Assassins (as appeared in White Dwarf # 232 )

The Assassins mission has unique Force Organisation charts to represent the fact that the defender would naturally have his best soldiers guarding his commander and that the attacker is mounting a lightning raid.

Attacker

Compulsory - 1 Troops

Optional - 2 HQ, 4 more Troops, 1 Heavy Support, 3 Elites, 3 Fast Attack

Defender

Compulsory - 1 HQ, 1 Elites

Optional - 3 more Elites, 6 Troops, 1 Fast Attack, 2 Heavy Support

 

Attacker's Brief

You have been chosen to lead a crack force to kill the enemy high commander, with the intention of causing enough confusion to disrupt their attack and bring you victory.

 

Defender's Brief

As you were enjoying your afternoon nap (or prayer session, or meal, or psychic communion with the Hive Mind, etc. . .) one of your trusted bodyguards brought you news that a large enemy force has appeared on the horizon.  You must endeavour to stay alive until reinforcements can arrive to carry you to safety.

 

Scenario Special Rules

The Assassins mission uses the Fortifications, Hidden Set-Up, Infiltrators, Random Game Length and Reserves scenario special rules.

 

Set-Up

1.  The defender's deployment zone is up to 18" on from one of the long table edges, in which they may place fortifications.  The attacker's ddeployment zone starts 18" further towards the opposite edge.

2.  The defender's HQ must be set up on the table, but any Fast Attack unit must be placed in reserve.  Other units have the option of being reserves or being set up on the table.  Once decided, set up using the Hidden Set Up rules.   The HQ must be at least 12" from any edge.

3.  The attacker deploys his entire force.

4.  The defender reveals his set up.

5.  Any attacking infiltrators may make one free move, ignoring terrain.  Eldar may NOT Fleet Floot.

6.  The attacker gets the first turn.

 

Mission Objective

The attacker wins if he can completely wipe out the defender's HQ unit.  Note that in this scenario the defender's HQ is subject to the 'They Shall Know No Fear' rule and will always regroup, because otherwise they might just flee off the table and what fun would that be?

 

Reserves

The defender's reserves enter from his own table edges.

 

Game Length

The game lasts a variable number of turns.

 

Line of Retreat

Troops fall back towards the long table edges of their own deployment zone.

 


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