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Showing posts with label Missions. Show all posts
Showing posts with label Missions. Show all posts

26 November 2015

Old School 'Rescue Mission' Battle Report (Tyranids Vs Marines)

Nick speaking,

I have been playing a few old 4th Edition missions recently with my son, in my opinion some of the best missions GW have ever done. The stand out mission from that book for me was the Rescue Mission, lots of fun and it changes every game depending on when and where the objective is rescued. I explain more about the mission in the battle report, enjoy...



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22 October 2015

IDIC Poll: What do you think of Maelstrom Missions?

Nick speaking,

Time for an IDIC Poll, please click your choice below to cast your vote, all comments welcome...



Click here for a direct link to this IDIC Poll


https://plus.google.com/+IDICBeer/posts/WoZ1UvCJq21


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13 May 2015

Unwelcome Visitors Battle Report

Nick speaking,

This is a 1750pts battle report (old Codex) with the 'Unwelcome Visitors' mission that was in White Dwarf during the Harlequin release a while back. I have not seen anyone else play this mission, but it was great fun and I would recommend giving it a go if you want to mix things up on the table...


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6 July 2013

Battle at the Camp (Game Two)

Nick speaking,

Time for another Battle of the Camp game! This time I took my Nids up against Imperial Guard and Blood Angels...



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25 June 2013

Nids Vs Grey Knights Vs Blood Angels (Battle Of The Camp) Battle Report

Nick speaking,

One of my favourite three way games is the old Battle At The Camp mission, three HQ's in the middle meeting for tea and biscuits, with the rest of the armies in their camps eating marsh mellows around the camp fire! Then all hell breaks loose as the commanders disagree and start to fight...



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8 July 2012

Reading 6th Edition - Missions

Nick speaking,

Right, let's get onto actually fighting a 40k battle, and the first thing is secrecy, which is interesting to me as my buddies and I will very often play without knowing what is in each others army, before we deploy. The only thing that you have to declare, are which units are embarked in transport, assuming people are still going to be using transports! There is nothing about looking at each others army list before a game, but You HAVE to let your opponent see your army list after a game, and only during a game if both players agree.

There are six new missions and three new deployment maps. The order in which a game is set up is a bit different than it was before. First you have to roll for one of the six missions, I will have a look at the missions later in the post. Next you roll for the type of deployment, in all three deployments the table is divided into two halves, either long ways (Dawn of War), short ways (Hammer and Anvil) or diagonal (Vanguard Strike), and all three have you deploying at least 24" away from each other. It is at this stage that players choose which of the halves they will be deploying in. Next you set up any Fortifications that have been purchased in your own half and then it's time to set up the terrain.

There are two ways of setting up the terrain from then on, either in a narrative fashion that both players agree to, or as Alternating terrain. To place Alternating terrain, roll a D3 for each 2'x2' section (usually six) and make a note of how many pieces can be placed in that square. Then starting with the player that chose table halves, place one piece of terrain each, alternating until all the table sectionshave their allocated, or until you have no terrain left Both players can choose to stop placing terrain whenever they want, but the other player can continue if they so wish. Shuffling the terrain after it's all down is permitted if you want the terrain to look aesthetically pleasing.

Unless stated otherwise, the player who chose the table halves will also place the first objective, which is the next stage. Objectives have the same limitations that they always have, except they can go within 6" of the table edges. The last thing to do before you start deploying your army is determine what 'Traits' your Warlords have. Which we covered in this previous post.


Deploying armies is done with the usual roll off to see who is going first or second, with Infiltrators and Scouts deploying at the end. As before, the player who deployed first takes the first turn, unless the initiative is seized on a roll of a six. All six standard missions, known as 'Eternal Warrior' missions, use random game turns exactly the same as in 5th Edition.

Victory Conditions

The player with the most Victory Points will win any one of the new six mission. There are various ways to earn Victory Points in the different missions, and these victory conditions are split down into 'Primary' and 'Secondary' objectives. Primary objectives in some missions are the same as the old Kill Points were, but most of them are about capturing objective markers which have different values in different missions.

Secondary objectives are a way to gain extra points for doing certain things during the game. One VP for killing the first unit, One for killing your enemies Warlord and one for having a valid unit in you opponents deployment zone. these are known as 'Slay the Warlord', 'First Blood' and 'Linebreaker'.

Controlling Objectives

Controlling objectives are done the same as in the previous edition, either capturing it with a 'Scoring' unit within 3", or contesting it with a 'Denial' unit the same as before. The big difference here, is that a unit is only able to control one objective at a time! There also have been some changes to what constitutes a scoring and denial unit.

Scoring unit:
Unless stated in the mission, Troops are the only Scoring units in an army, although there are some exceptions when units of Troops are not Scoring. A vehicle, a unit currently embarked on a transport vehicle, a unit occupying a building, a unit with the Swarms special rule or a special rule that says it cannot score and a unit that is currently falling back, are all unable to Score any objective.

Denial units:
All units including troops can Deny an objective if they are within 3" of with the following exceptions. A vehicle, a unit currently embarked on a transport vehicle, a unit occupying a building, a unit with the Swarms special rule or a special rule that says it cannot deny and a unit that is currently falling back, are all unable to Deny an objective. 

Mission Special Rules

Night Fighting

It's all change for Night Fighting and not only that, Night Fighting is in all the missions, well, as long as you remember to roll for it! You will be fighting your battles in the dark on turn one if a 4+ is rolled before deployment. If Night Fight does not happen on turn one, you have to start rolling for it again on turn five onwards to see if it gets dark, on a 4+ it becomes activated for the rest of the game.

When the Night Fight rules are in play, any unit over 36" from the targeting unit cannot be picked out. Units between 24"-36" away are treated as having the 'Shrouded' Special Rule and units 12"-24" away are treated as having the 'Stealth' Special Rule. Targets less than 12" are shot as normal. The only exception is with Scatter shots, who are able to hit units over 36" away if they happen to scatter on them, but of course, they will still be 'Shrouded'.

Reserves

You can now only reserve up to half you army, rounded up. The only exception to this, are units that have to reserve do not count toward the half. A unit and it's dedicated transport count as one, when working out the reserved quantities, but an Independent Characters joined to a unit will count as two, even though you only roll one die to see when the unit comes from reserve.

Reserve rolls are also different now, coming in on a 3+ turn two, a 3+ turn three and automatically on turn four. Your still able to have any reserve bonuses, but a one is always a fail to come out roll. Then we come to the BIG change, unless stated otherwise, a unit that comes from reserve is unable to charge the turn it arrives! As usual it cannot use any abilities that are done at the beginning of the movement phase either.

It's worth noting here, if your army has no units on the table at the end of any game turn, you will automatically lose, regardless if you still have reserves!

Ongoing Reserves

If a unit (Flyer) enters reserve part way through a game, it will always enter play the following turn at the same speed that it left the table. If the game ends when it is in reserve, it is classed as destroyed for any Victory Points purposes.

Mystery Objectives

Some missions use Mystery objectives, theses objectives never disappear of move, but have a selection of different mysteries. Once a model is within 3" of an objective you roll to see what affect it has, although any unit activates the objective, only one scoring unit that is closest to it can benefit from it, if it has any advantages. The mysteries are...

1 - Sabotaged!
At the end of every turn, centre a large blast marker over the objective, and resolve any hits at S4 AP-

2 - Nothing of Note!
Rolling a two does nothing

3 - Skyfire Nexus!
As the name suggests, the controlling unit has the Skyfire Special Rule each time they shoot.

4 - Targeting Relay!
The controlling unit can re-roll any failed to hit rolls of a one when shooting.

5 - Scatterfield!
The controlling models gain a +1 to any cover saves, accumulative with any Stealth and Shrouding.

6 - Grav Wave Generator!
Any unit attempting to charge the controlling unit halves their charge distance.

The missions

1 - CRUSADE
Primary - D3+2 Objectives
Secondary - Slay Warlord, First Blood and Linebeaker
Special Rules - Night Fight, Mystery Objectives and Reserves

2 -PURGE THE ALIEN
Primary - Victory Points (Kill Points)
Secondary - Slay Warlord, First Blood and Linebeaker
Special Rules - Night Fight and Reserves

3 - BIG GUNS NEVER DIE
Primary - D3+2 Objectives plus one Victory Point for each Heavy Support destroyed
Secondary - Slay Warlord, First Blood and Linebeaker
Special Rules - Night Fight, Mystery Objectives, Reserves and Heavy Metal

'Heavy Metal'
Your Heavy Support units are Scoring as well as your Troop choices, even if they are Vehicles, as long as they are not Immobilised.

4 - THE SCOURING
Primary - 6 Objectives, with random Victory Point values, plus one Victory Point for each Fast Attack destroyed
Secondary - Slay Warlord, First Blood and Linebeaker
Special Rules - Night Fight, Mystery Objectives, Reserves and Fast Recon

Fast Recon:
Your Fast attack units are Scoring as well as your Troop choices, even if they are Vehicles, as long as they are not Immobilised.

5 - THE EMPEROR'S WILL
Primary - 2 Objectives (Capture and Control)
Secondary - Slay Warlord, First Blood and Linebeaker
Special Rules - Night Fight, Mystery Objectives and Reserves

6 - THE RELIC
Primary - 1 Objectives that your models can pick up
Secondary - Slay Warlord, First Blood and Linebeaker
Special Rules - Night Fight, Reserves and The Relic (extensive rules for moving The Relic)

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types
Reading 6th Edition - Weapons 
Reading 6th Edition - Characters & Challenges
Reading 6th Edition - Psykers
Reading 6th Edition - Vehicle basics
Reading 6th Edition - Vehicle types
Reading 6th Edition - Terrain
Reading 6th Edition - Your army & Allies

That's it, 131 pages of rules done! Next is to skip to page 418 to have a look at psychic disciplines...
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21 February 2012

Rescue Mission Battle Report (not video)

Nick speaking,

Been digging up some of the old missions lately and found one of my favourites from 4th Edition, Rescue! I have had a lot of fun with the old Rescue game over the years and when my buddies and I decided to have a 800pt four way game, I jumped at the chance to play it again. In case you don't know the mission, basically you place down six counters that have hidden numbers on them, roll a dice and the result of the roll is the hidden number you have to rescue. Whoever is holding the objective at the end of the game wins. Here are my objectives to give you an idea...



In the original mission anyone could pick up the counter, but to bring it up the fifth, we decided to played it that only troops could. Well, now that Phase Out for the Necrons has gone, playing a multi play game with the 'Crons isn't an issue anymore, so that was going to be my army. Two Overlords with relentless and Orbs, two full units of Gauss Immortals, two Veil Crypteks and a Cronocryptek with the spare forty points. My plan is to reserve, Veil on the objectives until I get the marker and then keep Veiling out of any trouble.


Terrain and objectives are placed and we roll a three for the marker we have to find. I end up on the right hand side of the table with four objectives on the left. To my left I have Daemons, Blood Angels are opposite and Grey Knights are over in the other corner to the left. You are only allowed to deploy troops in this mission, so every one reserves all except for BA who deploy two Rhino's. Using the old Random turn rules and Blood Angels are up first moving out to an objective...


Turn one for Daemons and some Blood Letters and Pink horrors come in next to an objective.


Turn two and Blood Angels get pulled out first again. His reserved Mephiston doesn't come in. He then disembarked his guy's onto the counter, but it's a six and is disregarded. Next turn two is Daemons who's reserves also don't come in. He moves his Blood Letters on the objective and turns it over, a three and he has now picked it up. All the other counters are disregarded and Necrons are pulled out for the next turn!


My turn two and one group comes in from reserve. I Veil them in and shoot out the Letters who drop the counter. Grey Knight are next and two of their reserved Rhino's come on from reserve shooting my Immortals, killing just one...


We all fight it out a bit and on turn three Daemons brings down a Fateweaver who scatters the full distance into my Immortals. He then throws a two on the mishap table, ouch, that had to hurt! Grey Knights teleport in a unit of ten troop Terminators next to my Immortals, taking them out in the assault next turn. Mephiston eventually comes in for Blood Angels who are a bit out of it now with all the guy's too far away to do anything after being annoyed by some Flamers...



Now it's turn four and I am last, using the old rules means that the game is going to end on turn six. My second group becomes available from reserve and I have one chance to Veil in and grab the objective next to the Terminators which still hasn't been picked up by anyone. I will then have to rely on the random game turn and hope that I come out before the Knights, so that I can teleport out again on turn five! I scatter a bit with the Veil, but manage to run onto the objective and pick it up...


Turn five and I hold my breath as we start to draw for who has first turn, Blood Angels come out first who are unable to do a great deal and the next turn counter is drawn. If it's me, I Veil out for the win, if it's Knights, I get assaulted and the Knights win! The counter is drawn and it's the Knights first, no one has the ability to take them out and get the objective in the turns left, so we call it a victory for Grey Knight. Really enjoyed the game, and if you haven't played this mission, it's worth a go.
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