Post by Julian Sharps on Nov 4, 2011 13:13:30 GMT -5
Scenario: The lord commissar's finally lost it, and has decided that your regiment's faith in the Emperor must be affirmed beyond a shadow of a doubt. The test? One platoon at a time will be thrown in an area surrounded by anti-personnel land mines and given a few minutes to prepare themselves. Then, the commissar himself will come after them in a Leman Russ. The goal is to survive for five whole minutes while being pursued by this monstrosity. Your platoon is next on the list, but no one has managed to survive thus far...
Setup: No restrictions on terrain, other than no impassible terrain for vehicles.
Force Composition: The defender has 200 points to spend on a single infantry platoon, purchased according to the infantry platoon rules in Codex: Imperial Guard. No transports or special or heavy weapons may be taken, and neither Chenkov or Al'Rahem may be a part of their command squads. All other unit and character upgrades available to infantry platoon units may be taken as normal.
The attacker has 200 points to spend on a Leman Russ squadron. Pask may not be taken.
Deployment: The defender may deploy his units anywhere on the table. The attacker's unit is kept in reserve.
Victory Conditions: The game ends on turn 5. If any of the defender's models are still alive at the end of turn 5, the defender wins. Otherwise, the attacker wins. Units that fled off the board do not count as surviving.
Special Rules: Defender - Stubborn, Time of Day
- Time of Day: Before deployment begins, roll a d6, and consult the following chart:
Attacker - Show No Mercy, Teach Them Fear
- Show No Mercy: Any sponson weapons the Leman Russ carries count as defensive weapons for purposes of determining which weapons may fire, and each sponson weapon may fire at a separate target from the one the hull-mounted and turret weapons are firing at. As per normal, all shooting attacks are declared and resolved simultaneously.
- Teach Them Fear: The defender gets the first turn. On the attacker's first turn, the Leman Russ automatically comes onto the table from reserve from any table edge the attacker chooses.
Thoughts?
Setup: No restrictions on terrain, other than no impassible terrain for vehicles.
Force Composition: The defender has 200 points to spend on a single infantry platoon, purchased according to the infantry platoon rules in Codex: Imperial Guard. No transports or special or heavy weapons may be taken, and neither Chenkov or Al'Rahem may be a part of their command squads. All other unit and character upgrades available to infantry platoon units may be taken as normal.
The attacker has 200 points to spend on a Leman Russ squadron. Pask may not be taken.
Deployment: The defender may deploy his units anywhere on the table. The attacker's unit is kept in reserve.
Victory Conditions: The game ends on turn 5. If any of the defender's models are still alive at the end of turn 5, the defender wins. Otherwise, the attacker wins. Units that fled off the board do not count as surviving.
Special Rules: Defender - Stubborn, Time of Day
- Time of Day: Before deployment begins, roll a d6, and consult the following chart:
d6 | Result |
1 | Dawn - Turns 1-3 are fought using the Night Fighting rules, the rest are fought as normal. |
2-3 | Day - All turns are fought as normal. |
4 | Dusk - Turns 3-5 are fought using the Night Fighting rules, the rest are fought as normal. |
5-6 | Night - All turns are fought using the Night Fighting rules. |
Attacker - Show No Mercy, Teach Them Fear
- Show No Mercy: Any sponson weapons the Leman Russ carries count as defensive weapons for purposes of determining which weapons may fire, and each sponson weapon may fire at a separate target from the one the hull-mounted and turret weapons are firing at. As per normal, all shooting attacks are declared and resolved simultaneously.
- Teach Them Fear: The defender gets the first turn. On the attacker's first turn, the Leman Russ automatically comes onto the table from reserve from any table edge the attacker chooses.
Thoughts?