After the defeat of the Orks on The Planet of the Dead, the victorious Eldar made a grim discovery. In the final stages of development, the Eldar unearthed typically crude but surprisingly effective technology. Quaintly referred to as Der Floa'y Fing by its Ork creators, it is a system that releases the spores of the Ork dead beyond the atmosphere, latching themselves to the various magnetic, electrical, gravitational and warp fields that entwine the cosmos. As planet-bound Ork spores are carried by winds, so too are the spores from Der Floa'y Fing. So strong is this technology that spores dispersed in such a way can infest a neighbouring planet. This technology is only available on Volistad and The Plague Worlds and can only drift westward through the Eldar worlds (at present!)
The Eldar are committed to eradicate this latest abomination before the technology can spread to other Ork worlds or infest their own home worlds.
In order to do this, the Eldar must totally defeat the Orkz, with either the Orks conceding defeat or being completely wiped out (a single gretchin survivor would be able to trigger Der Floa'y Fing). This most forbidding of missions has been made somewhat more achievable by the travails of the Myth Iliath Farseers. They have contrived a battlefield and conditions to their advantage and have developed a power to check time, though not control it.
Points: 1000 + revised handicaps
Deployment: Hammer and Anvil
Terrain: 0-1 natural terrain per section
No night fighting
Primary Objectives: Eldar - to annihilate Orks
Ork - to survive
No Slay the Warlord, First Blood or Line-Breaker
Choice of End: Eldar
First Deployment/Turn: Orks (no steal initiative)
Special: Time Warp, game finished at the end of turn 5 on a 6 only and turn 6 on a 5 or 6 only.
Sounds like an interesting campaign, however I would like to use the Dawn of War deployment; Hammer and Anvil gives the Eldar a lot of space to hide in and with no night nighting their long range weaponry could be disproportionately effective thus forcing the Orkz into a long charge to nullify this advantage. This would make them much easier to wipe out, particularly given the lack of cover.
ReplyDeleteOn the plus side, Hammer and Anvil is better for keeping out of range
Deleteand for outflanking Storm Boyz.
You can always bring your own terrain
Eg. Aegis Wall.
War Walkers have the long range (36") but are slow (Nb. they have outflank).
Bikes are fast but only have short ranges.
Wave Serpents are fast with long range and the Eldar may have Vypres.
but with a likely seven turns, sounds like a very close battle.
Looking forward to reading about the outcome
Dawn of War or Hammer and Anvil.
The conditions you outlined, Simon, are the exact reason the Farseers have manipulated the strands of time to get the Orkz and Eldar together at this moment. Remember, it isn't enough for the Eldar to 'win', they need to completely wipe out the Orkz, which, as I'm sure you can appreciate, is a pretty tall order. You will need to decide upon the army and the tactics best suited to survive the inevitable Eldar bombardment. I'm pretty certain you are on to a winner here! It will be a very different encounter to that which we normally play out.
Delete