The Bunker Assault mission is one I have been looking forward to playing for awhile. As an Iron Warriors player I have always thought that sieges were some of the coolest battles and we don't always get to play them.
This Sunday my friends Pen_Dull and I will be playing two games. The first is the Blitz mission and the second is the Bunker Assault mission.
These two games are a part of the Project Mayhem 2017 D-Company Campaign and these two games are a part of a mini campaign in and of themselves. The first mission's results will impact the second mission.
The Story so Far:
The Iron Warriors led by Warsmith Martok of the 82nd Grand Company have traveled through time from the 31st millenium to the 41st millenium. They were headed to Mercian 55 to replenish their supplies and when they arrived they were in the future.
To read the story and battle report of the initial landing by the 82nd Grand Company go here:
After the battle Martok left the planet and returned to his ship. A short time later a bright flash of light and sound like thunder exploded on the bridge. Kneeling with his head down was Chaos Sorceror Melkor. He soon collapsed. Go here for the battle report leading up to this event:
Days later he woke up only to find himself in a cell. Martok was watching him from a across the room. He was curious about him. Melkor had Iron Warrior markings but also other strange sigils were covering his armour.
In the 31st millenium, even after Perturabo declared loyalty to Horus, the Iron Warriors weren't a legion to openly and actively use psykers.
Martok asked Melkor, "Who are you?"
"I am a Sorceror, and I may be able to help you." he said cautiously. Melkor didn't know who this Warsmith was. He had never heard of Martok before and he prided himself on his knowledge of the legion he served.
"I see you have Iron Warrior iconography on your armour, but I also see other strange signs and symbols. We have Librarians in the legion but we have never, to my knowledge had a Sorceror." replied Martok, now more curious but also a bit unnerved.
Melkor looked up and examined his captor. He saw an Iron Warrior in Mark III plate with a servo arm poking over his shoulder. His markings were certainly of the Heresy era. There were no Chaos symbols to be found.
Melkor stood up and brushed off his robes. He looked directly into Martok's eyes and said, "I know of a place where weapons of incredible power reside. If you want to take to fight to the Imperium, you will need my aid to capture these weapons." Melkor was taking a risk and made an educated quess that this Warsmith was on the side of Chaos or at least the side of Horus. He also cast a few subtle powers that let him see into Martok's mind and also influence his opinion slightly. Melkor would take chances but he would always attempt to at least even his odds.
Martok stood up and said, "I will have to think on this. We have seen strange things recently and I have many questions." as he turned to leave Melkor produced a small data crystal. "Take this. Examine the data within, I am convinced that if you do you will see that I am your ally." Melkor said.
Martok looked down at the data crystal then looked back up at Melkor, took it and left the cell.
Three days later.
"Release the prisoner and escort him to my personal strategium." commanded Martok. The two Iron Circle Automata bowed slightly and went to fetch Melkor from his cell.
Several minutes later Melkor arrived in the strategium.
"I have reviewed the data crystal and I am taken aback by the developments of the last 10,000 years. Apparently we lost and have been reduced to Chaos worshiping slaves!" bellowed Martok.
"Oh quite the opposite really. Chaos is what allows us to continue the fight against the Corpse-Emperor on Terra. Chaos gives us the firepower, the manpower, the will and the hate to carry on! Don't you want to continue the fight against the Imperium?" asked Melkor.
"After reviewing everything you have given me, yes. Yes I believe that for the future of humanity we must fight the Imperium. I also believe that they do not deserve to rule the galaxy and that their blind devotion to the Emperor is foolish and dangerous!" replied Martok.
"Then let me help you in your fight! I have much knowledge of these times."
"Tell me. Tell me your secrets." grinned Martok.
Onto the rules:
We will be playing the Bunker assault mission with the following additional special rules.
Bunker Assault Mission Special Rules
The Attacker (The Iron Warriors) will have a 175 Power Level army and the defender (The Imperials) will have a 150 Power Level army with 2 Bunkers and 1 Fortress.
The Defender will place an additional two (2) objectives that will be cogitator banks holding important information regarding the location of the weapon stash. Each of these objectives will be worth 3 victory points to the Attacker or to the Defender at the end of the battle.
Overall when the Defender sets up, he may deploy the 2 Bunkers, the Fortress, Defence Lines, the 2 Cogitator Bank objectives and also move other terrain around (within reason) in his deployment zone.
The Deployment Map will be Hammer and Anvil on a 5' by 6' table.
Depending on the outcome of the previous Blitz mission the following modifications will apply:
If the Attacker won the previous mission:
- Each Bunker will be worth 3 victory points if destroyed or captured at the end of the game.
- The Fortress will be worth 6 victory points if destroyed or captured at the end of the game.
- The Cogitator Bank Objectives will be worth 4 victory points if captured by the Attacker at the end of the game and 2 victory points if captured by the Defender.
- At the end of turn 6 the Attacker can choose to roll a die to go to turn 7. The Attacker needs a 5+ to extend the game to a 7th and final turn.
The above modifications represent the fact that the Attacker is pressing his advantage and has the Defender on his heels.
If the Defender won the previous mission:
- Each Bunker has a Toughness of 12 and has 20 wounds with a 3+ save and the Fortress has a Toughness of 12 and has 40 wounds and a 3+ save.
- Each Bunker is worth 2 victory points if destroyed by the Attacker or 3 victory points if controlled by either side at the end of the game.
- The Fortress is worth 4 victory points if destroyed by the Attacker or 6 if controlled by either side at the end of the game.
- The Escape hatch Strategem is 0 CP instead of 1 CP.
- At the end of turn 6 the Defender can choose to roll a die to go to turn 7. The Defender needs a 3+ to extend the game to a 7th and final turn.
The above modifications represents the additional time the Defender has bought with his victory in the previous mission, time to upgrade his defences and also to make the Bunkers and Fortress less integral to his overall strategy.
I still have a 200 point bat rep to do, until next time.