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LO's unofficial Jester
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Wasn't sure where to post this but it seems as appropriate as anywhere....

Scenario

Raid on Hephaestus Forge XVIIThis scenario describes a battle that took place between a force of Harlequins and the Iron Hands Chapter Clan Raukaan

Background
In 914M41 The mercurial Eldar Harlequins, for their own inscrutable reasons, raided the Orbital Forges which surround the Forge world Hephastues. One of these Orbital Forges, ‘Hephaestus-Forge XVII’ bore the brunt of their attack. This forge was tithed to the Iron Hands Chapter and was significant in that it had the capability to forge Achilles Class Landraiders as well as holding, albeit incomplete, fragments for the STC templates of two other variants, the ‘Patroclus’ and ‘Menelaus’ class Land Raider.

The Iron Hands were quick to send Clan Raukaan to defend this important strategic asset. Furthermore their Librarians had long suspected that the Eldar were seeking to attack the forge world. Therefore they warded the forges against attack directly from the Webway hoping to stifle the plans of the perfidious xenos.

The Eldar however were undeterred. Rather than striking from the Webway as was their wont they struck via real space in a major naval offensive, launching boarding parties onto the Orbital forges….

Summary
The scenario uses modified Boarding Action rules found in Imperial Armour Ten: ‘The Badab War’ Volume One. I have tried to give a summary of essential relevant rules for those who don’t have access to this Forge World book.

Forces
• The size of both armies is 2000points.
• One side should be determined as the Defenders the other as the Attackers. This should be determined before armies are chosen.
• Both armies are chosen using the standard Force Organisation chart in the WH40K rule book.
• In addition this battle is fought in the vaults of a vast Orbital Forge and therefore contrary to normal boarding missions that vehicles may be used as normal.
• Likewise the Orbital Forge is a vast structure with reserves pouring in from upper levels, all deep striking units may be chosen not just those arriving via the Warp or teleported (It can be assumed that Drop Pods are being shot in via vast rents in the forge from Strike cruisers positioned outside the Orbital Forge or represent the detachable tips of boarding torpedoes).
• For ‘historical accuracy’ The Defending force should be chosen using the Iron Hands codex
• The Attacking force should be chosen using Codex Eldar and Codex Dark Eldar Allies.
• The Eldar force predominantly featured Harlequins. To represent the Great Harlequin used the rules for Asurmen. While the Solitaire was represented using rules for Drazhar. In addition the Eldar force featured three Harlequin troops and a unit of Wytchs. Dire Avengers were taken as Troops.

N.B for this battle we did not use Boarding Stratagems but there is no reason these couldn’t be used.

Playing Area and Terrain
• This scenario should be played on a 4x4 board.
• The board should be generally sparse and clear with a few large defining pieces of terrain.
• Areas of the board can use the deck level/corridor rules. We used floor plans from ‘Judge Dredd RPG’
• Decklevel corridors and floorplan sections represent areas of the ship that are directly part of the Orbital Forges’ super structure. They may extend many meters upwards and be connected to the decks above. As such they are considered completely invulnerable and impassable to weaponry and movement accept via designated doorways. This includes skimmers moving over the floor plan sections. It also means that no deep striking units may not arrive inside the deck plans nor may units such as Warp Spiders jump inside the decks. This includes teleporting units (the psykers of the Defender have warded the Forge against such attacks)
• Other areas of the board can contain normal ‘ruins’ to represent command centres, sub-manafactorums, tech shrines and other buildings constructed within the Orbital Forge itself. These pieces of terrain use standard WH40K rules.

Deployment and Objectives
• Both players divide their armies half and half into a ‘Spearhead’ group and a ‘Reserve’ group declared before the game begins.
• The board is split into quarters.
• The Defending player chooses a board quarter and deploys his Spearhead group.
• The Attacking player then rolls 1d6. On a 4+ he may choose any table quarter to deploy. Otherwise he will deploy in the quarter opposite the Defender.
• Having chosen a quarter the Defending player places three objectives one in each quarter that the Attacking player is not.
• Finally the Attacking player deploys his force on his ‘Spearhead Force’ no closer than 6’’ from the Defending player.

Reserves
The Reserve group of both armies arrive using the normal reserve rules except that they may come on any table edge of their deployment quarter

Victory conditions
• If the Attacker controls more objectives than the Defender at the end of the game then they win, any other result is a Defender victory.
• Objectives are controlled by having a troop choice within 3’’
• ALL other units can contest objectives.
• Optional Rule In this scenario we said that Harlequin units including the Great Harlequin and the Solitaire could control objectives but other units including ‘troop’ choices could not.
• The Defenders control objectives in the normal manner (Troop choices within 3’’)
• If you want to fight this battle with non-‘historical’ forces we suggest you pick an elite unit type (just one) and say that unit type replaces troops in being able to claim objectives.
• First Blood, Line Breaker and Slay the Warlord are not used

Scenario Special Rules
Catastrophic Damage; A naval battle rages outside the Orbital Forge while fierce combat is conducted inside the structure. The Orbital Forge is in danger of breaking apart altogether. This scenario uses the Catastrophic Damage rules found in Imperial Armour Ten: ‘The Badab War’ Volume One. If you do not have access to this then it is not essential instead make all terrain dangerous.
Cold of the Void; The Orbital Forge has taken a battering both from the Eldar naval assault and the fighting going on within its bowls. As a result a number of significant rents have been made in its hull and large areas of the Forge are depressurised. The scenario uses the Cold of the Void special rules found in Imperial Armour Ten: ‘The Badab War’ Volume One. In summary St4 hits are now rending and hits which are rending anyway rend on 5 or 6 rather than 6.
Power Shortage; Roll a dice at the start of the game. On a 6 Night Fighting rules are in operation for the whole game
Variable Game Length: from turn 5 onwards the variable game length rules are used.
Deep Strike; Deep Striking units may be used. Note restrictions caused by terrain. In addition the Defending forces Deep Striking units do not scatter to represent their familiarity with the Orbital Forge.
Reserves: Are used as described earlier.


For the record this battle was pretty bloody and incredibly good fun. The Harlequins just piped the Iron Hands to the post by controlling two objectives vs the Iron Hands one. But it was a close run thing with the Harlequins running out of troops fast. If the game had gone on one or two more turns then it could have been very different.
 
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