Post by Andrew on Aug 27, 2007 0:28:31 GMT -6
On a vibrant human world, five explorers have landed and explored their surroundings. These five individuals are incredibly well-travelled, having spent a good couple centuries in wandering exile. Needless to say, they've gathered knowledge about some rather rare things, and are quite valuable for this. Command groups of various factions want to take these creatures alive and exploit their forbidding knowledge through questioning or torture. However, these five Eldar Pathfinders haven't spent the better part of three centuries in travel without being deadly masters of the arts of stealth and death. They will not be easy to find, but found they must be, and it will take the best and fastest of your armies to "acquire" them before your enemy...
[glow=green,2,300]1250 points
Required:
2 Elites
2 Fast Attack
Optional:
0-2 Troops
0-2 Heavy Support
0-1 HQ[/glow]
[Errata] - Special Characters may be used, so long as they fulfill their own requirements for use. Forgeworld may be used. Super-heavies may be used, but remember that since they are their own detachment, that one model is your entire force, regardless of whether it fills the 1250 or not, so choose wisely.
[glow=green,2,300]Players:[/glow]
Kurt - Witch Hunters
Ian/Giant? - Chaos
Glenn - World Eaters
Andrew - Word Bearers
Tom - Tau
August - Tau
Alex - Tau
Evan - Tau
Ian - Eldar
Andrew Delso - Eldar
Frizzel - Eldar
Alex will arrive late, so he'll get to join the losing team! Yay!
[glow=green,2,300]Special Rules in effect:[/glow]
Deepstrike - As normal from the 40k rulebook
With the Rising Sun - The first two turns will be fought with the Night Fight rules in effect. When the 3rd turn starts, the sun will rise and visibility will be normal.
[glow=green,2,300]Objectives:[/glow]
Locate & Capture the Pathfinders
Locating the Pathfinders - There will be markers strewn about the battlefield. These are radar blips that could possibly be where a pathfinder is hiding. When a unit gets within 6" of a marker, they may roll a dice: on a 5+ a Pathfinder is revealed! replace the marker with an Eldar model and continue the turn as normal. If a unit is equipped with some sort of scanning equipment, such as a surveyor or auspex, then this distance is increased to 12". Come to me before the game to ask what might count for it; I'm open-minded but realistic. Limit 2 Pathfinders per 4'x4' table.
If you fail the roll, don't remove the marker; it may yet be a Pathfinder, it's just your troops are having a rather hard time to find something that really doesn't want to be found. If you have a unit close enough to the marker then you may check again next turn.
Capturing the Pathfinders - Just because you found them doesn't mean they are yours already! You have to knock them down, take their lunch monies, etc, and otherwise incapacitate them. This may or may not be easy. They have the same stats as a normal Eldar Pathfinder, but are also armed with power weapons to fend off those trying to capture them.
To capture, you must assault the pathfinder with a unit that has a WS, thus including things like dreadnoughts and wriathlords. You must win a close combat against the Pathfinder to capture him (ie, if the pathfinder caused 1-2 wounds, and you only caused 1, then he isn't captured and is still standing). Once a pathfinder is captured, place him somewhere in the capturing unit to show that they are carrying him over their shoulders or what have you. There is no massacre or consolidation move as they ready the prisoner for transport.
On the next turn that unit may move as normal (it's suggested you move away from your enemies) and even capture more pathfinders if possible. A unit carrying a pathfinder may be assaulted as normal, and if the assaulters win combat they may steal the unconscious pathfinder from them. Thus it might be suggested that you let someone else take him out that can, then steal it from the "easier" target.
[glow=green,2,300]Victory Conditions:[/glow]
The allied side with the most Pathfinders in their possession at the end of the game wins. The player with the most pathfinders in their possession at the end of the game gets a free dwarf that I have in a box somewhere. The player that discovers the most pathfinders...gets a pat on the back.
Feel free to print this out and bring it to the meeting. I will also have extras on hand in case people need them.
[glow=green,2,300]Build Suggestions for Ex-lax Game Flow:[/glow]
- Keep your force simple to understand
- Deploy all of your units in the same area
- Read everything about the mission so you understand it
- Pack in searchlights and scanners!
[glow=green,2,300]1250 points
Required:
2 Elites
2 Fast Attack
Optional:
0-2 Troops
0-2 Heavy Support
0-1 HQ[/glow]
[Errata] - Special Characters may be used, so long as they fulfill their own requirements for use. Forgeworld may be used. Super-heavies may be used, but remember that since they are their own detachment, that one model is your entire force, regardless of whether it fills the 1250 or not, so choose wisely.
[glow=green,2,300]Players:[/glow]
Kurt - Witch Hunters
Ian/Giant? - Chaos
Glenn - World Eaters
Andrew - Word Bearers
Tom - Tau
August - Tau
Alex - Tau
Evan - Tau
Ian - Eldar
Andrew Delso - Eldar
Frizzel - Eldar
Alex will arrive late, so he'll get to join the losing team! Yay!
[glow=green,2,300]Special Rules in effect:[/glow]
Deepstrike - As normal from the 40k rulebook
With the Rising Sun - The first two turns will be fought with the Night Fight rules in effect. When the 3rd turn starts, the sun will rise and visibility will be normal.
[glow=green,2,300]Objectives:[/glow]
Locate & Capture the Pathfinders
Locating the Pathfinders - There will be markers strewn about the battlefield. These are radar blips that could possibly be where a pathfinder is hiding. When a unit gets within 6" of a marker, they may roll a dice: on a 5+ a Pathfinder is revealed! replace the marker with an Eldar model and continue the turn as normal. If a unit is equipped with some sort of scanning equipment, such as a surveyor or auspex, then this distance is increased to 12". Come to me before the game to ask what might count for it; I'm open-minded but realistic. Limit 2 Pathfinders per 4'x4' table.
If you fail the roll, don't remove the marker; it may yet be a Pathfinder, it's just your troops are having a rather hard time to find something that really doesn't want to be found. If you have a unit close enough to the marker then you may check again next turn.
Capturing the Pathfinders - Just because you found them doesn't mean they are yours already! You have to knock them down, take their lunch monies, etc, and otherwise incapacitate them. This may or may not be easy. They have the same stats as a normal Eldar Pathfinder, but are also armed with power weapons to fend off those trying to capture them.
To capture, you must assault the pathfinder with a unit that has a WS, thus including things like dreadnoughts and wriathlords. You must win a close combat against the Pathfinder to capture him (ie, if the pathfinder caused 1-2 wounds, and you only caused 1, then he isn't captured and is still standing). Once a pathfinder is captured, place him somewhere in the capturing unit to show that they are carrying him over their shoulders or what have you. There is no massacre or consolidation move as they ready the prisoner for transport.
On the next turn that unit may move as normal (it's suggested you move away from your enemies) and even capture more pathfinders if possible. A unit carrying a pathfinder may be assaulted as normal, and if the assaulters win combat they may steal the unconscious pathfinder from them. Thus it might be suggested that you let someone else take him out that can, then steal it from the "easier" target.
[glow=green,2,300]Victory Conditions:[/glow]
The allied side with the most Pathfinders in their possession at the end of the game wins. The player with the most pathfinders in their possession at the end of the game gets a free dwarf that I have in a box somewhere. The player that discovers the most pathfinders...gets a pat on the back.
Feel free to print this out and bring it to the meeting. I will also have extras on hand in case people need them.
[glow=green,2,300]Build Suggestions for Ex-lax Game Flow:[/glow]
- Keep your force simple to understand
- Deploy all of your units in the same area
- Read everything about the mission so you understand it
- Pack in searchlights and scanners!