Front Offensive

OVERVIEW

Both sides are attempting to advance their front line past their entrenchments and into No Man's Land. This represents a small section of a much larger push across several miles of the battlefront.

SCENARIO SPECIAL RULES

This scenario uses Deep Strike, Fortifications, Infiltrators, Obstacles, Reserves, and Random Game Length. See below for special clarifications.

SET-UP

1 The game is played along the long axis of the table. Each player sets up along a short table edge in a deployment zone equal to 1/3 of the table length. The center section of the table is No Man's Land. Both players should roll a die, and the winner chooses which short edge he wants.

2 Players should take turns placing up to d3+3 Obstacles in No Man's Land. These can include tank traps, razorwire, craters, and minefields.

3 Each player is given the option of placing a single Bunker in his deployment zone. Note that if your bunker is destroyed, you may be penalized under the victory conditions.

4 Both players roll a die. The loser is the first to deploy one of his units. Deploy in the following order: Bunker, Heavy Support, Troops, Elites, HQ, and Fast Attack. Units which Deep Strike may be kept in Reserve. You may deploy anywhere in your own deployment zone.

5 After all other units are placed, players may place Infiltrators. Infiltrators may be placed as far forward as No Man's Land, but not in the enemy deployment zone and not within 18" of an enemy unit. If both players have Infiltrators, roll a die to see who must place first.

6 Models which Deep Strike are subject to enemy fire as they arrive, depending on where they appear. Models appearing in their own deployment zone suffer no adverse effects other than the normal Deep Strike rules. Models which arrive in No Man's Land take a wound on a d6 roll of 6, with no armour save allowed. Models which arrive in the enemy deploment zone take a wound on a d6 roll of 4+, with no armour save allowed. Roll for each model as it appears, after rolling for any scatter on the Deep Strike.

7 Both players roll a die. The player who rolls highest may choose to go first or second.

 

MISSION OBJECTIVE

Both players are attempting to push forward into No Man's Land. The winner is the player who has advanced the farthest distance into No Man's Land without any intervening enemy troops behind-- you may only count territory that is completely controlled by your own troops. Immobilized/unarmed vehicles, characters, and units under 50% strength are not "controlling" troops, and are not counted either for advance or counter-advance purposes.

In the case of a draw, where neither player has any controlling units in No Man's Land, then you may compare the status of Bunkers as it relates to the shift of power in the area. A player who has lost his bunker loses to a player who still controls his own bunker, or who has no bunker of his own. If both players' bunkers are destroyed, or neither player had a bunker to begin with, the game ends in a draw.

RESERVES

None

GAME LENGTH

The game lasts for a random number of turns (see the Scenario Special Rules on pages 132-137 in the Warhammer 40,000 rulebook).

LINE OF RETREAT

Any unit forced to fall back will do so towards their own deployment zone using the shortest possible route. The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook.

Copyright © 2000 by Benjamin R. Durbin
All rights reserved