Warhammer 40,000 Scenario:
Fortress Assault:
Notes:
This scenario is supposed to feel like a combination of a Planetstrike mission and a normal 40K objective based game used to recreate a desperate last stand or all-out attack on a well-defended position.
I have tried to balance it as best I can without play testing and will edit the scenario after playing through it if anything seems out of line, however it isn't really supposed to be very balanced but thematic and a bit different.
This scenario is supposed to feel like a combination of a Planetstrike mission and a normal 40K objective based game used to recreate a desperate last stand or all-out attack on a well-defended position.
I have tried to balance it as best I can without play testing and will edit the scenario after playing through it if anything seems out of line, however it isn't really supposed to be very balanced but thematic and a bit different.
The Scenario:
Cut-off, surrounded and out of time; the defenders of an isolated fort steel themselves for death or glory.
Objectives:
There is one objective. The defender can place this objective anywhere in their deployment zone that is on the ground-floor and more than 12" away from a table edge.
- Any non-vehicle unit in the defending army counts as scoring.
- Only Infantry from the Troops or Elites sections count as scoring for the attacker, but any unit can contest.
Game Length:
The game will last 6 turns then roll at the end of turn 6; on a 4+ the game continues for Turn 7.
Victory Conditions:
The player that has at least one scoring unit and no enemy units within 3" of the objective at the end of the game wins.
Special Rules:
Backs against the wall:
The fort has only one approach, and one way out. Units using the Outflank special rule can arrive anywhere but in the defenders deployment zone. Units deep-striking are not affected by this.
Attacker and Defender:
Each player receives different bonuses if they are attacking or defending. Players agree who will be attacking and who defending, then army lists are written then terrain is placed.
Deployment:
Choose a long table edge and measure 4' (48") along from a corner, then measure 2' (24") along the short edge adjacent to the corner chosen across to the 4' mark. The area this decribes is the defenders deployment zone.
The attacker can setup anywhere along the opposite long & short table edges, not more than 12" from either edge.
6x 6" Barbed/Razor Wire sections and 2x or 4x Craters can be placed in the no man's land between the two deployment zones; divide the number terrain in half and roll off to place each terrain piece in turn, at least 5" from another terrain piece (Wire or Crater). No other terrain may be placed in no man's land.
The Defender can place any terrain in their deployment zone as they wish.
Both players then scatter terrain randomly in the attackers deployment zone.
Both players then scatter terrain randomly in the attackers deployment zone.
Reserves:
Any unit from either player may enter reserves. Units may use any special deployment ability they are normally allowed to use, however the only way attacking units can arrive from reserves inside the defenders deployment zone is by Deep-Strike.
The defenders reserves arrive anywhere along their long table edge.
The defenders reserves arrive anywhere along their long table edge.
First Turn:
The attacking army takes the first turn but must deploy their army first.
Defender:
2x AV13 Bunkers (20 model capacity, 10 fire points) set up along the defense line by the defender.
Bunker ignores stunned/shaken and can take 3 weapon destroyed/immobilised results before being wrecked. Bunkers are equipped with a Search Light which cannot be destroyed.
2x BS2 Quad-Autocannon AV10 guns can be set up by the defender.
2x BS3 Lascannon AV10 guns can be set up by the defender.
All automated defences will shoot at the closest target in range & line of sight unless there is a friendly infantry unit with a model within 2" of the gun.
All automated defences will shoot at the closest target in range & line of sight unless there is a friendly infantry unit with a model within 2" of the gun.
1x AV14 Bastion (Rules as Planetstrike) can be set up by the defender.
Any number of Aegis defence lines can be used by the defender.
Attackers:
The attacker can choose one of the three following bonuses:
1:- Wave Assault:
Any Troop units that cost 18 points per model (divide total unit cost, less any dedicated transports, by the number of models in the squad) or under that are completely destroyed can be brought back on anywhere in the attackers deployment zone, not further than 12" from an edge. The unit can shoot (counts as moving) or run, and can only assault if the unit has fleet. Dedicated transports cannot be brought back. Units cannot use any special deployment ability if brought back.
Additionally, all Infantry models (of any cost) are armed with S7 krak grenades.
2:- Planned Attack:
The attacker receives an additional 250 points.
One unit can be given Outflank.
Attacker chooses when their reserves arrive.
3:- Seige Experts:
The attacker can fire their off-map artillery in the shooting phase using the following profile:
Name: Range: Strength: AP: Type:
Artillery Support 0"-Unlimited 9 3 Ordnance Barrage (3), Large Blast*
*Always scatters, even on HIT. May never deduct BS from shot.
*Always scatters, even on HIT. May never deduct BS from shot.
Additionally, the game begins with Night Fighting in effect for Turn 1. At the end of Turn 1, the defender rolls a D6. If the dice score is 3 or more, Night Fighting stops.
If Night Fighting continues it will automatically stop at the end of Turn 2.


I have updated the rules for the scenario after a 1750 play-test game.
ReplyDeleteDeath Korps of Kreig attacking with Wave Assault and Imperial Guard defending. Needless to say, lots of casualties on either side with the Guard *just* being able to hold out!