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A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Saturday, April 14, 2012

Mission critical (40K):Tanks a lot


Background: 
After a particularly viscous battle between the loyalists and rebels on Spandex five. Both side have broken off contact, littering the battlefield with wrecked and abandoned vehicles. As night falls salvage teams from both sides make their way back on to the battlefield to see what they can claim. Each side is willing to recover what ever they can by any means necessary.

The Forces:
Each side has control of a 600 point force chosen from their codex with the following restrictions;
Salvage force
1 HQ or Technical unit*(can not cost more than 100 points including equipment)
2+ troops (each unit can not cost more than 150 points including equipment)
The salvage force may not contain any elite,heavy or fast units and can not bring its vehicles.

*A technical unit would be whatever unit would be responsible for repairing or maintaining the forces vechicles eg Tech marines, Enginseers, etc

Old Breed try stop Iron Warriors from reclaiming a wrecked predator

Terrain:
The battle is fought on a 4'x4' table. Set up the table as normal. Deploy the tanks as per the wrecking yard special rule.

Deployment:
Roll off to pick table edge. The Winner starts the game and moves his models on from his chosen table edge. The opposition moves their models on from the opposite table edge, There are no reserves allowed.

Game length:
The game lasts for eight turns or until all the wrecks are salvaged.

Special rules:
Night fight (see main rule book)

Engiseer inspects Vanquishor under escort

Wrecking yard
The battlefield is covered in wrecked and abandon tanks that both side would like to acquire. Roll 2D6 to see how many wrecks are on the battlefield. Roll a D6 to determine which player gets to place the first wreck. Starting with the first player place one vehicle of any type from their codex on the battle field. The wreck can not be within six inches of the edge or within six inches of another wreck. Players alternate placing wrecks until all the wrecks are deployed.

Salvage squad;
If a Troop unit (not the HQ) ends its turn with one of its models in base contract with a wreck. I can attempt to salvage it. D3 guardsmen (or 1 marine) is removed from the squad and roll a D6 and consult the charge below. Regardless of the result the removed models can not be returned and a wreck can only be salvaged once.

Iron Smith attempts to recover a Predator

  1. Write off – the wreck counts as being salvaged but takes no further part in the game
  2. Out of Ammunition - the wreck counts as being salvaged. In addition the controlling player can now move but not shoot the vehicle.
  3. Drive damage- the wreck counts as being salvaged. In addition the controlling player can now shoot one randomly determined weapon but not move the vehicle.
  4. Track damage- the wreck counts as being salvaged. In addition the controlling player can now shoot all weapons but not move the vehicle.
  5. Not bad- the wreck counts as being salvaged. In addition the controlling player can now move and shoot one randomly determined weapon .
  6. Jackpot- the wreck counts as being salvaged. In addition the controlling player can fully use the vehicle for the rest of the game.
Victory conditions:
Which ever side salvages the most wrecks is the winner.

Old Breed takes aim

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