battle for hades hive v3
TRANSCRIPT
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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.
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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!