Page 1 of 1

990999.M41 Mission

Posted: Sat Dec 20, 2008 2:13 am
by Joe
Armies - Eldar Vs Orks or Imperial Guard.

Size - Orks or Imperial Guard are defending and get an additional 10% points. Example: 1000 point game, Orks or Imperial Guard get 1100. (This may have to be adjusted)

Played on 4x6 or 4x4 for smaller games.

Deployment:

Defending team places first, setting up anywhere on the table. Eldar team enters from a random Table edge, determined by a scatter die. Some Eldar Units may enter via Deep strike rules.

Eldar player gets first turn, Defender can attempt to steal initiative on a 6+.

Deepstriking Eldar: Jetbikes, Shining Spears, Swooping Hawks, Warp Spiders, Vypers, Falcons, Fire Prisms, Wave Serpents (and any squad riding in them), Autarch with wings warp pack or jetbike.

Random Turn length using 5th Ed rules.

Victory Condition:

Eldar are looking to eliminate the entire Defending army.

If they destroy 75% (based on unit Victory points from 4th Edition) of the defending army the game is a Tie. Any more and the Eldar player wins, any less and the Defender wins.

Remaining Eldar models has no barring on the out come as their only goal is to eliminate as much bio-resources as possible to thwart an incoming Tyranid invasion.

It's late and I am tired, so if I missed anything let me know. I am actually thinking about raising the Defending army bonus to 20%... let me know what you think. Either that or make the winning conditions harder.