Sunday, September 7, 2014

Counter Thrust 14th September (WASMEx)



Sunday the 14th of September is the second Legendary game for the Secession!  We will be playing "Counter Thrust" found in Horus Heresy Book I "Betrayal" on page 161, with some alterations.

Please note that only the following Legions (all of which are Secessionists) are actually present on Isstvan III: Scions of Guilliman, Blood Angels, World Eaters, Emperor's Children, Luna Wolves.  Given that we want everyone involved and a truly massive game we are obviously going to have all the Legions we can present.  As such players must decide if they represent a Imperialist or Secessionist part of one of the Legions present.  This choice has nothing to do with which side your Legion is actually on, unless you are fielding a Primarch in which case you must be on the Secessionist side.

On to the Scenario


Armies
 Players may choose to use an Unbound army or use any of the Age of Darkness Force Organisation Charts.  If a player wishes to use a Rite of War they must use the Age of Darkness Force Org. Chart.

  All players have 2,500 points to spend on their armies.  All normal buying criteria apply with the following exceptions:
-No fortifications may be taken
-Any player that cannot spend 2,500 points may give their left over points to any other player on the same side.

  Imperialist players have the following exceptions:
-No Primarchs may be taken
-No Titans larger than a Knight Titan may be taken. -Any player that cannot spend 2,500 points may give their left over points to any other player on the same side.

Battlefeild
The game will be played on a 12'x4' table (or a 6'x4' if we have too few players).

Deployment
  Warlords: Before deployment each player picks a single warlord from any eligible model in their army or armies and rolls their warlord traits.
   Secessionist players deploy first.  Deploying their armies entirely in either or both of the Secessionist Deployment Zones.  Infiltrators and Scouts may be used as normal.  Outflank has no effect in this scenario.
  Imperialist players deploy in the Imperialist Deployment Zone.  Scouts and Infiltrators may not be deployed into the Breakthrough Zones.  Outflank has no effect in this scenario.
  Reserves from either side may come on from any board edge touching their deployment zone.  

First Turn and Game Length
Imperialists get first turn unless the Secessionists can seize the Initiative.  The game lasts for 7 turns, or once time is called.

Victory Conditions
  Primary
Each enemy unit that is completely destroyed, falling back at the end of the game or off the table is worth 1VP, Super Heavies are worth 1VP per 3 Hull Points lost.
Imperialists  earn 1VP for each unit of at least one model in a Break Through Zone at the end of the game.  Superheavies are worth 1VP per 3 Hull Points remaining.  Immobilised vehicles gain no VP.
Secessionists earn 1VP for each Imperialist unit that has at least 1 model in No-man's land or the Imperialist Deployment Zone at the end of the game.
  Secondary
  Slay The Warlord:  each warlord gives up 1VP.
  First Blood:  When a unit is destroyed the destroying player will gain First Blood and the player who's unit was destroyed can no longer gain first blood.  This will mean tere is a number of VP for first blood equal to 1/2 the number of players.
Mission Special rules
Ash and Darkness: Before Deployment roll a d6:
1-2: the game is played normally
3-5: Night Fighting rules apply for the whole game
6: Night Fighting is in effect for the whole game, and any target that is more than 24" away may only be attacked with snap shots.

Reserves: either side may come on from any board edge touching their deployment zone. 


Campaign Special Rules
CP will be tracked differently for this scenario.

Playing the game: 6CP
Being on the winning side: 3CP
Killing a Primarch: 1CP
Killing a Super Heavy: 1CP
Memorable Moments: bonus CP   

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