Well the Big Game is tomorrow and I figured I might as well post something about my prep work for it.
I have 3 games scheduled, a big 10,000 pt per side game tomorrow at noon and two smaller games of 4,000 per side on Saturday.
I created the scenarios for the first two games and I will post them here. (These may or may not be the final scenarios because I will discuss them more with my opponents on the day of the game to make sure we are playing the game we want to play.)
Scenario 1 (FRI noon):
Imperial Vs Traitor Legions 5000pts per player in the Jungles of Doric-Ar1
The Traitor forces of the Iron Warriors and the Sons of Horus have joined up to take the offensive against the Imperials in the strategically important Jungles of Doric-Ar1. By capturing the Jungle the Traitor Legiones Astartes will be able to advance into the Imperial held sectors to push the attack and potentially end the war.
Horus and Perturabo, Primarchs of The Sons of Horus and the Iron Warriors respectively, have chosen to personally lead their forces against the combined might of the Astra Millitarum, Legiones Titanticus and various other Imperial Adeptus in the deep jungles.
The Mission Overview:
Capture tactical objectives and survive. There will be victory points awarded for killing warlords, super-heavys, Primarchs, Lords Of War and units. Victory points will also be awarded for capturing tactical objectives and deployment zones and for first turn kills and secret objectives.
Victory Points will be awarded per player or per side so that at the end of the game each player adds up their points and, the player with the most points gets bragging rights for winning the scenario. The side with the most victory points of it two players added up wins the scenario for their team.
First Kill: Each player that completely destroys a unit on their first turn will receive 1 victory point.
Attrition: The side that killed the most units at the end of the game gets 1 victory point.
Dominion Objectives: At the start of each player's turn they gain 1 victory point for each tactical objective they control. These points are kept even if that objective is lost later in the game.
Slay the Warlord: The player that kills an enemy Warlord gets D3 victory points rolled for when they kill the Warlord.
The Price of Failure: The player that kills an enemy Lord of War gets 2 victory points. (This means that if a Primarch is killed that player probably gets 2 + D3 victory points for that Primarch because it is both a Lord Of War and a Warlord potentially.)
Command and Control: Each player gets 1 point at the end of the game if they have 3 or more units in the opponents deployment zone. Each player gets 1 point if they have 3 or more units in the no mans zone at the end of the game. Each side gets 2 points if there are no enemy units in their own deployment zone at the end of the game.
Secret Objective: Each player writes down on a piece of paper before the game starts (right after deployment is done) a secret objective they will try and accomplish by the end of the game. This must be something pretty big and substantial like killing a titan or having all of your troops in the enemy deployment zone at the end of the game. At the end of the game the secret objectives are revealed to everyone else, if anyone deems the secret objective of another player is not substantial enough then they don't get the points. This objective is worth 5 points to each player who succeeds in their secret objective.
Roll a d6 before deployment and reroll if a 5 is rolled. This will determine deployment map. Use pages 114 and 115 of "The Horus Heresy: Legiones Astartes Age of Darkness Army List" to determine which deployment map you will use. Reroll the 5 result because the Ambush deployment is not very easy to pull off with a board this big and armies this size.
After the Deployment Map is determined each player rolls a d3, add up the rolls and this is the number of tactical objectives. Each side rolls a d6 the side who rolls highest places the first tactical objective marker, each side alternates placing markers until they are all placed.
Use the Warhammer 40k definition for scoring units.
First Turn and deployment:
After rolling for Deployment Map each side rolls a d6 whoever rolls highest chooses to go first or second and will deploy their entire army first followed by the other side. Reserves are allowed as normal. Seize the initiative is allowed as normal.
Standard Random Game Length after 5.
Scenario 2 (Saturday 10:30am):
After pushing through the Jungle the day before Perturabo and his Iron Warriors have reached the city. To ensure a Traitor victory the Imperial held city must fall!
The Mechanicum and Blood Angels await the Iron Warriors within New Jack City, they are dug in and ready to defend what is theirs. Perturabo has hatched a plan, however to capture the city center and claim it for his own!
The Mission Overview:
By capturing quadrants and buildings the Iron Warriors can take the Imperial held city. This won't be easy, however, because the Imperials were there first and they already control the majority of the city.
Victory points will be awarded per side for accomplishing the following goals (whichever side scores the most victory points by the end of the game wins):
Quadrants: If at the end of the game your side controls your beginning quadrant your side gets 3 victory points. If you control a quadrant that was unoccupied at the beginning of the game at the end of the game then your side gets 4 victory points. If you control the opponents beginning quadrant at the end of the game your side get 5 victory points.
Buildings: At the end of each player turn if that player controls a building their side gets 1 victory point. These points remain even if the opposing side captures the building later in the game.
Slay the Warlord: The player that kills an enemy Warlord gets 1 victory point.
The Price of Failure: The player that kills an enemy Lord of War gets 2 victory points. (This means that if a Primarch is killed that player probably gets 3 victory points for that Primarch because it is both a Lord Of War and a Warlord potentially.)
Search And Destroy (opposing Quandrants): See page 114 in "The Horus Heresy: Legiones Astartes Age of Darkness Army List" for the map.
Scoring Units and taking Buildings/Quadrants:
Use the Warhammer 40k definition for scoring units. To control a Building/Quadrant there must not be any opposing units in that Building or Quadrant at the time when it is scored (ie. at end of player turn for buildings and at the end of the game for quadrants.)
First Turn and deployment:
Each side rolls a d6, whoever rolls highest picks their deployment zone. The opposing side gets the opposite zone.
Then roll off again. The Imperials get +2 on their roll (This represents the Imperials having home-field advantage). Whoever rolls highest may choose to go first or second. If they choose to go first then they also deploy their entire army first then the opposing side deploys their entire army.
Seize the Initiative: If the Iron Warriors are rolling to Seize the Inititave then they add +1 to their roll. (This represents the Iron Warriors being the attackers.)
The game lasts for 6 turns.
I have also been working on new models including the Iron Circle, terminators and basilisks.
Hopefully I will have pics of them tomorrow or later today and I will post at least one more post with pics from the Big Game.
Until next time....