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Ultramarines and Imp guard vs the Green Tide
this is a large scale 2500-3000pt match i set up on vassal 40k. i've been toying with the idea for awhile and i just want to make sure things are balanced before the carnage.
also are there any good army lists i could use for this?
im gonna post the rules i have so far, and mabey even upload the map itself to give you guys a good idea of the scale of this thing. the map is 8'/14'
Last edited by darkman2010; April 22nd, 2010 at 04:13.
oh, and forget about the two basalisks and the mortar squads, i forgot to take them off
here are the rules i've made so far:
Both players deploy within 50” of the edge of their side of the map near their base
Storyline goes that orks have captured a strategic marine bunker filled with extremely valuable imperium tactics and schematics. It is up to the marines to retake the bunker and delete the information, or destroy the entire bunker itself.
Da orks ave’ gots dem humies in an’ ard’ place, they know a cupul’ah warbosses oud’ pay an ‘eavy amount a’ teef for the humies bunka an’ even more for da humie’s main base, so let’s get KRUMPIN’!
Each base has different weaponry to choose from, a model must be in base contact with a weapon in order to use it. for special weapons a model must be in contact with a marine bunker
The humans have a variety of special command bunker weapons at their disposal and may choose one special weapon to use per turn
Two heavy twin linked las-cannons from each trench bunker
Bio-Missile barrage- three s6 ap2 missiles are fired for a distance of 90”. The missiles contain a powerful anti-fungal toxin that only affects orks and not humans. A vehicle hit with this weapon will only affect passangers if it is open topped, otherwise the vehicle is unharmed. An ork who survives the blast from this weapon will lose one inch of his and his squads normal movement every turn and if he cannot move, he is dead and whoever was being held up will be free to move as they did again.
Heavy Missile- s9 ap1 ordanance missile is fired 80” range
(3 shots) Call For Reinforcements- on his turn the marine player can call for a single extra drop pod if he had anything in reserves
as standard all marine watchtowers each have a single heavy bolter (trench bunkers have two). These are not special weapons and as such are used freely each turn (all can fire)
The orks are powerful, they gotz lotsa dakka and aren’t afraid to use it!
Is he there? Or over there?- the orks found out that the captured marine bunker branches out underground. Place three markers down up to 80” of the ork base and roll a scatter die for each. Roll a die as well to determine the distance of the scatter for each. If the scatter die hits, a (theoretical) nob with two big shootas pops out of the ground and fires both weapons before going back in. (range is halved though) if it’s a miss then he only fires one big shoota. If he scatters under impassable or difficult terrain then he does not come out.
MORE DAKKA!!!- all simple base weapons get double the shots
*clunk* “sir what’s this?” “hmm… appears to be a-“ *BOOOM!!!*- the orks chuck three s4 ap4 (grenades) blasts directly into the marine bunker. Place a marker in the spot you want to hit, roll a scatter die, if it misses then flip a coin (head’s left, tails right) and roll a die to see where it goes down the bunker. This is supposed to be an accurate shot so it will never scatter out of the bunker. If it misses in an intersection, the marine will choose which intersection it takes
bunker F-12 S-12 bs4
Shiny Buttons (special)
the captured bunker is a complete mystery to the orks in how it works. Each turn they can roll a die. 4-6 will activate one of three weapons
1-2 Go Boom!- the missile silos open and five krak missiles are ready for deployment
3-4 Loudspeakers- the voice of the warboss booms across the battle field giving a 3+ld to all orks for that turn, or he can choose to call another Wagggh! If he hasn’t already done so
5-6 dat was da biggest DAKKA! I eva erd!- out comes the secret untested battle cannon, range 72” s8 ap3 ordnance2, large blast. Roll to fire. A roll of 1 is a dud and doesn’t go off. A roll of two fires but doesn’t explode on impact, instead it becomes a s9 ap1. the large blast template will determine the unofficial area it lands in. the space marine picks who is hit. In the case of it landing on space marines and orks, flip a coin to determine who chooses.
nice rules, what happened in the battles?
Like, fluff wise?
would be nice 4 u to encat these battles, would make good reading