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BATTLE AT THE FARM
|
UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-3 | 0-3 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-3 |
HEAVY SUPPORT | 0-3 | 0-3 |
1 Set up the board as normal.
2 The Defender picks the Attacker’s entry edge. The Attacker may now place the six loot counters anywhere at least 6" away from any board edge and at least 24" away from the Attacker’s entry edge. The Attacker secretly records which loot counter is the real one.
3 The Defender deploys at least 4" away from any board edge and at least 24" away from the Attacker’s entry edge. The Defender uses the Hidden Set-Up rules (note: no forces may be held in reserve).
4 The Defender gets to use the rules for Sentries, though may only have half the number usually available (so, Space Marines would get only 3 sentries, not 6). Sentries may be placed anywhere at least 18" away from the Attacker’s entry edge.
5
The Defender gains...
+100VPs if no routed Attacker units leave the board by the end of the game and there is at least one Defending model alive at the end of the game.
+100VPs if his commander remains alive at the end of the game.
The Attacker gains
+100VPs if any character model (as defined by the rulebook) moves over the designated loot counter and survives until the end of the game.
+100VPs if the Defender’s commander is killed.
As veteran gamers will have guessed, this mission is based on the example scenario in the first edition of Warhammer 40,000 - Rogue Trader. Although the above mission can be fought with any two armies, the following information should allow you to re-create the scenario in a reasonably accurate way. The differences between this scenario and the original reflect the manner in which the game has changed since its first incarnation. All troop selections described below are taken from the 40k rule book army lists.
The Space Marines - 320 points
The leader of the Crimson Fists Space Marines, Commander Pedro Cantor is trying to make it to New Rynn City where he hopes to organise the city’s defences against an organised Ork attack. Accompanying him are a small band of surviving space marines. They are currently about 5 miles from New Rynn City, trying to avoid enemy patrols by waiting for nightfall in a ruined farm. The Space Marine player has the following troops:
type | unit | description |
hq | COMMANDER CANTOR | Force Commander with bolt pistol and power fist |
troops | TACTICAL SQUAD | 4 Space Marines with bolt guns 1 Space Marine with missile launcher |
troops | TACTICAL SQUAD | 5 Space Marines with bolt guns |
troops | TACTCIAL SQUAD | 5 Space Marines with bolt guns |
The Orks - 320 points
The Ork Boss, Thrugg ‘Bullneck’ is leading his warband to recover some valuables he had previously hidden in a ruined farm house. As always, he is accompanied by his loyal companion Hrukk. They are not expecting any resistance. The Ork player has the following troops:
type | unit | description |
hq | THRUGG | Nob (counts as Independant Character) with kustomized slugga (counts as plasma pistol) and big choppa |
troops | HRUKK'S SHOOTA MOB | Nob with shoota and big choppa 12 Boyz with shootas |
troops | SHOOTA MOB | 10 Boyz with shootas |
troops | SHOOTA MOB | 10 Boyz with shootas |
This adaption of a Games-Workshop scenario was inspired by an adaption of the "Skirmish on Rynn's World" scenario, a scenario published in White Dwarf. The adaption (by Mathew Sprange?) of "Skirmish on Rynn's World" can be found on The Colossal 40k Resource Site.