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The Relic


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Campaign Overview

 

 

A Blood Angel outpost on a shrine world is attacked by an Eldar Craftworld with a vengeance. Unbeknownst to the Astartes, there is an artifact of great importance to the Xenos buried beneath the surface of the imperial world. The Eldar will stop at nothing in order to control the objective and slaughter the defenders who dare impede their goal.

 

Mission 1: First Contact

The Eldar have decided to assault a minor outpost that happens to be in the path of the main fleet in order to cut off communication and neuter the Imperial forces. Should they be successful, they will enter the planet completely unnoticed, and will be able to easily amass a larger force before the Imperials even notice they are there. However, should they fail the Blood Angels will be aware of the threat and will be able to hinder the enemy advance.

The winner gets an additional 250 points in the next two engagements. In addition, if the attacker wins the "Surprise Attack" special rule is in effect, and if the defender wins it is the "Entrenched" special rule instead.

 

Mission 2: Seize Ground (1250)

The Eldar launch on, regardless of the outcome, attempting to gain a foothold from which to launch their main attack. The Blood Angels will do anything to prevent this, fearing for their world.

Mission Special Rules:

The winner gets 250 points in the next battle. If the Eldar wins, they may choose to take a 500 point Tau allied force with the true allies special rule instead.

 

Mission 3: Dependent (750)

Eldar Victory: The Eldar have gained a foothold on the planet and now must attempt to establish a base and stall while reinforcements arrive, as there are not nearly enough for a full planetary invasion. They recruit a small Tau force by telling the Shas'o in charge how much of a threat to the Greater Good the Crimson Tears are. The Astartes must attempt to break the Eldar hold on the planet.

[big Guns Never Tire]

Crimson Tears Victory: The Astartes were able to push back the Eldar, and now must go on the offensive to drive them off of the planet all together. Their Xeno taint can not be allowed to remain.

[kill points]

 

Mission 4: Dependent (1000)

Based on missions 2-3 score only. Eldar-CT

2-0: The Eldar are pushing the CT back. They have them on the run, and now will engage them on their own turf. The Eldar have a forward position with all sorts of valuable equipment they must protect, while the CT must guard their fallen captain, shot down by enemy rangers, while capturing or destroying the enemy equipment.

[monobase]

1-1: There is no clear winner in the engagements, and the battles have gone back and forth. Both sides will be trying to get the upper hand. The now engage on equal terrain, though a battlefield strewn with strange objects of variuos tactical use. The two armies will face off using speed to capture and control them as quickly as possible.

[FA Recon]

0-2: The CT are on the offensive, pushing the Xenos back off of the planet. The Eldar make one lase desperate stand, trying to keep some foothold into the world. Should they fail, their assault will be all but over.

They have the "Entrenched" special rule. [meatgrinder]

 

Mission 5: Dependent (1500)

Based on missions 2-4 score only. Eldar - CT

3-0: The Eldar have almost achieved their goal, but they have not achieved victory yet. Now they will attempt to seize the relic, though the CT don’t know that is their goal until the battle starts. The Eldar have the "Surprise Attack" special rule.

[the relic]

2-1: The Eldar are pushing the CT back. They have them on the run, and now will engage them on their own turf. The Eldar have a forward position with all sorts of valuable equipment they must protect, while the CT must guard their fallen captain, shot down by enemy rangers, while capturing or destroying the enemy equipment.

[monobase]

1-2: There is no clear winner in the engagements, and the battles have gone back and forth. Both sides will be trying to get the upper hand. The now engage on equal terrain, though a battlefield strewn with strange objects of variuos tactical use. The two armies will face off using speed to capture and control them as quickly as possible.

[FA Recon]se

0-3: The Eldar have all but been defeated. They may choose to start the campaign over again, but with a 10% detriment (unless they win 3 consecutive battles, in which case it is back to normal). This time they may take Tau allies for every battle, and start with a 500 point tau force that uses the True Allies special rule.

 

http://imageshack.us/a/img6/9559/campaignflowchart.png

 

Special Rules:

True Allies: This is the core force of allies that will fight in every battle. Record the strength of this force at the end of each battle: the same units that survive one battle will fight in the next. In addition, for every squad that is wiped out completely, or to below half strength, us the "Weak in numbers, strong in will" special rule.

Surprise Attack: The defenders are caught totally unprepared for the deadly assault. As such, they must keep half their units in reserve at the start of the game. They may not outflank or Deepstrike any units, and may not have any units infiltrate or make scout moves. In addition, the attacker all have Furious Charge and Fleet on their first turn.

Entrenched: The defenders are ready and waiting for the incoming foe. As such, they have the stubborn special rule and may deploy on their entire table half, instead of twelve inches from the center. They also get a free aegis defense line

 

First Conact:

Scenario: An aggressive attack force is attempting to cut of supply lines, communication, and to divide the enemy. They will use their superior force and mobility to try to destroy the meager outposts of the enemy.

 

The Armies

 

Attacking Force - 750 Points

0-1 HQ

0-1 Elites

1-3 Troops

1-2 Fast Attack

0-1 Heavy support

 

Defending Force - 500 Points

0-1 HQ

0-1 Elites

1-3 Troops

0-1 Fast Attack

1-2 Heavy Support

1 Bunker (2 segments, AV 12 all around. 5/10 man capacity)

 

Restrictions:

< 2+ Saves

< 4++ saves

< 2 wounds per model

< 34 Armor

No unique/special characters

 

The Battlefield

The scenario is designed for a 3'x4' board, though this is adjustable. The defender has a 2 part bunker on his side of the field and may deploy units inside if he so chooses.

 

Deployment

Both players roll for warlord traits (if available). The defending player places his army first, followed by the attacker. Use the "Hammer and Anvil" deployment. The attacker can place models anywhere on his table half, rather than 12" away from the center.

 

First Turn

That attacker receives the first turn, unless the defender can seize the initiative.

 

Game Length

The game lasts seven turns (or until one side is wiped out).

 

Victory Conditions

The attacking force wins if they wipe out the defenders before the end of the game. Losses are irrelevant, all that matters is disabling communications before word can be sent back to the main force. The defenders win if they can survive until the end, as they were able to transmit a warning signal back to the main force.

 

Seize Ground:

The attacking player attempts to gain a solid foothold, in order to launch a more solid attack against the foe. The two forces face off in a head to head battle, trying to control as much ground as possible. The winner will be the one with the most territory at the end of the game.

 

The Armies

Before the game begins decide which side will be the attacker and which will be the defender. You and your opponent each choose an army, as described on page 118. Note that the attacker may not take fortifications in this scenario.

 

The Battlefield

The scenario is designed for a 6'x4' board, though may change based on point value.

 

Deployment

Both players roll for warlord traits. The defending player places his army first, followed by the attacker. Use the "Dawn of War" deployment.

 

First Turn

That attacker receives the first turn, unless the defender can seize the initiative.

 

Game Length

The game uses Variable Game Length (see page 122).

 

Victory Conditions

 

Primary Objective

This game uses table quarters, and for each table quarter controlled by a unit the player earns 3 victory points. All units may hold table quarters, even vehicles and units that are not scoring, unless it is an immobilized vehicle.

 

Secondary Objective

First Blood, Slay the Warlord (defender only), Linebreaker (attacker only)

 

 

Notes: I dont remember the names for all the battle and am away from my rulebook for a couple weeks. The meatgrinder is the one from third... and i may change a few others to those. We haven't played any of the games yet, but I have it planned out. The Crimson Tears are my Blood Angels successors.

 

I will post batreps of battles here, though I dont have a camera so pictures are unlikely. I will try to do some paint stuff like I did with the flow chart but meh. What do you think?

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