The mission of the month for April is Modified Slay the Alien with added codex objectives.
Then there will be a campaign for the Summer.
This will run until the end of August 2017.
Here is an outline of the campaign rules:
Summer 2017 Campaign: Stalinvast
Background
The Planet of Stalinvast is a thriving Hive World covered in coral-like city growths, between vast blue-green jungles filled with teeming life and vicious predators. Through a joint venture between the Mechanicus and the Imperium of man it manufactures weapons. The Mechanicus are also searching for the Iron Men STC. Twenty years ago an Ork invasion was prevented by the house Knights. There have been no conflicts since but the Inquisition have received reports of xenos activity and have ordered an investigation. In secret, the Eldar and Harlequins are using the planet for a psychic ritual as it has a weakened dimensional barrier between the Immaterium and realspace.
Campaign Missions
There are three progressive missions played between the same players:
Scouting, Attack & Counter Attack.
You may not challenge a player to an Attack mission unless you have faced them in a Scouting mission and may not Counter Attack without playing the Attack mission.
In addition, there will be one final mission at the end of the campaign, all vs all: The Battle for Charters (Capital of Stalinvast).
1) Scouting
Due to the jungle nature of Stalinvast the armies must first find their opponents by sending out scouting parties.
Create six Kill Teams numbered 1 to 6.
When playing this mission against an opponent randomly select which scouting party has found the enemy. Cross this team off your list of six, it can not be selected for another opponent. When selecting a new random Kill Team for a new opponent, if you roll a previously selected Kill Team, you may choose one of the remaining teams.
2) Attack
Once two kill teams have met their army may proceed to engage the enemy in a full attack.
The winner of the Kill Team chooses the mission for this second battle
Default mission: The Deep Jungle 1,850 + handicap
Both players may include a unit from their Kill Team mission.
If they do, they may keep one special rule and should this unit survive the second mission, they automatically score the Line Breaker objective regardless of the position of the models.
If they do, they may keep one special rule and should this unit survive the second mission, they automatically score the Line Breaker objective regardless of the position of the models.
3) Counter-Attack
The loser of this second battle can choose to fight a third and final battle
They are considered the attacker in this third mission.
Mission: Loot, Points 1,000 + handicap
Players can agree to play different missions and points.
Battle for Charters (Capital of Stalinvast)
TBD
If you have any questions, or would like to add anything, please let me know in the comments below.
I like the idea of this Campaign and I look forward to playing it. However, I find the Kill Team composition difficult to follow.
ReplyDeleteKill Teams:
Up to 200 points on a single codex or supplement (I cannot select 4 units for 200 points, 247 is the minimum for Eldar and Mechanicus is even worse!)
0-2 Troops, 0-1 Elites, 0-1 Fast Attack (If four units are required, this must mean we are required to take 2 troop, 1 Elite and 1 Fast Attack. The mechanicus have no non-vehicle Fast attack.)
Must include at least four non-vehicle units
No model may have more than 3 wounds or hull points, No Flyers, No models with a 2+ save, Vehicles may not have a combined Front/Side/Rear armour value of more than 33. (Why the rules for vehicles if we are not allowed any?)
The following rules are not used: Canticles of the Omnissiah, Doctrina Imperatives, Mob Rule, Brotherhood of Psykers and Conjuration. (What is the rationale behind this? Without psykers, the Mechanicus depend on the Canticles and Imperatives to buff up. It's like saying psykers aren't allowed to use psychic powers!)
Everything else is fine.
Sorry, it should have said 4 non-vehicle Models - I will update.
DeleteSo could be one unit of 5 guys plus a transport.
These are the Kill Team Rules, and restrictions, straight out of the rule book.
I have put a more complete version of the Kill Team rules on the hyper link in the post above as my short hand version was missing some the rules.
ReplyDeleteThanks, that is great. Having the extended rules makes it easier to follow and accept the restrictions. Looks fun, can't wait to play it.
ReplyDeleteSo in the Attack and Counter Attack missions do we use all 6 of our kill teams? Do the teams return at full strength in subsequent battles?
ReplyDeleteIn the Attack mission my original thought was that you can use one unit from the kill team used against that opponent. I didn't think about using it in the Counter Attack mission.
DeleteHowever; if players wish to, they can use any or all of their Kill Teams in the Attack and Counter attack missions.
Returned at full strength.
Delete