Post by Andrew on Sept 27, 2005 17:25:58 GMT -6
Last Chance Rescue
Attackers
2 Tau (Evan and Mike)
vs
Defender
1 Space Marines (Adam T)
The transport carrying the hostages will be represented by my Rhino. This is the Tau's objective.
Set Up
Place the Rhino 46" from one of the short board edges in the defender's deployment zone.
(Sorry for the small image, but it gets the idea across right?)
Both players roll a die. The higher-scoring player deploys a unit in his Deployment Zone no more than 15" from the long table edge. The enemy then places a unit in the same manner; that unit may not be within 24" of an enemy model. The players take it in turns to place their units in this manner in the following order: Heavy Support, Troops, Elites, HQ, and Fast Attack
The game lasts 6 turns.
Special Rules
Deep Strike
Infiltrate
Tau Objectives
Save your commanders! To do this, the Rhino must be disabled. The glancing hit chart is changed as thus:
1-2: Shaken
3: Stunned
4-6: Immobilised
Any penetrating hits are automatically counted as Immobilised, as the Tau are aiming VERY carefully to make the thing stop instead of explode!
Next, a unit must get into base contact with the Rhino. If they spend one full turn in base contact they get some out, achieving a Solid Victory. If they spend at least two turns in contact with the rhino to save all the commanders, it counts as a Victorious Slaughter!
The Marines obviously have to prevent this. Once a Tau unit is in base to base with the Rhino, the Marines may attempt to destroy the Rhino and remaining occupants. If they do it counts as a draw. If the Rhino escapes off the short board edge it's 46" away from, it's a Solid Victory for the Marines.
Once and For All
(Ambush Mission)
Attackers
2 Eldar (Delso and Caleb)
vs
Defenders
2 Dark Eldar (Matt and Ian)
Again, the normal special rule that Dark Eldar are always the attacker has been waived in line with the fluff for the scenario.
Ambush Mission
(Exactly what it says)
Attacker
Space Marines (Andrew)
vs
Defender
Chaos (Glenn)
Attackers
2 Tau (Evan and Mike)
vs
Defender
1 Space Marines (Adam T)
The transport carrying the hostages will be represented by my Rhino. This is the Tau's objective.
Set Up
Place the Rhino 46" from one of the short board edges in the defender's deployment zone.
(Sorry for the small image, but it gets the idea across right?)
Both players roll a die. The higher-scoring player deploys a unit in his Deployment Zone no more than 15" from the long table edge. The enemy then places a unit in the same manner; that unit may not be within 24" of an enemy model. The players take it in turns to place their units in this manner in the following order: Heavy Support, Troops, Elites, HQ, and Fast Attack
The game lasts 6 turns.
Special Rules
Deep Strike
Infiltrate
Tau Objectives
Save your commanders! To do this, the Rhino must be disabled. The glancing hit chart is changed as thus:
1-2: Shaken
3: Stunned
4-6: Immobilised
Any penetrating hits are automatically counted as Immobilised, as the Tau are aiming VERY carefully to make the thing stop instead of explode!
Next, a unit must get into base contact with the Rhino. If they spend one full turn in base contact they get some out, achieving a Solid Victory. If they spend at least two turns in contact with the rhino to save all the commanders, it counts as a Victorious Slaughter!
The Marines obviously have to prevent this. Once a Tau unit is in base to base with the Rhino, the Marines may attempt to destroy the Rhino and remaining occupants. If they do it counts as a draw. If the Rhino escapes off the short board edge it's 46" away from, it's a Solid Victory for the Marines.
Once and For All
(Ambush Mission)
Attackers
2 Eldar (Delso and Caleb)
vs
Defenders
2 Dark Eldar (Matt and Ian)
Again, the normal special rule that Dark Eldar are always the attacker has been waived in line with the fluff for the scenario.
Ambush Mission
(Exactly what it says)
Attacker
Space Marines (Andrew)
vs
Defender
Chaos (Glenn)