Thursday, July 16, 2009

Lucky 13's, Part 3 - Setup



Well, the fates have smiled on me and I will get to roll some dice on Friday. The same group of guys is coming over and we will be running the Lucky 13's - Scenario #3.
www.games-workshop.com/MEDIA_CustomProductCatalog/m220468a_Lucky13sChapter3Scenario.pdf

The above photo is the table without all the terrain on it.
We will be playing 3500 points this time, 2000 in Guard and allied Deamonhunters with 1500 in space marines vs. 3500 in Chaos Marines.

I can't speak to the Space Marines or the Chaos Marines, but here is the Guard force I'll be fielding.



Command Squad: CO, 2 Sniper Rifles, Regimental Standard, Vox
Veteran Squad #1: 3 Sniper Rifles, LasCannon, Vox
Veteran Squad #2: 3 Sniper Rifles, LasCannon, Vox
Veteran Squad #3: 3 Grenade Launchers, Chimera
Veteran Squad #4: 3 Melta Guns, Chimera
Ratling Snipers: 3 of them

Inquisitor Lord: Termie Armor, Lightning Claws, Psycic Hood, Scourging, 2 Mystics, Warrior W/ Flamer, Familiar.

Vindicare Assassin:


Leman Russ Exterminator: 3 HV Bolters.
Leman Russ Battle Tank #2: LasCannon, Hvy Bolters
Leman Russ Battle Tank #3: LasCannon, Hvy Bolters
Baneblade

OK, here is my plan...poke holes in it as you will.

I will use my Strategic Asset for "Bunkers", which lets me place up to 6 bunkers. These bunkers will make a ring around the Landing Pad. However these bunkers will be interconnected both on the roof and internally. Here is how we will tweak the rules. (Cleared this with my oppenents before hand.

1) 6 Bunkers, AV14, 4 firepoints, 1 unit max. Unit may not be split between being in the bunker and on the roof (As the roof is not part of the bunker). These "Bunkers" are 1 sided, and offer no cover from the inside of the fortress. Not every bunker section must be occupied at the start of the game. Template weapons will only hit the section they are shooting at and not the whole fortress. Or we could just play the whole building like a 6 part ruin and give those on the lower lvl a 3+ cover save.

2) Rooftop is open terrain, just like regular tabletop. Standard true line of sight, 4+ cover saves from the sandbags. Models can move about freely between the various rooftops. Models can deep strike onto Rooftop or jump infantry may "jump" up onto during the regular movement phase. Non-jump infantry wishing to reach the roof must use the Roof access ramp in the center of the fortress.

3) Should a bunker section be destroyed, the roof section above the bunker becomes Dangerous & Difficult terrain...but remains at the same height. We can throw some rubble down to represent that section is destroyed. Models in the bunker when destroyed, may either jump out the window, move to the roof checking for Dangerous terrain, or fall back to the roof access ramp area. Models may directly access the roof from a destroyed section of bunker (meaning they don't have to use one of the two doors.)

4) Entry Points (Green arrows), There are 2 Doorways to the Fortress.
We can play these two ways.
* Give them an AV 12..and once down they stay down.
or
* Give them the new "Force Plyon" rules from planetstrike, where any enemy unit must have grenades to pass through.



The Landing platform will be raised high enough to see from the whole table. The landing pad can be reached without destroying any of the bunkers, by taking down the door then reaching the roof access ramp, or by deepstriking or jumping onto the roof.

Here are some shots of the fortress with the completed landing pad...

Imperial Firebase "Emperor's Speedbump" with the new landing platform, stands ready to face all foes.


Sgt. Blackreach says "This here paint is wet! Don't touch it, yah hear?!"

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