Primus

 

High command have decided that there is one sure way to end the rebellion, and force the powers behind it to show their hand…the same reason the rebellion started…food shortages. Most of the food stores are still under imperial control, and now all they have decided to do is sit it out and wait until the enemy starves to death. However, the space marine Supreme Commander Lucius was unwilling to let his elite troops go to waste, and a cause for the troubles still had to be found. Hence the space marine crusaders were to continue their deep strike into enemy territory, until aided by the Inquisitors, they were able to find the root of the problem.

If it is true to say that the forces of chaos are nieve, it is not true to say they are blind. The reality that their righteous revolution of freedom could end in pitiful starvation rather than a new and better life only hardened their resolve to win the fight. Now the rebels came under a greater unity than they had ever been before- and the target for their new-found sense of purpose…food storage centres…


The battle conditions are the same as last episode for Prime, except that Imperial Guard should be playing defensive roles and Space marines should be even more offensive. Given last months results, you may like to decide to put a delay on chaos reinforcements showing up, due to the lines being harassed by space marines. Also Imperial guard should have slightly smaller deployment zones to represent their rapid reorganisation after losing territory.

Alternatively you can try my scenarios below…

As usual send your results to wh4ok@hotmail.com. My thanks goes out to Mark Scott who played the most number of battles for me this month (4 in total). Please get your results to me a.s.a.p.

 

Basic Needs

This battle should take place between chaos and Imperial guard. It is written for 3rd edition 40k, but can be modified to other systems as you see fit. The game lasts 6 turns.

The Imperial guard player should start in a well defended position, bunkers, tank-traps, walls, trenches and the like, so long as they fall within your deployment zone (normally about 48" by 12"). You must set up first.

The Chaos player has two choices of how to play, but you do not have to tell your opponent until you are deploying your troops. For the first choice you may play with sustained attack special rule for your forces. Alternatively you may choose to deploy your troops an extra 6" forwards, and at the start of the battle place one ordnance blast-markers for every full 750pts in your army anywhere on the table which count as whirlwind rocket launcher blast. The first of these options represents the desperate assaults on the stockpiles of food by hunger crazed warriors. The second is the slightly subtler approach adopted by those still limited in number, the ordnance blasts being covertly placed bombs. If you are playing in mini campaign within this one then it would probably be advisable to play the second battle type, as it avoids the confusion and bickering often associated with a meat-grinder mission.

The chaos player must get 1/3 of their starting army into the imperial guard's deployment zone by the end of the battle. If they do, they win, and if they don't, the Imperial player wins. The Imperial player may announce that they are destroying the food stock at any time. If they do, the chaos player has one full turn left to complete their objective or the game is a draw.

This battle is a hard one to win for either side. Imperial players should remember that their men have to eat to, so the draw option could hinder them in the coming months as well as deny them a chance for a phoenix like rise from the ashes of defeat.

 

Web of Deceit

This game should be played between chaos and space marines. The space marine player will need a model to represent an inquisitor. This battle should be played like a cleanse mission, except instead of using table quarters to work out victory, use victory points.

For every enemy unit broken or annihilated by the inquisitor, or a squad he accompanies, the space marine player gets +100vp. If the inquisitor dies, the last unit he was with may still earn extra victory points in this way.

If the chaos player manages to kill the inquisitor, they receive +300vp.

In gaming terms it is a lot easier for the chaos player to receive the bonus, but in campaign terms, a few small victories for the space marines could reveal more information than months of normal battles.

 

Back

Home