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Pendragon38
02-28-2013, 08:16 PM
So after last Fridays game we came up with this game for Friday at my LGS. I'm playing as the SM player and I've got my own list than suggested. But I would like your input BoLs loungers. This is made by my friend LTKage.

Perry

The Scouring of Gnosis Prime Briefing
In 838.M41, Gnosis Prime was subjected to an invasion by the Saun-Haan Craftworld Eldar. Despite the fact that the Imperial population of Gnosis Prime had settled some 1,200 years previous, the Eldar Autarch Eliac Zephyblade gave but a single day for the Imperial inhabitants to evacuate. The Planetary Governor, Ulyx, did not take the ultimatum seriously and was confident not only in the strong defensive network of his world (known as the Ulyxis Line) but also the small size of the Eldar fleet orbiting above.


Moreover, the Gnosis PDF was also reinforced by Imperial Guard Regiments from Valhalla and Cadia. As a result of this overconfidence and the impossibility of the Eldar ultimatum, Governor Ulyx refused the offer.
When it came, the Eldar invasion was swift and merciless and consisted of forces not only from Saim-Hann but also Biel-Tan. The Eldar forces converged upon every Industrial Complex, isolating and swiftly destroying each. The jetbikes and grav-tanks of the Eldar made planetfall far out to sea and bypassed the much-vaunted Ulyxis Line. Trying to intercept the Eldar advance, columns of Imperial troops and tanks left their defenses only to find that the Eldar had already redeployed to assault another Hive complex. As confusion and anarchy reigned among Imperial forces additional Aspect Warriors of Saim-Hann emerged from Webway portals and attacked the nearby Hives. The Eldar fell upon each Hive with a terrible fury and millions were slaughtered as the industrial complexes were set aflame.


With the industrial lifeblood of the world now cut off, the world of Gnosis Prime was doomed to a slow and painful death at the hands of not only the Craftworld Eldar but also arriving waves of Dark Eldar pirates.


The Fight for Redemption
In the years since Autarch Zephyblade's crushing Eldar assault, Imperial forces reorganized and are currently attempting to reestablish control of Gnosis Prime's armories and manufacturing centers. Elements of the Pendragon Legion and the 287th Cadian arrived in early 838.M41 to deter the Eldar warhosts but to little avail. Seizing the initiative, Governor Militant Maximillian Tartus and Captain Daedulus of the Pendragon Legion devised a bold plan to retake Nightspire Hive,a massive Eldar staging ground.


The campaign initially met with little resistance but as Imperial forces made headway into vacant halls of Nightspire they became the victim of increasingly brutal raids that aimed to divide the would be liberators. Captain Daedulus, realizing both his peril and the strategic importance of Nightspire, proposed the construction of numerous strong points. These strong points would help safeguard the Imperial advance and act as staging points for future operations.


Situated in the ruins of Nightspire Hive, Fort Redemption is one such strong point at the tip of the Astartes spear. Reconnaissance teams actively patrol the otherwise derelict level, searching for power sources to begin restore dispel the figurative and literal shadows that shroud Nightspire Hive.


Realizing this, forces under the command of Autarch Zephyblade and Archon Ka'Zaavel have devised a plan to not only blunt the Imperial incursion but to break the spearhead entirely. It is here that our game begins.


Objectives:
Primary (Imperial)
We Will Not Yield— Imperial Forces hold three primary objectives, each of which is worth 3 Victory Points. These objectives are placed on or within any of the three buildings that make up Fort Redemption. An enemy unit can only take control of these objectives by entering base contact with it and passing an Initiative Test at the end of the controlling player's movement phase.


Primary(Eldar)
Cut Off the Head, the Body Withers— The Eldar need not crush the mon-keigh entirely to secure victory but kill their leaders. The Eldar are awarded 4 Victory Points for each slain enemy warlord.


Secondary Objectives:
First Blood
Storm the Barricades!— Controlling the physical defenses of Fort Redemption is an important objective in-and-of itself. Players are awarded 1 Victory Point for each building controlled (that is, there are no enemy units within the building or on its barricades.


Special Rules:
Rolling Blackouts— Nightspire Hive cannot circulate air or water properly without power, let alone keep the lights on. Night Fight is in effect for the entire game.


Entrenched Positions— Fort Redemption is a well-fortified Imperial staging point. Imperial players are allotted one Fortress of Redemption, two Imperial Bastions, and two Aegis Defense Lines that are to be arranged in an (approximately) 2x2 foot area. Imperial Forces may deploy wholly within six inches of the base perimeter, in any structure, or within the base itself.


They're All Around Us!— The Eldar have the initiative here and can come from any angle. They can deploy within wholly within 12 inches of any board edge.


Fast and Furious— Any model may assault from a non-assault transport provided said transport did not move prior to disembarkation in that turn's movement phase.


Home Turf— Filled with dogged determination, Imperial forces will not yield the sovereign rights of mankind over Genosis Prime so easily. Imperial units that fallback retreat to a 6x6 inch square in the center of Fort Redemption. They are not destroyed but regroup and may act as they normally would after regrouping.


They Are But Prey— Imperial Forces always deploy force and Eldar Forces always have first turn unless the Imperials steal the initiative, of course.


Suggested Armies
I like this idea because we can get a fluffy mix of armies and still be on the same page. The other advantage is that players get to play armies that they do not usually play--just look at the Space Marines and you'll see. You will notice that both the Imperial Guard and Space Marines have about 300 points less than the Eldar/Dark Eldar. That was done to account for the intense set of fortifications the defenders have at their disposal.


SUGGESTED SPACE MARINE FORCE
Head Quarters
Chapter Master with Dual Lightning Claws and Jump Pack 180


Elites
5 Terminators with Assault Cannon 230
5 Sternguard 125


Troops
6 Scouts with Camo Cloaks, Sniper Rifles 116
6 Scouts with Camo Cloaks, Sniper Rifles, Heavy Bolter 126
10 Tactical Marines with Meltagun and Missile Launcher 190


Heavy Support
Landraider Crusader 230


TOTAL 1197


SUGGESTED IMPERIAL GUARD FORCES
Head Quarters
Company Command Squad with 4 Plasma Guns, Plasma Pistol, and carapace armor in Chimera 180


Elites
7 Storm Troopers with Grenade Launcher and Flamer 132
7 Storm Troopers with Grenade Launcher and Flamer 132


Troops
Platoon Command Squad with Lascannon 50
Infantry Squad with Grenade Launcher and Missile Launcher 70
Infantry Squad with Flamer and Missile Launcher 70


Platoon Command Squad with Lascannon 50
Infantry Squad with Grenade Launcher and Missile Launcher 70
Infantry Squad with Flamer and Missile Launcher 70


Heavy Support
Leman Russ MBT with Lascannon & Heavy Bolter Sponsons 185
Leman Russ MBT with Lascannon & Heavy Bolter Sponsons 185


TOTAL 1194


SUGGESTED DARK ELDAR FORCES
Head Quarters
Ka'Zaavel, The Dread Lord of the Hunt 170


Elites
x4 Incubi in Venom with Dual Splinter Cannons with NS 163


Troops
5 Warriors with Blaster in Venom with Dual Splinter Cannons with NS 135
10 Kabalite Warriors with Splinter Cannon in Raider with Splinter Racks & NS 180
7 Wyches with Haywire Grenades led by Hekatrix with Agonizer & PGL in Raider with NS 194


Fast Attack
6 Reaver Jetbikes with 2 Heat Lances 156
5 Scourge with 2 Heat Lances 134


Heavy Support
Ravager 105
Ravager 105
Razorwing Jetfighter with Flicker Fields 155


TOTAL 1497


SUGGESTED ELDAR FORCES
I don't know what you own....
LTKage