Saturday, February 24, 2018

Horus Heresy Battle Report 3: The Raid on Outpost Genden

Mission
We wanted a suitable mission to represent a White Scars force with Drop Troops allies that would be striking deep behind enemy lines to destroy a crucial enemy installation. We started with the Sabotage mission from the Fourth Edition rulebook and modified it to our liking.

The Raid on Outpost Genden

Setup:
  1. Place the objective somewhere near the center of the table.
  2. The defender's deployment zone is a 10" radius around the center of the objective. Any units not deployed to start the battle may be held in reserves and will arrive from a random board edge.
  3. The attacker may then deploy infiltrators on the table following the normal rules.
  4. The attacker takes the first turn, moving as much of the army as he chooses onto the board and leaving the rest to come on as reserves. Whether arriving on the first turn or from reserves, each unit arrives from a random board edge determined by a roll as shown on the map below. Units with Outflank may re-roll.
Game length would be 4 turns with a 3+ chance of turn 5 and then a 4+ chance of turn 6, which would be the last possible turn.

Objective:

For this raid, all the attacking forces have been issued with demo charges to destroy the objective and complete their mission. The objective cannot be destroyed by firing at it, only by non-vehicle models placing demo charges. To place a demo charge successfully the model must assault the objective in its assault phase and remain in contact until the end of its next assault phase. At this point, the charge is set and the objective is destroyed. Boom!

The attacker wins if he destroys the objective before the end of the game. Otherwise the defender wins.

Outpost Genden: A command bunker, communication tower and fuel processing plant are functional, while the fortified administrative building on the hill has been destroyed by a previous bombardment. 





Sunday, February 4, 2018

Proposed Modified Rules for Horus Heresy / WH40k 7th Edition

I thought it would be fun to play with the Horus Hersey/WH40k 7th Edition rules to combine some of the better ideas from Shadow War Armageddon/WH40k 2nd Edition and 8th Edition. I particularly like the idea of using more modifiers and fewer "all or nothing" rules. But I would also like any changes to work with the current unit/weapon profiles and points costs (it won't be perfect, but at least be close enough for friendly games). So here are some draft thoughts: