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CustomTitle

Found 2 results

  1. Hello Warlords of the Chaos wastes! I have been playing 40k since 5th edition, and with the release of 10th, I wanted to try and make an incredibly challenging and immersive large game for my player group. The inclusion of boarding action rules making the jump from 9th to 10th helped inspire me to do this, as well as a general love of siege warfare picked up from playing the Iron Warriors. To summarise, in this mission, the attacker must break past my Iron Warrior blockade and into Warsmith Du'Rak's fortress. They are to locate and rescue a powerful navigator the Iron Warriors captured on a previous raid, to prevent them from learning of secret warp routes. The fortress is shielded from teleportation, so the attacker cannot initially deep-strike a terminator squad to clear the place out. Instead, they must storm the walls and break in themselves. While an incredibly difficult mission for the attacker (by my estimate) I am hoping the overall challenge, complexity, and immersion (I plan to have a system in place where the Navigator's master will be relaying information to the attacker as the game goes forward) of the mission will attract players from my group to try it, in particular, a good friend of mine who plays Imperial Fists (while mortal enemies on the tabletop, I ensure you that IF and IW players are the best of friends from a shared love of walls and trenches) who I'm certain will love to give this mission a go. I went and got the boarding actions terrain kit from my LGS and have only just finished cutting it out of the sprue. I've noticed that while doing some test assembly that the double wall pieces don't slot in very easily, so I'll need to file that down sometime in the future. For now, here is the set up for my interior stronghold. Those who have Arks of Omen Abaddon will recognise the setup from one of the scenarios, and this is because that mission breaks the board into five chambers, which is what I wanted to do for my castle. This is going to go behind a large wall, and the attacker will need to enter at one of the three objective markers, either by storming the main gate (entry 2) or by getting models atop the outer wall and "embarking" into one of two towers (entries 1 and 3) What I want to do to amp up the difficulty even more is cover each chamber with a bit of cardboard in the shape of the room so that the attacker will effectively be going into each room blind. Each chamber will also have a lot of scatter terrain in it to convey a rooms purpose, stuff like an armoury, command centre, that sort of thing. The hostage the attacker will need to collect will be in the medical facility (here marked with a hated Imperial Fist Chibi). I did see Mantic games has a sci-fi terrain set which I will get to act as terrain. For the moment however I'd like to make a start on the main walls. I've elected to paint my walls in this style, as found in Duncan Rhodes' Painting Academy tutorial on youtube. As a general rule, I like to write up the steps found in these style tutorials, which makes it easier for me to reference whenever I'm actually painting. That's all I have for my first post. I have one set of walls set up to be painted (funnily enough the type found in Duncan's tutorial, purely because they slotted in easiest without need of further intervention) which I hope I can show in my next update. I will also hope to expand further into the mission rules. See you then, Spiros14
  2. +++ Solar One, Temple; Two minutes to push, roll call +++ ++ Solar flight, as fragged ++ ++ Ferrum flight, as fragged ++ ++ Thud flight, as fragged minus one ++ +++ Solar One, Temple; package as fragged minus one, green east +++ ++ Temple, Solar One; pushing ++ BACKGROUND While a Bombing Run may suffice for many targets found on the battlefields of the 41st Millennium, there exist some targets that require more focused application of airpower. FORCES Players should agree on an appropriate force size, typically between 100 to 200 points. The attacker's force must include at least one aircraft armed with ground attack weapons. The defender's force must include at least one aircraft. For every 50 points available to the attacker, select one (1) objective. SETUP On a rectangular board, players should choose one short edge for the attacker, the other for the defender. The attacker then places one of the objectives anywhere inside the quarter of the board closest to the defender's edge - this is the Primary Target. The defender then places any remaining objectives anywhere within 9 hexes of the primary objective. The defender then places any ground defenses (or determines their location) within his half of the board. Following this, players alternate placing aircraft - attackers along her board edge, defenders within the closest board quarter to his edge. SPECIAL RULES Reserves - both sides may place up to 40% of their aircraft in reserve. Reserves enter from a board edge within their sides board half. Pop Up Threat - the defender may choose to conceal the position of one-third of their ground defenses, recording their position on the board instead of placing them during setup. These defenses are revealed when they fire, or when an attackers aircraft ends it's move in the same hex. VICTORY CONDITIONS The defender scores 2 points for each attacking aircraft destroyed, as well as 2 points for each surviving objective. The attacker scores 8 points for destroying their primary objective, and 2 points for each secondary objective. Additionally, the attacker scores 1 point for each destroyed ground defense. Posted from the phone, so formatting and such may be weird.
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