A quiet day on the farm |
Overview;
Imperial Marines on route to their extraction point run into a spot
of trouble
Design note:
The original farm mission was the intro mission for 40k 2nd.
Reading some of the Oldhammer sites is a great source for inspiration for
mission and background. Slightly less so for painting ;) The game works better
with GM and two players. The models were painted and supplied by Franco.
Marines secure the farm |
The terrain and the battlefield:
The battlefield consist of a farm surround by low walls. Some dense woods and line of site blocking hills make up the rest of the terrain.
Imperial space marine briefing:
You are brother Captain Cato, 5th company Salamander chapter of the
Imperial space marines. 4 weeks ago you were assigned to provide escort to
inquisitor Solomon in his mission to investigate why the planet of Pan had
ceased to pay imperial tributes.
On arrival to the planet you accompanied the inquisitor to meet the
regent. On meeting the regent the inquisitor commenced hostilities by blowing a
hole in the regent head with her bolt pistol. In the ensuing fire fight the
inquisitor was killed. You overload the city’s thermonuclear reactor and
destroyed the capital in retribution. That was thirty minutes ago, now you are in
a derelict farm outside the blast area on route to the Thunderhawk extraction
point. The extraction point lies south
just beyond the next hill.
PDF move to flank them |
The Marine force consists of
Captain Cato and aide(1 captain and 1 marine with boltgun)
Fire team Maruis (NCO and 4 marines all with boltguns)
Fire team Ceasar (NCO and 4
marines all with boltguns)
Fire team Pilus (NCO and 4
marines all with boltguns)
Fire team Nero (heavy bolter team)
Fire team Ares (Missile launcher team)
All the units are veterans
While more PDF cover the farm |
Pan planetary defense force briefing:
You are Mandrake Hoth, captain in the Pan planetary defense force.
Ten minutes ago the capital ceased all communications. The mushroom cloud that
appeared on the horizon around the same time leads you to suspect the loss of
communications may be permanent. Your
commander has ordered you to take a platoon to make a sweep of the area. Your priority is to check the old Hansom farm
place where you and your second lieutenant Kurtz have stored your retirement
fund of illegal acquired fines. You are not expecting trouble but if you do you
are expected to communicate it back to base. This would be difficult since you
would then have to explain why you are outside of the assigned patrol area.
Also you are not sure you can trust Kurtz since he is of dubious morale
character.
2nd Lieutenant Kurtz ans his group take fire moving around the other flank |
The PDF Force consists of
Captain Hoth and an aide(captain with pistol, 1 trooper with autorifle)
2nd lieutenant Kurtz ( 2nd lieutenant with
pistol)
1st Squad (NCO, Heavy stubber, 8 troopers). The NCO and
the troopers are armed with auto rifles
2nd Squad (NCO, Heavy stubber, 8 troopers). The NCO and
the troopers are armed with auto rifles
3rd squad (NCO,9 troopers all with auto rifles)
4th squad (NCO,9 troopers all with auto rifles)
HGM team (1 trooper with Heavy Bolter, 2 with auto rifles)
All the units are regular
A heavy bolter teams provides covering fire |
Deployment:
The Marines start the game in the Farm grounds. The PDF move on from
the eastern table edge when activated.
Marines try to go down the centres |
Special rules:
Heavy stubber counts as a normal LMG and an autorifle counts as a
rifle as per the mains rules.
Missile Launcher:
Frag missiles do not exist in Bolt Action. Treat the missile launcher team as a Anti
tank rifle. In addition each hit does D6 hits.
Heavy bolters:
Heavy bolters do not exist in Bolt Action. Treat the heavy bolter team as a MMG team
that can move and fire like a rifle if crewed by marines or as a normal MMG
team if crewed by the PDF. In addition the heavy bolter gets a +1 fire power
bonus. Player special need to roll a unmodified six to snipe targets in other
units.
And they shall know no fear:
Space Marines a tougher than your normal protagonists in Bolter
Action. Any time a Space marine unit takes a pin marker roll a D6. On a 4+ the
pin marker is ignored and the units carries on as normal, on a 1-3 the pin
marker is placed as normal.
Round two sees the marines being a bit more cautious |
Game ending:
At the end of each turn roll 2D6 if the number is greater or equal
to the game turn then the next turn is the last turn of the game.
Victory conditions
Each side scores victory points for the following conditions
Space marine victory
conditions
1 point for each marine to leaves the table from the southern table
edge
5 points if Captain Cato leaves the table edge from the southern
enemy side
1/3 point for each PDF trooper killed
1 point for each PDF officer is killed
PDF victory conditions
1 point for each marine killed
5 points in Captain Hoth ends the game inside the farm building.
2 points in Second Lieutenant Kurtz ends the game inside the farm
building.
1/3 for each PDF trooper that survives
If one sides score more than 5 victory points more than there
opponent they are the winner.
The heavy bolter team wipes out Hoth assualt force |
The play through:
We played the mission through twice. The first time, Franco lead a
brave Marine charge down the centre of the battlefield. It met a bad end in a
hail of bullets. We swapped sides for
the second run. This time the Marine advance was more cautious. Two squads led
by the Cato advanced through the woods while the heavy bolter and missile teams
provided supporting fire. Cato got shot
early in the advance but the squads were able to leap frog each other
overcoming the first line of resistance before getting repelling at the main
line of resistance. Hoth led his heavy
bolter team and a rifle squad across the opposite flank. His force was
destroyed attempting to storm the compound. The game end with four marines in
three squads in the compound facing 2nd lieutetant Kurtz and half a
dozen men.
Afterwards I added a third squad of marines and gave both of the
main protagonists an aide (aka bullet shield).
2 comments:
Good & fun game to play Darra, not sure if marines need another squad or not but only one real way to find out.
they need an extra order dice. During the testing the PDF guys had more dice and were more liklely to go frist and activate the important units when they were need. It might be better if for the marines players pick two dice from the bag and the Marines picks the one that is used. But that might be very nasty
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