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Welcome to Scenario Central here you will find a wealth of scenarios for your favourite Games Workshop Games. This space will be regularly updated with new Scenarios that you can download and use to fight out epic battles at your home or with your local gaming group. As new scenarios are added the old ones can be accessed at any time through the archive at the bottom of the page.


This time we present part two of a two part Scenario series by Davis Centis...


OVERVIEW:

This is a special two part Scenario, part one was posted with the last update, and can be downloaded from the bottom of the page.

With the reinforcements attacking a defended position, you have been given command of a small and elite group of soldiers that will go in and cause havoc before the main force arrives. It’s a dangerous mission, and chances are no one will be walking away from it. You’ve been sent to hell, and only brains will help you out of it. (Last Chancers are excellent for this role.)


SCENARIO SPECIAL RULES:

Deep Strike, Infiltrators, Sentries, Random Game Length, Reserves (NORMAL), Reserves (SPECIAL)

Reserves (SPECIAL): The turn that the Attacker won in the previous game is the turn that they come in as reserves, each squad arriving on a 3+. Reserves arrive from the Attacker’s board edge. Only units that survived the last match can be a reserve.


SET-UP:

1. Place the objective in the centre of the board. This is the point that the Defender’s reinforcements are coming in from.

2. The Defender may set up any Troop or HQ units anywhere within 8” of the objective. He does not have to set them all up but must deploy at least one. Any forces not deployed are held in reserve.

3. The Defender receives a variable number of sentries depending on which army he is fielding (see Sentries in the Battle Book, pg136). These Sentries do not cost any extra points.

4. The Attacker chooses one of the board edges as his board edge. His force must consist of Infiltrator units and a maximum of 1 HQ unit (no vehicle HQs, such as Venerable Dreadnaughts) and a maximum of 1 Fast Attack unit (no vehicle Fast Attack units). This can total no more than one-third the Defender’s points cost.

5. The Attacker takes the first turn.

 


VICTORY CONDITIONS:
The Attacker must attempt to destroy the landing zone before the Attacker’s reinforcements begin landing. The objective cannot be destroyed by firing at it, only by placing demolition devices. To place a demolition device, the model must assault the objective in its assault phase and remain in contact with it until its next assault phase. At this point the device is set and the objective destroyed. Boom!

The Defender must attempt to defend the landing zone at all costs.


LINE OF RETREAT:
Units that are forced to fall back will do so towards the closest board edge following the normal Fall Back rules.

GAME LENGTH:
The game lasts a variable number of turns. When it ends, it is assumed that the Defender’s reinforcements have begun landing and will overwhelm the attacking forces. The game can end even if the attacker’s reserves have not yet arrived.




Scenario Central completely open to the public, if you have a favourite scenario that you have devised send it in! To submit a scenario simply download the template, fill it in, and send it in!


ARCHIVED SCENARIOS:

Warhammer 40,000: Crash Site Recovery (.PDF file)

Warhammer: Supply Rush (.PDF file)

Warhammer 40,000: Twilight (Microsoft Word file)

Warhammer 40,000: They come at Dawn (Microsoft Word file)

Warhammer: Personal Objectives (Microsoft Word file)

Warhammer 40,000: The Perfect Storm (Microsoft Word)

Warhammer 40,000: Break In, Scenario One (.PDF file)