We started at noon and played till about 10pm or so.
It was the debut of my Iron Circle! It was also the first time my Iron Warriors fought alongside the Sons Of Horus.
We played against an Astra Militarum and Astra Militarum with Space Marines force.
Here is the mission I drew up:
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Imperial Vs Traitor Legions 5000pts per player in the Jungles of Doric-Ar1
The Story:
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.
The Forces:
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:
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.
Deployment Map:
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.
Tactical Objectives:
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.
Scoring Units:
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.
Mission Length:
Standard Random Game Length after 5.
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Imperial Vs Traitor Legions 5000pts per player in the Jungles of Doric-Ar1
The Story:
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.
The Forces:
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:
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.
Deployment Map:
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.
Tactical Objectives:
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.
Scoring Units:
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.
Mission Length:
Standard Random Game Length after 5.
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The Imperials won the roll of to take the first turn. Horus has a rule allowing him to seize on a 4+, which he promptly did.
I had a large unit of Cataphracti termies in reserve with a Primus Medicae. This unit was built to destroy tanks.
The Imperials had an assassin that made the first reserve roll become basically a 6 so I rolled on turn one because Perturabo allows you to begin rolling on turn one and I promptly rolled a 6! This game was already going according to plan.
Here are some pictures of the game:
The Deployment
The Deployment continued
One last shot of the deployment
Perturabo beginning his march across the central bridge into the teeth
of the Imperial guns with his trusty Iron Circle.
The Cataphracti Terminators land on a bridge.
The Imperial tanks line up their chots on the Lord of Iron's custom-built Automata.
The march to the opponents' deployment zone begins.
A look from the Shadowsword's perspective.
The Astra Militarum turn their entire flank to take on the terminators.
The Sons of Horus followed up by the Iron Warriors begin their slow
advance to the their right flank to take on the Chimeras of the Astra Militarum.
Several of the Iron Circle have met their fate but so have numerous Imperial tanks.
The distraction that is Perturabo and the Iron Circle is working brilliantly.
The Space Marine Predators line up shots on the traitors.
Horus decides it is time to show up. He drops in behind enemy lines
with his own squad of Cataphracti terminators: the Justaerin!
As the Iron Warriors continue to be targeted by everything on the flank, the Sons of Horus have a Contemptor Dreadnought along with a squad of Destroyers outflank behind them!
The Iron Circle and their creator continue their slow march across the
central bridge drawing even more fire than before!
The Three Malcador tanks advance across the bridge.
More and more Imperial tanks die and their corpses are beginning to litter the battlefield.
Imperial Reinforcements arrive! The planes of the Imperial Navy
fly over head eliciting cheers from the guardsmen on the ground!
Terminators deepstrike and land speeders outflank but the Iron Warriors are ready for them.
The planes continue to fly overhead shooting missiles and dropping
bombs on the traitor Legionnaires.
Only one out three Malcadors now remain.
The Imperials blow away the remaining Iron Circle leaving only Perturabo.
Sentinels walk on out of reserve and more terminators deep strike in to
assist the beleaguered Imperial forces.
The Siege Breaker and a squad of tactical support marines bearing flamers
emerge from the Land Raider Proteus.
Perturabo makes it across the bridge only to be assaulted by an assassin.
The Siege Breaker tosses a Phosphex Bomb and kills the terminators on the bridge!
The Iron Warriors eliminate the terminators who dropped in on their rear line.
Horus and his Justaerin bodyguard continue to smash tanks.
Perturabo despatched one assassin only to be assaulted by a second assassin!
More Terminators deepstrike in to destroy the basilisks! Scouts disembark
from their landspeeder and charge another basilisk!
The Imperial Navy circle around and attempt to destroy the Tormentor,
Perturabo's personal Shadowsword.
Another assassin charges into Horus' squad.
The Land Raider Proteus moves onto the bridge to take the objective.
Another squad comes from outflank from the Sons of Horus to assist the
Iron Warriors in eliminating the backfield threat.
Perturabo kills off the second assassin and moves to the other side of the bridge
while the Sons of Horus Breachers eliminate another Imperial Tank.
An Iron Warrior squad attempts to move through the wreckage of their rhino to engage
an Imperial Guard squad in a firefight.
Only four of the Iron Warriors terminators remain and that is enough to
eliminate an Imperial Basilisk.
Perturabo moves into a fortified zone to capture an objective.
Two Iron Warriors squad destroy an Imperial flyer that had gone into skimmer mode.
The Siege Breaker and a squad of Tactical Support marines take the
objective on the central bridge.
At the end the battlefield is littered with dead tanks. A total of 47 Imperial vehicles were
destroyed in one of the largest tank battles the Iron Warriors had yet fought.
And alas at the end the mighty Horus fell but through the power of the
dark gods he will surely return ad more powerful than ever.
In the end the traitor Legionnaires won the day. An awesome epic battle that didn't leave much left on the battlefield was the perfect way to start the weekend.
I intend to do a few more battle reports about the big game.
Until next time...
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