Mission 2 - Duel
Posted: Mon Dec 05, 2011 4:25 am
Here is the second of the tag team missions.
Mission 2 - Duel
Force organization chart
1 HQ choice and 1 Troops choice minimum
Max 1 Elite, Fast Attack, Heavy Support, HQ. Max 3 Troops (Including the compulsory choices).
The HQ can only be purchased from one unit entry and may only consist of a single model except where it may buy extra models as wargear (Tau drones, Space wolf Wolves etc), or the unit is one choice with no option to include less models, (Imperial Guard command squads, though advisors and bodyguards may not be purchased). Transports and command groups may be purchased, but must be deployed with the rest of the army. If you are unsure about your army selection, please PM me.
Briefing - After numerous battles and skirmishes, the commanders of both sides have decided to settle things like gentlemen (or they are just looking for a chance to smash someones teeth in) at the centre of the battlefield. Only the strongest (or the sneakiest) will survive.
Deployment - The team with the most expensive total HQ choices chooses a table half and deploys first. They must deploy both of their HQ choices within 12" of the centre of the table in their half of the board. They then deploy the rest of their army within 6" of their table edge.
The team with the cheapest total HQ choices then deploys their own HQs so that they are within 12" of at least one of the enemy HQs and fully within their own table half. They may not begin in base to base contact. The rest of their army is then deployed within 6" of their table edge.
Game Length - The game will last for 6 turns. The team with the cheapest total HQ choices will go first. You may not steal the initiative.
Winning - The game will be won by Kill Points with the following modifications.
If both of the enemy HQs are alive at the end of the game, you lose 5KP from your total.
If both of the enemy HQs are dead at the end of the game, you gain 5KP to your total.
Prims Comments.
This mission provides an interesting challenge for list building. Do you go for the biggest baddest guys you can find like Mephiston and Abaddon knowing you will go second, or do you take a pair of cheap HQs and try to assassinate the enemy by going first. The fact that you pretty much have to eliminate the enemy HQs whilst keeping your own alive throughout the game should also provide an extra level of difficulty as you cant just use your HQ units as an expendable asset as you usually would.
As before, keep this thread on topic and use it to discuss any problems you can see arising and how you would deal with them.
Mission 2 - Duel
Force organization chart
1 HQ choice and 1 Troops choice minimum
Max 1 Elite, Fast Attack, Heavy Support, HQ. Max 3 Troops (Including the compulsory choices).
The HQ can only be purchased from one unit entry and may only consist of a single model except where it may buy extra models as wargear (Tau drones, Space wolf Wolves etc), or the unit is one choice with no option to include less models, (Imperial Guard command squads, though advisors and bodyguards may not be purchased). Transports and command groups may be purchased, but must be deployed with the rest of the army. If you are unsure about your army selection, please PM me.
Briefing - After numerous battles and skirmishes, the commanders of both sides have decided to settle things like gentlemen (or they are just looking for a chance to smash someones teeth in) at the centre of the battlefield. Only the strongest (or the sneakiest) will survive.
Deployment - The team with the most expensive total HQ choices chooses a table half and deploys first. They must deploy both of their HQ choices within 12" of the centre of the table in their half of the board. They then deploy the rest of their army within 6" of their table edge.
The team with the cheapest total HQ choices then deploys their own HQs so that they are within 12" of at least one of the enemy HQs and fully within their own table half. They may not begin in base to base contact. The rest of their army is then deployed within 6" of their table edge.
Game Length - The game will last for 6 turns. The team with the cheapest total HQ choices will go first. You may not steal the initiative.
Winning - The game will be won by Kill Points with the following modifications.
If both of the enemy HQs are alive at the end of the game, you lose 5KP from your total.
If both of the enemy HQs are dead at the end of the game, you gain 5KP to your total.
Prims Comments.
This mission provides an interesting challenge for list building. Do you go for the biggest baddest guys you can find like Mephiston and Abaddon knowing you will go second, or do you take a pair of cheap HQs and try to assassinate the enemy by going first. The fact that you pretty much have to eliminate the enemy HQs whilst keeping your own alive throughout the game should also provide an extra level of difficulty as you cant just use your HQ units as an expendable asset as you usually would.
As before, keep this thread on topic and use it to discuss any problems you can see arising and how you would deal with them.