secure the Relic:
A very powerful relic of great importance dating back to the Horus Heresy has been discovered on a desolate planet in the far corners of the galaxy believed to have been left in the aftermath of crashing wreckage from a fierce space battle. Various smaller artefacts also litter the area and both Armies want them for their own ends, be they for good or evil your missions is to recover them at whatever cost! Side Selection: Each team rolls a dice and the winner chooses to be Aggressor or Consolidator. Each side then choose the two Stratagems they will be using. Deployment: For this game each Relic (objective) is deployed prior to any models being placed on the board. There is one major objective in the board centre and then 4 minor objectives placed as indicated in the map below, then the players role a dice and the Army with the highest role choose to go first or second. The Army that goes first choose a board corner and setup at least 1xHQ & 1xTroop from one Force Within 12" of the long board edge and within 24" of the short board edge. The Army going second then deploy at least 1xHQ & 1xTroop from one of their Forces in the next corner, clock-wise from the first. Then remaining Forces are deployed in different corners. (Allies should now be deployed in opposite board corners as indicated in the deployment map below.) Infiltrators are deployed after all Forces have deployed following the usual rules for infiltrators except that they cannot be deployed within 6" of any objective.
24"
12"
12"
24"
Minor Relic Major Relic Aggressor Deployment Zone Reserves: Both Armies must place any remaining units in reserve. Reserves enter play at any point 15" along any edge from the corner of their Deployment Zone. Any that cannot be placed on the board the turn they arrive are held back until next turn when they will arrive automatically. First Turn: The team that is going second can attempt to steal the initiative on a D6 roll of 6. Fall Back: Any unit falling back will do so toward their Forces table corner by the most direct route. Game length: The game will last for 6 turns. Victory conditions: There are 1 major and 4 minor objectives on the board. The major objective is worth 3 points and the minors are all worth 1 point each. The player with the most points at the end of the game is the winner. If there are an equal number of points then it will be decided on Kill Points. If the game is still a draw then it is a draw.
Scenario 3:
Convoy:
Armies are most vulnerable when moving between locations. This leaves the forces spread out with long battle lines to either side. Taking this into account the Aggressors have taken the opportunity to launch their attack! The Consolidators are prepared for this and have marshalled a sturdy defence which tactic will prevail? Side Selection: Each team rolls a dice and the winner chooses to be Aggressor or Consolidator. If one side is a double daemon alliance then they MUST be the Aggressor. Each side then choose the two Stratagems they will be using. Deployment: Divide the board in half along its length. The Aggressors now setup their ambush by deploying 1x troop and 1x other choice from each Force within 8" of opposite long table edges. The Consolidators now deploy their whole Army within 4" of the central line. (If the Consolidator Army contains multiple units that MUST deep strike, a maximum of 4 may be held in reserve). The Aggressors then finish their setup by deploying any remaining units in their Forces deployment zone. Infiltrators are setup after all other units have been deployed using the normal rules, if both team have infiltrators then roll off and the highest roller chooses first or second.
Reserves: The Consolidator Army can have up to 4 units with the deep strike special rule in reserve and the Aggressor can have any number of units in reserve. First Turn: The aggressor takes the first turn unless the Consolidator can steal the initiative on a D6 roll of 5+. Game Length: At the end of turn 5 role a dice, on a 1-2 the game ends immediately on a 3 or more the game continues. If the game continues then a D6 is rolled at the end of turn 6 and on a 1- 3 the game ends. If the game continues then continue again to the end of turn 7 at which point the game will end automatically. Fall Back: Any consolidator unit forced to fall back will do so towards the centre of the board. Once reaching the centre of the board the unit will immediately regroup no matter its casualties. Aggressor units forces to fall back will do so towards their Forces board edge. Victory Conditions: This game uses the Kill Points victory conditions as both sides want to cause as much damage to their enemy as possible while achieving their own missions.
Scenario 4:
Liberatus:
During war dastardly deeds are committed by both sides and resources are captured to be bartered with later or heroes taken to be tortured for information or just to appease a bloodthirsty god! In this scenario the Consolidator has taken a bounty of pillage from the Aggressors (as mentioned above this can be a fallen hero, holy relic, your favourite Squig or something of equal value to you) and is determined to use it for their own ends. The Aggressors have to get it back before they are lost for good and the Armies spirit broken. Side Selection: Each team rolls a dice and the winner chooses to be Aggressor or Consolidator. Each side then choose the two Stratagems they will be using. Deployment: The board is divided into 4 quarters. The Consolidators choose 2 opposite quarters to set up in. They then deploy up to 1xHQ, 1x Troop and 1x other unit from one Force into one quarter, the second Consolidator then does the same in the opposite quarter. They then place 2x objective markers in each quarter, no closer than 12" to any of the table edges and not within 12" of each other. The remaining Consolidator units are kept in reserve. The Aggressor then deploys a minimum of 1xHQ, 1xTroop and 1x other from 1 Force into one of the remaining table quarters At least 6" from any of the central lines and 12" from the central point. The 2nd Aggressor Force then does the same in the opposite quarter. Infiltrators that are being used from the selection above are then setup anywhere on the board following their usual setup rules.
2x Objectives
2x Objectives
Reserves: Any units not deployed on the board at the start of the game are considered to be in reserve and follow the normal reserve rules. Reserves enter play anywhere on their Forces board edges no closer than 6" from either central line. First Turn: The Aggressor always takes the first turn. Fall Back: Any units forced to fall back will do so towards their Forces board quarter by the most direct route, dropping any objectives they may be carrying as a result of their panic. Game Length: At the end of turn 5 role a dice, on a 1-2 the game ends immediately on a 3 or more the game continues. If the game continues then a D6 is rolled at the end of turn 6 and on a 1- 3 the game ends. If the game continues again then continue to the end of turn 7 at which point the game will end automatically.
Scenario 4 continued:
Victory Conditions: Each of the objectives is worth 2 points to the Aggressors if it is taken back to and held by a scoring unit in their deployment zone. (See special rules section below for how this works) and each objective held by a Consolidator scoring unit at the end of the game is worth 1 point to the Consolidator. The winning side is the Army with the most points at the end of the game. If the score is equal then use Kill Points as a decider. Special Rules: Moving Objectives - Only the Aggressors can move objectives as they are so determined to liberate their fallen commander / pet Squig etc whereas the Consolidators are to busy attempting the ritual sacrifice / official execution that they must remain stationary. The aggressor may move objectives by moving any infantry unit into base to base contact with it; they can then move the objective in their next movement phase. The unit dragging / carrying an objective may still run in the shooting phase. Jump infantry however, must move along the ground. Shooting and Assault are not affected by carrying an objective except that the unit carrying the objective will always count as having moved even if remaining stationary. Note: If the unit carrying an objective enters assault the objective will go to whichever side wins, if the assault is a draw then the objective will stay with the side that entered combat with it. Objectives can be loaded into any transport vehicle and take up no transport slots.
Scenario 5:
Break Through:
The battles have been hard and demanding up to this point and the Consolidators find themselves holding out at their inner defensive line in a last attempt to stop any units from breaking through into their vulnerable inner sanctum. The Aggressors, now so close to victory, have to make this final push to smash through the solid defence of their enemy. Side Selection: Each team rolls a dice and the winner chooses to be Aggressor or Consolidator. Each side then choose the two Stratagems they will be using. Deployment: The Consolidators choose a long board edge on which to make their last stand, 12" from that board edge is their deployment zone. Each Consolidator Force then deploys their HQ and 1 other unit within this deployment zone. The Aggressors then have to set up their Army within 18" of the opposite board edge. Once this has been done the Consolidators then deploy their remaining units within their deployment zone. Infiltrators are deployed after the rest of the units and the Consolidator deploys theirs first.
12"
18"
Reserves: The Consolidators can place any number of units in reserve. The Aggressor must deploy their entire army on the board (Aggressor units which MUST arrive from deep strike i.e. Daemons, Drop Pods etc may still do so but must be placed, prior to scatter roll, at least 18" from the Consolidators board edge) First Turn: All 4 players roll off and the highest combined total takes the first turn. Game Length: At the end of turn 5 role a dice, on a 1-2 the game ends immediately on a 3 or more the game continues. If the game continues then a D6 is rolled at the end of turn 6 and on a 1- 3 the game ends. If the game continues again then continue to the end of turn 7 at which point the game will end automatically. Fall Back: Any units forced to fall back will do so towards their board edge by the most direct route possible. Victory Conditions: Each Aggressor unit that makes it off of the board from the Consolidators board edge counts as 1 break through point to the Aggressor. Each unit of the Aggressors that is destroyed is 1 kill point to the Consolidator. At the end of the game the Army with the most points is the winner. If the points are equal then use Kill Points as a decider. If the score is still equal then the game is a draw. For the purposes of this game, dedicated transports are not worth any break through or kill points to either Army..