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Hephaestus Scenario

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Hephaestus Scenario Empty Hephaestus Scenario

Post  AllmightyDM Wed Feb 29, 2012 10:25 am

Here's the scenario game I ran last night, seemed to go pretty well. Victory Points ended up 56 Imperial to 45 Chaos to 8 Tyranids. I definitely underpointed the Tyranid group, but we were on a tight time schedule, we still had a good time though.

Match notes:
First Turn: Each team will roll to see which goes first, second, and third. The third player may steal the initiative.
Force Org: The Imperial Coalition and Hordes of Chaos will each use 2 shared force orgs. The Tyranid team will use a single force org for their tyranid units.
Deployment: The Imperial Coalition and the Hordes of Chaos will deploy on the 4x8 table on their long edge in the back 12”. Team 3 will deploy within 12” of the central bunker, with reserves coming in from a small blast marker within it or from the sewer. First Turn is Night Fighting. The match will include roads.
Table setup: My notes only, the road will lead to the bunker from a short table edge taking the longest possible route. The sewer is a small blast marker and will exit the side of the large hill in the center of the map opposite the bunker flanked by buildings with anarchist guard. Terrain should be arranged to form a village with some light walls and fortifications around the bunker. The abducted and escaped HQs are placed during terrain setup by their respective players.
Capture Survivors: Any unit can capture survivors, including vehicles. A survivor is captured when it is uncontested and a unit moves within 1” of it. A non-transport vehicle with a captured survivor loses that survivor if any enemy unit is within 1” of the survivor. The survivors move with the unit at the unit’s speed from that point on (including skimmers, jump, jet, and bike infantry). To capture a survivor from a unit you must destroy the unit in close combat. Non-HQ, non-tyranid, non-dedicated transport units that are destroyed place a survivor in the middle of the destroyed unit. Survivors in units fleeing do not flee with the unit and stay where they are until captured. Tyranids that capture survivors automatically kill them. Allied units may transfer survivors back and forth during their turn at any point as long as they are within 1” of the survivor. A captured survivor must stay in coherency with its unit and follows runs and pile-in moves. A unit with survivors locked in close combat, but not destroyed retains its survivors for scoring purposes. Score for survivors will be tallied at the end of the game, not each time they are captured.
Controlling the Laboratory/Bunker: You must be within the ruins with a scoring unit uncontested by enemies to control the bunker.
Contesting the Laboratory/Bunker: You must be within the ruins with a model to contest, base contact does not count.
Investigating Crashed Alien ships: To investigate a crash any non-vehicle, non-walker, unit who is disembarked can search by being within 1” of the wrecked ship’s hull. Each alien ship can only be investigated one time on a 1-3 the ship contains d6 aliens who assault immediately and on a 4-6 the ship contains d3 survivors.


Imperial Coalition
An incurable mutant virus has swept through the sector and is ravaging its way outward nearly everyone and everything that has entered the sector has become infected including your forces. Billions of lives are depending on someone finding survivors of its early mutations. An encoded message has been received from the planet Hephaestus from an escaped abducted high ranking officers saying that they have vital information about the plague and require immediate rescue. The planet is an ex-imperial world that has fallen to traitorous rebels. It is of vital importance to locate and capture survivors of the plague or those infected with early strains of the virus. The encoded message also states that bunker that could be the key to all of this, search it and you could very well save the sector. A coalition of imperials and xenos has come together to ensure mutual survival.
Points: 3,000 split among the team
Force Org: Each player uses their own force org.
Deployment: The Imperial Coalition will deploy on the 4x8 table on their long edge in the back 12”. First Turn is Night Fighting.
Special Notes:
• Place an extra non-unique non-bike/jetbike HQ worth up to 150 points within 2” of the sewer. This unit is the Abducted HQ.
Your Objectives:
• Kill an enemy unit 1 point
• Kill an enemy HQ 5 points
• Kill the enemy Escaping HQ 6 points
• Rescue the HQ – 5 points, abducted HQ must run off of a friendly table edge and not be in retreat to get credit.
• Capture survivors – 2 points each
• Investigate crashed alien ships 4 points each. To investigate a unit cannot shoot or assault and must be within 1” of the crash site. Once per ship.
• Capture the Bunker – 5 points uncontested/per turn
• Send the Data – 15 points control the data terminal at the end uncontested.



Hordes of Chaos
A hidden experimental weapons base held by the dark eldar haemonculus Tzimische has fallen quiet after the release of a particularly potent strain of the mutant virus Vitae that is currently ravaging hundreds of worlds. This virus could be used to cripple the imperium, find survivors or newly infected and capture them. One of your agents was working in the facility when Tzimische mutated into a freakish genetically created abomination, he escaped with a small army of genetically enhanced tyranids following him. Fortunately an Imperial agent is running as well, hopefully you can outrun him! Planet side Imperials are already on the way, you must gain control of the bunker and destroy it and all relevant data pertaining the creation of the plague so that they cannot find a cure.
Points: 3,000 split among the team
Force Org: Each player uses their own force org.
Deployment: The Hordes of Chaos will deploy on the 4x8 table on their long edge in the back 12”. First Turn is Night Fighting.
Special Notes:
• Place an extra non-unique non-bike/jetbike HQ worth up to 150 points within 2” of the sewer. This unit is the Escaping HQ.
Your Objectives:
• Kill an enemy unit 1 point
• Kill an enemy HQ 5 points
• Kill the enemy Abducted HQ 6 points
• Rescue the HQ – 5 points, Escaped HQ must run off of a friendly table edge and not be in retreat to get credit.
• Capture survivors – 2 points each
• Investigate crashed alien ships 4 points each. To investigate a unit cannot shoot or assault and must be within 1” of the crash site. Once per ship.
• Capture the Bunker – 5 points uncontested/per turn
• Destroy the Data – 15 points control the data terminal at the end uncontested.



Tyranid/Dark Eldar Hybrids
Hephaestus used to be a secret bioweapons laboratory for a dark eldar Haemonculus named Tzimische, he saw the rebel imperial world as a perfect place to hide his experiments until he blended his genes with a particularly powerful tyranid, creating an abominable hybrid that is genetically superior to both. Unfortunately one of his experiments was released to early by rebellious guard looters and the plague spread to a multitude of worlds attracting the attention of both Chaos and the Imperium. With the knowledge of the haemonculus you have created genetically superior tyranids. Lead your precious few tyranids to protect your laboratory and fight off the invaders so that you may grow and perhaps use your genetic superiority to become the new ruler of the Hive Mind. Interestingly enough, you have also developed a psychic control over the anarchist guard in the area and at least for now they may be more useful for defense rather than food.
Points: 1,100 Tyranids, 400 Imperial Guard (no vehicles)
Force Org: Tyranids use their own force org, imperials may not field HQs, heavies, or vehicles.
Deployment: Team 3 will deploy Tyranids within 12” of the central bunker, with reserves coming in from a small blast marker placed within it or from the sewer. The blast marker is impassible terrain and no unit may be placed on it. The blast marker must be at least 6” away from the data terminal. Anarchist Imperials may not be placed in reserve, nor can they be within 18” of the data terminal or within the 12” deployment zones of the Imperials or Chaos. First Turn is Night Fighting.
Special Notes: Place one free Haemonculus Ancient with a group of tyranids in the Laboratory, he gains fleet of Foot, Leadership 10, Fearless, and 4+ armor save, he confers the Power from Pain special ability to his unit as well as his normal free pain token, his normal upgrades can be purchased as regular.
Prepared Defense – Before deployment of the Hordes of Chaos and the Imperial Coalition place 6 penny sized marker tokens on the field, three of these markers are landmines the other three are decoys. Note which ones are active and which ones are decoys. Any unit that begins or ends its movement within 2” of an active marker must make dangerous terrain tests. Remove decoys after a unit has started or ended its movement within 2” of them.
• Every surviving imperial anarchist squad 5 points
• Every surviving tyranid squad 1 point
• Survival of the Abomination Haemonculus Ancient 5 points
• Holding the laboratory ruins uncontested 8 points per round
• Holding the data terminal on the final turn uncontested 15 points
• Killing an enemy squad or vehicle 1 point
• Killing an enemy HQ 5 points
• Killing an Abducted (Imperial) or Escaped (Chaos) HQ 6 points
• Killing a survivor 2 points – to kill a survivor you must control it by being within 1” of it uncontested or steal it from another unit. Killed survivors are removed from play.
AllmightyDM
AllmightyDM

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Post  EmeraldWolf Wed Feb 29, 2012 11:12 am

This is really cool! I would love to take part in this sort of thing Smile
EmeraldWolf
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Post  AllmightyDM Wed Feb 29, 2012 11:47 am

Yeah, we have a battle report coming out as soon as Hinkel adds some music and edits it. The only change I noticed on there was that we used 2 force orgs per side, not 1 per player.

From what I saw, the Imperial Coalition spread over their deployment and rushed a myriad of objectives, gaining a huge point lead early on. Chaos castled up on the bunker with a bunch of tanks and around 4 demon princes. The player with Tyranids got assaulted by about 1/3 of the imperial force and lost it to their terminators and was finished off by Chaos shooting. Their anarch guard units got destroyed by the other 2/3 or the imperials, which was eldar jetbikes and grey knights.

I really enjoyed the huge amount of objectives and points. It made people really plan out how they were going to maximize point gathering and combat effectiveness.
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