battle for hades hive v3

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 - MAWS40K.BLOGSPOT.COM - BATTLE FOR HADES HIVE Briefing In the Second Battle for Armageddon, Thraka’s Ork forces thunder across the planet in a bloody campaign, eventually coming up against Commissar Yarrick’s stalwart defenders of Hades Hive. Battle rages everywhere, can the defender s hold the Green Tide back, and will the Blood Angels strike  force arrive before the Hive falls? Forces Imperium 9000pts Commissar Yarrick and Imperial Guard Defenders Dante and Blood Angels Strike Force Orks 10,000pts Ugulhard’s Boyz Big Mek Lugnutz Oiler Krew Deployment The attacker places all of his forces within 12" of his table edge. No units may be held in reserve unless they enter play via deep strik e. The defender then places all of his troops on the board. He may place his models anywhere on the board providing that they are more than 18" away from any attackers. The defender may keep models in reserve, see the special rules for more details. First Turn: The Orks (as the attackers) take the first turn.

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-  MAWS40K.BLOGSPOT.COM -

BATTLE FOR HADES HIVE

Briefing 

In the Second Battle for Armageddon, Thraka’s Ork forces thunder across the planet in a bloody 

campaign, eventually coming up against Commissar Yarrick’s stalwart defenders of Hades Hive.

Battle rages everywhere, can the defenders hold the Green Tide back, and will the Blood Angels strike

 force arrive before the Hive falls? 

Forces 

Imperium – 9000pts

Commissar Yarrick and Imperial Guard Defenders

Dante and Blood Angels Strike Force

Orks – 10,000pts

Ugulhard’s Boyz 

Big Mek Lugnutz Oiler Krew

Deployment 

The attacker places all of his forces within 12" of his table edge. No units may be held in reserve

unless they enter play via deep strike.

The defender then places all of his troops on the board. He may place his models anywhere on the

board providing that they are more than 18" away from any attackers. The defender may keep

models in reserve, see the special rules for more details.

First Turn: The Orks (as the attackers) take the first turn.

 

 

-  MAWS40K.BLOGSPOT.COM -

Mission Objectives There is a variety of objectives during a massive scale battle such as the Battle for Hades Hive.

1. Critical Objectives

The defender places three objectives (Comms Arrays) between 6" and 12" of the hive-edge of the

board.

The attackers are willing to risk all to gain a foothold in the city. The attackers gain 10 objective

points if at the end of any turn there is an unengaged Viable Unit touching either of the Critical

Objectives and the “Activation Roll” is passed. (Bystander rolls a D6, if 5 or 6, station is active this

turn).

2. Minor Objectives

There are several minor objectives around the board in No Mans Land, these can be captured by

either side. At the end of the game, a unit controlling these gains 4 objective points.

3. Kill Points

Each Kill Point gives 1 objective point to the opponent.

Special Rules 

Viable Units: The forlorn hope is all about pouring men and resources into the breach in the

hope that they can crack open the defences. Rank is of no consequence and survival is

unlikely. A viable unit is any squad or monstrous creature that is unbroken or any vehicle

that is mobile and has a Weapon Skill characteristic (so you can’t whizz in and steal the

objective with a Trukk or super-charged Rhino).

The Bombardment: As the attack is launched command will fire a vast quantity of ordnance

at the defenders in the hope of forcing them to keep their heads down. In the first attacker

Shooting phase, the controlling player should first resolve the bombardment. Place D6+1

small blast markers on the battlefield and scatter them as normal (Ballistic Skill 2). Models

touched by the blast markers suffer a Strength 5, AP 6 hit. Any units that suffer casualties

must immediately take a Pinning test.

The Withering Hail: Advancing into breach is tantamount to walking into the jaws of hell  – 

the defenders will pour firepower onto the foe, desperately poking guns over parapets and

firing wildly in the hope of whittling down the foe. Before the attacker takes his first turn,

every infantry model in the defending force may fire a single weapon with BS2.

Endless War: Each unit that is removed (excluding Super Heavies and Flyers) can return onto

the board the following turn, as though entering from reserve (this must also be the same

method they use to enter, e.g. if they deep strike in to begin with, they deep strike when

returning). Units that started on the board, must come in from their board edge.

It is an identical unit that returns onto the board. Units that have a dedicated transport can

remove their transport (if the unit has died but transport still going) to return onto the

board (the driver goes back to taxi a fresh load of guys!)

 

 

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Imperial Characters

Young Commissar Yarrick

  Commissar Yarrick, as per Codex: Imperial Guard

  Remove Battle Klaw, Force Field and Bale Eye

  Replace with Refractor Field and Power Sword

  170pts

Captain Mortiar

  Space Marine Captain from Codex: Blood Angels

  Power Sword, Iron Halo, Melta Bombs, Eternal

Warrior

  The Chosen: If Moriar is still alive at the end of the

battle, the opponent gains 1 Objective Point.

  Blade Fury: Re-rolls failed To-Hit rolls in Combat

  140pts

Librarian Calisturius

  Librarian from Codex: Blood Angels

  Psychic Powers: Wings of Sanguinius and Unleash

Rage

  Plasma Pistol and Force Weapon

  If Calisurius is killed, from the next turn roll a D6, on

the result of a 5 or 6, he returns as Mephiston, Lord

of Death, using the rules from Codex: Blood Angels.

Roll each turn until he shows up or game has ended.

  120pts

Sergeant Tycho

  Sergeant of a Tactical Squad, chosen from Codex

  Power Weapon, Bolt Pistol, Bolter.

  If Captain Mortiar is killed by the enemy, Tycho is

promoted and becomes Captain Tycho from Codex.

Including all Wargear changes.

  50pts

Commander Dante

  As per Codex: Blood Angels

 

 

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Ork Characters

Warboss Ugulhard

  Warboss stats from Codex: Orks

  Power Klaw, Twin Linked Shoota Cybork Body,

Bosspole, Eavy Armour

  Tuska’s ‘Elmet: +D3 attacks when charging, rather

than +1.

  Red Mist: Ugulhard takes a LD test at start of Assault

phase, if passes, he can re-roll failed to-hit rolls. If he

fails, then the enemy re-rolls their hits against him

  140pts

Big Mek Lugnutz

  Ork Big Mek from Codex: Orks

  Power Klaw

  Kustom Force Field

  Master Protector: Once per turn, a vehicle claiming a

cover save using Lugnutz’s Force Field, may re-roll the

result if it fails.

  140pts

Dregrot Urty’Ead 

  Ork Weirdboy from Codex: Orks

  Warphead Upgrade

  Big ‘Ead: Dregrot can use 2 powers per turn, roll for

each one separately.

  110pts

Thanks 

This is a display game by Manchester Area Wargames Society, for Phalanx 2011. For more

information about Manchester Area Wargames Society (MAWS) check out our website:

www.maws.org.uk and our blog http://maws40k.blogspot.com 

Thanks to all those involved and everyone who enjoys the game!