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Miniature Gaming › GW Warhammer 40k › Lucky 13's Mega-Battle #2 › Community Forums › Merlyn's Comic Books and More
         
Lucky 13's Mega-Battle #2

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fe2mike
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Joined: Jan 01, 1970
Posts: 397
Location: Merlyns

PostPosted: Wed Mar 12, 2008 2:03 am    Post subject: Lucky 13's Mega-Battle #2

Sun March 30th, Game starts @11AM, be here @ 10AM if you want to play!

NOT ON MY WATCH!
Things looked bleak for a minute on Bonners Reach, but we held firm with the faith that our reincorcements would arrive. When they did, those fething greenskins certainly got a dose of our unforgiving wrath. It was a beautiful sight seeing those blighters running over the horizon. I close my eyes and that memory comforts me even now. Its funny. Here we are, light years from the Scarus Sector, and we find ourselves in the same position. In another Emperor-forsaken trench, scanning the horizon with itchy trigger fingers. Hell, you could tell me we were still on Bonner’s Reach and I wouldn’t question it. The only difference between then and now is that this time, we’re on the defensive, tasked with defending the research installions at either end of the encampment., and this time, the enemy is a whole lot uglier. Scuttling sharp toothed beasties have been popping up all around the perimeter, but just like last time they’ll crumble under the might of the Mordant 13th. I suppose the old saying rings true. The more things change, the more they stay the same.

Scenario Rules
This Scenario follows all of the rules detailed on page 17 of the Apocalypse book with the following additions and amendments.

• Setup. The line that indicates No Mans Land is preset and travels down the center line of the table, from one short table edge to the other. The side that has the most Imperial armies as part of its makeup may choose which deployment zone to deploy in. This represents the extensive scouting of the area the Imperials have made prior to the Tyranid assault. The Imperial side then sets up two bunkers or suitable pieces of hard cover, area terrain at either ends of the table, in the Imperial Deployment Zone, 18” from the short table edges. These two pieces of terrain are research stations and count as Vital Objectives per the rules in the Apocalypse book. After deployment zones are chosen, the Imperials may set up additional terrain for their Flank Strongpoints (see right).The table should have approximately 1 objective for every 2 players participating, including the objectives already placed. The remaining objectives will be a combination of city ruins and objective counters provided by the store and players and are deployed as per the normal rules. The example shown below is for a table 12’ x 4’, but sizes may vary.

• They’re Everywhere Man, Everywhere! Players on the side ofthe Tyranids (all Tyranid players are on the side opposite the Imperials) may deploy units held in Strategic Reserve along either short table edge in addition to their own friendly board edge. Units coming in from either short table edge may not assault the round they come into play. Tyranid players may field one painted unit of Gaunts with the Without Number special rule without having to pay the additional cost of +3 pts per model.

• Flank Strongpoints. To represent the success the Imperials had in their previous battle, and the defensive measures their timely victory has allowed, they receive the Minefields and Obstacles Battlefield Assets in addition to any Strategic Assets their side may normally take. Remember that either side may not have duplicate Strategic Assets, even though these two are in addition to the ones normally allowed to the players. It is recommended that the Imperial side uses these defensive measures to protect the Vital Objectives at either end of the table from the flank attack of the Tyranids and their allies.

Mustering Forces
You may bring a force between 1,500 pts and 3,000 pts to the battle. You may include any units detailed in any Codex, Approved White Dwarf Article, Imperial Armor Book or Datasheet, but must have a copy of the rules for each unit you intend to field. You may choose units from multiple codices, but allied forces may not be designated as hated enemies as per the Allies Matrix on pg. 198 of the Apocalypse Book. You may choose one Strategic Asset for your force regardless of size. A difference in points per side will be mitigated by inclusion of additional Strategic Assets as per the standard Apocalypse rules.

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-Mike
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fe2mike
Bouncer


Joined: Jan 01, 1970
Posts: 397
Location: Merlyns

PostPosted: Sat Apr 05, 2008 7:33 am    Post subject: Re: Lucky 13's Mega-Battle #2

I hate bugs, I'm still seeing them everywhere.
after action:
13000pts of Imperial Guard, Space Wolves, Black Templar, Grey Knights, Deathwing, and Eldar squared off vs 13000pts of Bugs, Tau, and Renegade Guard.

I had a ton a fun and thought it went pretty well for such a crazy amount of points.

Despite some valiant efforts from the Imperial side, the bugs were just too overwellming in the end.

Thanks to all who attended and played, hope all had a good time.

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