Campaigns
The Blood
Deserts of Auros IX
Intro
<>
2
Player Rules
<> Multiplayer
Rules <> Alternate
Scenario <> Battle
Summaries
The Blood Deserts
of Auros IX: Alternate Scenario
The Blood Deserts of Auros IX Campaign
is set up so you and your opponent have the opportunity to re-fight battles—but
what happens when you get tired of running "Sabotage" or "Cleanse" over
and over again? The answer is new scenarios that allow you to seize other
objectives.
"Midnight at the Oasis"
This inspiration
for this scenario was a piece of desert terrain I put together: an oasis.
I glued part of a discarded Star Wars toy, some real rocks,
and some plastic trees to a styrofoam base. For the water, I used layers
of two-part epoxy, which, when it dries, still appears very shiny and “wet.”
After the photo below was taken, I also added some static
grass.
Above: Orks
quench their thirst at an oasis in the Blood Desert
Well pleased with how the oasis turned
out, I wanted to create a scenario around it.
The Objective
By definition,
a desert is a place where water is scarce. Whichever army wins the oasis
will have a secure source of drinking water and a decided advantage; either
player can substitute “Midnight at the Oasis” for any mission they would
normally attempt. This scenario can only be run once and the winner can
count it as having secured 1 of his 5 objectives for winning Auros IX,
replacing any of the others (such as “Inflict massive casualties”) that
he has yet to achieve.
Probably the
biggest change from the two player campaign
rules is that this is a “jump ball” scenario—because water is so
important in the desert, you don’t have to have the initiative to claim
this objective. In addition, the winner will not only claim an objective
but will also “take the initiative”: he will decide what the next game
will be (one of his missions, of course) and be the attacker.
Forces
Both sides
pick forces from the Standard Force Organization chart, to an agreed points
value (2000+ points recommended).
|
Compulsory
|
Optional
|
|
1 HQ
|
1 more
HQ
|
|
2 Troops
|
4 more
Troops
|
| |
3 Elites
|
| |
3 Fast
Attack
|
| |
3 Heavy
Support
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Terrain
Set up the
terrain using any mutually agreeable method. The oasis is placed in the
center of the board, equidistant from the two long board edges.
Overview
The war for
Auros IX has gone on longer than you anticipated and water supplies are
running perilously low. One night, as your main forces are engaging the
enemy, your scouts report a previously undiscovered water source nearby.
This godsend is too good to pass up--divert forces away from the skirmish,
secure the oasis, and bring back water to your camp.
Scenario Special Rules
This game
uses the Infiltrators, Night Fighting, Reserves, and Victory
Points
scenario special rules. If both players agree, the following
special rule may be used as well:
Desperate
Circumstances: Water supplies on each side are so low that the
warriors push themselves to reach it. An infantry unit may forgo shooting
or launching an assault to move an extra 6" in their Assault phase in an
attempt to reach the oasis or return to camp with collected water. This
rule cannot be used by troops embarking onto or disembarking from vehicles.
While infantry that make this bonus move cannot make an assault, they may
fight back normally if assaulted.
Set-up
1.
Both players roll a die; the winner gets to choose which of the long board
edges will be his deployment zone. Units may be deployed up to 12" onto
the board. The opponent gets the opposite board edge.
2. Both
players roll a die; the loser deploys any or all of his Troop units
first. The other player then deploys any or all of his Troop units. Any
Troops not deployed are in reserve, as are all other units.

3. If
either side has any troops which can Infiltrate then they may deploy these
units after all Troop units have been placed. They may be placed anywhere
on the battlefield which is 18" or more from an enemy unit. If both sides
have Infiltrators, roll a die: the winner may choose whether to deploy
his Infiltrators before or after enemy Infiltrators.
4. Both
players roll a die; the winner may choose whether to go first or second.
Mission Objective
Both armies
are attempting to reach the oasis and gather water for their comrades back
at their base. To gather water, each unit must come into base-to-base contact
with the oasis and cannot shoot or launch an assault (if assaulted they
may fight back as normal) that turn. On their next turn, the unit may move
and act as normal. Each unit that reaches the oasis, gathers water, and
leaves the board back the way they came (that is, through their deployment
zone) before the end of the game gives the owning player +100 victory points.
Infantry, cavalry,
and bike units may gather water this way: vehicles may not. For simplicity's
sake, the 100 point bonus is granted so long as one member of the water-carrying
unit gets off the board.
Reserves
When either
player's reserves become available, they move on from that player's deployment
zone board edge.
Game Length
The game lasts
for six turns.
Line of Retreat
Troops which
are forced to fall back will do so towards the long board edge of their
deployment zone, using the normal Fall Back rules.
The Blood
Deserts of Auros IX
Intro
<>
2
Player Rules
<> Multiplayer
Rules <> Alternate
Scenario <> Battle
Summaries
Related
Pages
Battle
Results for "Midnight at the Oasis"
Fighting
Tigers Glossary and Pronunciation Guide
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© Copyright Patrick
Eibel and Kenton Kilgore, December 2000
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