[EA] Battle of Brunen pass - skenaario
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Battle of Brunen pass
Overview:
During the early stages of invasion ork waagh launched quickly moving force in an attempt to destroy capital city of Numenovian II before imperial forces could reorganise against them. Mounted in variety of vechiles orks aproached at great speed and Imperial command was terrified. Desperatly they sent out nearest army they had available. Their order was simple. Hold the line, prevent ork breakthrough as long as possible, to buy time for Imperial defences to organise.
Imperial army moved in against ork horde. At midday battle commenced...
Imperial forces:
Strategy rating & initiave values as per normal.
Mechanised company:
commander, 12 infantry, 9 chimeras, 3 hellhound, 2 ogryns, commisar
Infantry company "blue":
commander, 12 infantry, hydra
Infantry company "red":
commander, 12 infantry, 4 support squad, commisar
Under strenght tank company:
6 leman russ battle tanks, vanquisher battle tank, commisar
Artirelly battery:
3 basilisk
Marauder flight:
2 marauder bombers
Flak battery:
3 hydras
Ork forces:
Strategy and initiave values as per normal.
Warband:
warlord, 12 boyz, 4 nobz, 4 grots, battlefortress, gunfortress, 2 battlewagons
Warband:
12 boyz, 4 nobz, 4 grots, 6 battlewagons, 5 gunwagons
Warband:
6 boyz, 2 nobz, 2 grots, 4 battlewagons
kult of speed:
16 warbikes
kult of speed:
14 buggies, 2 warbikes
Stormboyz warhorde:
7 stormboyz
Bliz brigade:
4 gunwagons
If you want to fight the scenario with alternative forces then following rules apply:
-Orks have ~20% more points than imperial forces.
-No warengines for either side.
-No ork flyers, imperial may spend up to 20% points to flyers.
-Whole ork army must be mounted.
Gaming area:
Set up terrain in mutually agreed way. After terrain has been set up IG player may deploy up to 80cm razorwire, 30cm tank traps(as razorwire except effects vechiles) and 35cm trenches up to 30cm or further from ork deployment zone(see below).
Deployment:
Roll a dice. Winner of roll may choose which narrow edge is ork deployment area. The ork deployment zone extends 20cm from that side of board. IG deployment zone is 20cm to both sides from center of board.
Special rules:
None in this scenario.
Victory conditions:
Orks have 3 turns in which to accomplish their goal, to get 50% or more formations, unbroken, into the other side of the IG deployment zone. If orks fail to do that then it's victory for IG.
Battle of Brunen pass
Overview:
During the early stages of invasion ork waagh launched quickly moving force in an attempt to destroy capital city of Numenovian II before imperial forces could reorganise against them. Mounted in variety of vechiles orks aproached at great speed and Imperial command was terrified. Desperatly they sent out nearest army they had available. Their order was simple. Hold the line, prevent ork breakthrough as long as possible, to buy time for Imperial defences to organise.
Imperial army moved in against ork horde. At midday battle commenced...
Imperial forces:
Strategy rating & initiave values as per normal.
Mechanised company:
commander, 12 infantry, 9 chimeras, 3 hellhound, 2 ogryns, commisar
Infantry company "blue":
commander, 12 infantry, hydra
Infantry company "red":
commander, 12 infantry, 4 support squad, commisar
Under strenght tank company:
6 leman russ battle tanks, vanquisher battle tank, commisar
Artirelly battery:
3 basilisk
Marauder flight:
2 marauder bombers
Flak battery:
3 hydras
Ork forces:
Strategy and initiave values as per normal.
Warband:
warlord, 12 boyz, 4 nobz, 4 grots, battlefortress, gunfortress, 2 battlewagons
Warband:
12 boyz, 4 nobz, 4 grots, 6 battlewagons, 5 gunwagons
Warband:
6 boyz, 2 nobz, 2 grots, 4 battlewagons
kult of speed:
16 warbikes
kult of speed:
14 buggies, 2 warbikes
Stormboyz warhorde:
7 stormboyz
Bliz brigade:
4 gunwagons
If you want to fight the scenario with alternative forces then following rules apply:
-Orks have ~20% more points than imperial forces.
-No warengines for either side.
-No ork flyers, imperial may spend up to 20% points to flyers.
-Whole ork army must be mounted.
Gaming area:
Set up terrain in mutually agreed way. After terrain has been set up IG player may deploy up to 80cm razorwire, 30cm tank traps(as razorwire except effects vechiles) and 35cm trenches up to 30cm or further from ork deployment zone(see below).
Deployment:
Roll a dice. Winner of roll may choose which narrow edge is ork deployment area. The ork deployment zone extends 20cm from that side of board. IG deployment zone is 20cm to both sides from center of board.
Special rules:
None in this scenario.
Victory conditions:
Orks have 3 turns in which to accomplish their goal, to get 50% or more formations, unbroken, into the other side of the IG deployment zone. If orks fail to do that then it's victory for IG.