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HORUS HERESY AT PLAY - AMAZING MISSIONS

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Since FW began publishing material for heresy, me and my group decided to build up an event in occasion of PLAY - that's the most important Convention about games here in Italy.

 

The First one was just simple apoclaypse games between 6-8 friends, then the group grew a lot, in terms of players and armies too!

 

In this thread you will find all the infopack of theese Amazing apocalypse games and some picture to have an Idea of dedicated scenery.

 

So, Enjoy the Show ;)

 

 

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HORUS HERESY - PLAY 2015 - ULLANOR, WAAGHMASTER vs WARMASTER

 

Apocalyptic game for as many players as you can, since there is an Orc Player for each Legionaire!

we played this scenario in 20 players!

 

http://heresy30k.invisionzone.com/index.php?/topic/3088-ullanor-apocalypse-event-in-italy/

 

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HORUS HERESY - PLAY 2016 - DEATH OF ISSTVAN III

 

Apocalyptic game for as many player as you can, since Players are even!

We played this scenario in 28 Players!

 

 

 

ISSTVAN III

TABLETOP DIMENSION: a game Zone 48”x48” for each two players in the game.

For Example a game with 8 players would have a final size: 48”x192”

ARMIES: Army by 3,000 points organized in a single FoC Age of Darkness..

It is not possible to include any named character, including Primarchs and named dreadnought.

It is possible to include fortifications as normally required by Age of Darkness FoC.

It is possible to include Lord of War as normally required by Age of Darkness FoC.

Because of the particular rules of engagement it is not possible to include any units and/or equipment with the  "Traitor Only" or "Loyalist Only" wording. Mainly we talk about Gal Vorbak, Kakophoni and Sonic Shrike.

 

DEPLOYMENT ZONE

Each player will have their own Deployment Zone which will be 36 "wide and 18" deep.

This means that the No Man's Land separating you to others Deployment is only 12 " both from the frontor side.

Please note that until the end of the deployment of all players will not be known to anyone (even yourself and organizers) the alignment of your army. This means that you will not know whether the person in front or next to you is "friend" or "enemy", and even that you yourself might have some surprises!

 

DEPLOYMENT

The deployment will follow these dynamics:

  1. Each player divides in two its army, each half with (as far as possible) the same number of units. In this regard, Dedicated Transport and apothecaries are considered "absorbed" by the unit of reference, which now counts only as 1.
  2. NOTICE!, also units that MUST start the game in reserve (Drop Pod, Flyers, Hidden Maru Skara Units), in this case will be considered in the count in order to determine the number of units to be compulsorily deployed.
  3. Imagine the black and white squares of a chessboard arranged in two lines:  these are the players deployment scheme. First, all players must place their fortifications in their deployment.
  4. All players on “White squares” MUST deploy half of their Army (rounded up) according to the count described above.
  5. After that all players on “Black squares" must deploy their base and at least half of their army (rounded up) according to the count described above. Undeployed units are held in reserves with the exception of those with the Infiltration rule, which can be kept in pause, as a sort of "I will Deploy" and fielded after.
  6. At this point players of “White squares” deploy their own base, and can deploy the remaining half of their army. Units with the Infiltrate rule may be deployed using that since they also are in army cohesion.
  7. Finally players of “Black Squares” deploy their infiltrators. With normal restriction, since they are also in army cohesion.
  8. NOTICE!, by our simulations it is rather complex to deploy units in infiltration outside of their own deployment because of the proximity between them. It should also be noted that not knowing who is your enemies, infiltrating models will be more than 12 "/ 18" from any model is not part of your army. If due to the influence radius of enemy units is not possible to deploy an Infiltrating unit, it can still be deployed in its deployment zone within 6" from the table edge, regardless of the enemy zones of influence.
  9. Everything at this point is NOT yet been deployed remains in reserve
  10. NOTICE! unlike infiltration, Scouting units are great to relocate on the battlefield, although unfortunately this maneuver must be done before you know whose side are you on!

Map_Isstvan_III.jpg

 

CONTROL OF RESERVES

Players have total control of their reserves, thus:

  • Any unit that comes into play using the Deep Strike rule or Zooming Flyers may come from the reserves in any turn (including the first).
  • Exceptions units with the Drop Pod assault rule, for which only half of them must arrive from the reserves in the first round while the remaining may arrive from the second.
  • Any Jump Infantry, Jet Pack Infantry, Jetbike, Skimmer and Hoovering Flyer may arrive from the reserves in any turn from the second.
  • All remaining units may come from the reserves in any turn from the third and no later than the fourth.
  • NOTICE!: the equipment Targeting Matrix Array, thanks to which the Mortis and Deredeo earn the Intercept and Skyfire rules, can be activated already during the deployment and be active in the First Turn. Nonetheless beware of restrictions on shooting during the first round!

 

BETRAYED!!!

After the deployment, the Organizer should distribute “Faction Cards” (Alpha or Omega).

It’s important that the two players in each sector do not belong to the same faction, this means that each “opposing” player will always be one of your enemies.

The faction that collects the greatest number of typically Traitor armies will be the traitor faction, it follows that the other faction will be the loyalist one. In case of a tie make a roll-off.

 

FIRST TURN – TRAITORS

  • The Traitor faction has the first turn.
  • During the first (player) turn units can move normally.
  • During the first (player) turn units may have doubts and misunderstandings on the actual target of their attacks, thus each unit that intends to open fire it will be able to do so only by overcoming a 4+ activationtest. If this test is failed the unit will not run or turbo-boost; in case of vehicles, they would activate smoker launchers if they wish.
  • During the first (player) turn any unit cannot declare assaults. 

 

FIRST TURN – LOYALIST

  • During the second (player) turn units can move normally.
  • During the second (player) turn units are very disoriented from the surrounding situation, therefore, each unit that intends to open fire will be able to actually do so only by overcoming a 4+ activation test. This test improves to 3+ if the unit has been hit in the previous shooting phase. If this test is failed the unit will not run or turbo-boost; in case of vehicles, they would activate smoker launchers if they wish.
  • During the second (player) turn Assault may be launched normally, but still count as disordered charges.

 

FROM THE SECON GAME TURN THEN, PLAY NORMALLY

GAME LENGTH: 4 Game Turn

SPECIAL RULES - Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachement unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

 

 

 

OBJECTIVE

Kill Point, Slay the Warlord (each army has its own warlord), Price of Failure, Basis, Personal Purposes.

Basis: Each player must place a base anywhere in his deployment. Each base is worth 2 VPs at the end of the game. The bases are always controlled by the nearest scoring unit.

Personal Purposes: +D3 VP – Each Player will receive an objective related to its specific army. To have a more funny game the Personal Purpose may be shuffle and randomly distributed.

“Control” purposes are scored at the end of the game, while other type as described for each.

Legions in brakets are for a specific use of the Purpose, while they should be assigned randomly too.

  • Sure, we trust you! (DA) – Control your base and one belonging to an allied player, BUT you may not reveal why you are approaching!
  • Martial Excellence (EC) – Kill two Characters in challenges during a single Game Turn
  • Siege Masters (IW) - Control your base and one belonging to an Opponent
  • Nomad Tactics (WS) - Bring out ONE of your own units from the edge opposite to your deployment after it has destroyed an enemy unit. Your unit does not count as destroyed for calculation of PV
  • Hounds (SW) – Kill an enemy warlord. Your Warlord must survive.
  • You Shall not Pass (IF) – Control your own base and no enemy units are within 12”
  • Die Another Day (NL) - Once per game remove from the game one of your units which fails a Morale Check falling back. This happens before any sweeping advance attempt. The unit does not count as destroyed for KP purposes.
  • Angel’s Sentence (BA) – Kill an enemy Warlord in a Challenge
  • Conquest (IH) – Control an enemy base and no enemy units are within 6” of it.
  • Bloodnado (WE) – destroy two units during the same game turn (vehicles other then Walkers doesn’t count)
  • Rigid Tactics (UM) - At the end of the game choose one of your character. All your remaining units must be within 18 "of that character.
  • Rust in Peace (DG) – Control an enemy base with at least two units
  • Wiched (TS) – If none of your psykers suffered a Perils of the Warp during the game.
  • Snak’s Head (SoH) – Kill two enemy Indipendent Characters, one have to be a Warlord.
  • Distrusted (WB) – If all of your Charcater (independent or not) have been removed. If it happened in a WB army, take control of ALL Chaplain of all other armies for the rest of the game!
  • Scorched Earth (SAL) – Slay an enemy Warlord and Control its base
  • Guerrilla Tactics (RG) – At the end of the game, two scoring units completely into two different enemy deployment zone.
  • Another Plan for Them (AL) - Once per game remove from the game one of your units after winning an assault. The unit does not count as destroyed for KP purposes.

 

 

 

Some Picture of our event

 

 

 

 

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On_G86v_s_IGp_Yl_Pox_Hsfu1l_LBAvs_Bru5_U
 

 

 

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Let's start with the  first two Mission of this Year Event:

 

HORUS HERESY - PLAY 2017 - PARAMAR

 

 

 

TABLETOP DIMENSION: two regular warhammer tables 48”x72” attached by the short side.

Final size: 48”x144” (120cm x 360cm).

ARMIES: The Loyalist faction is composed of 3 armies preferably of Iron Warriors, Imperil Militia or Tagmata/Ordo Reeductor; The Traitor faction is composed by 3 armies preferably of Alpha Legion or Tagmata/Ordo Reeductor.

3.000 pt per player (up to 9.000 per faction).

 

ARMY COMPOSITION

Each Army must be composed using a single AoD FoC and up to 3.000 pt. Alternative FoC may not be used.

 

The armies of the loyalist faction can include up to 3 fortifications as a single choice fortification FoC.

Not having the support from orbit, the armies of the loyalist faction may not include pods of any kind.

The armies of the traitor faction may not include fortifications.

 

One of the Iron Warriors army of the loyalist faction must include Kyr Valhen as warlord; any Iron Warriors detachment may NOT include Domitar Ferrum.

One of the Alpha Legion army of the traitor faction must include Armillus Dynat as warlord.

 

DEPLOYMENT: DAWN OF WAR

 

MISSION: BUNKER ASSAULT EDITED* (*4-6 players version)

 

PREPARATION AND DEPLOYMENT

Before deployng their forces, each player should first roll for their Warlord Traits and Psychic powers.

The Loyalist / defenders faction decides which side to defend and deploys first.

For each Fortification included in the list, the Loyalist / Defenders faction gains 1 VP. Similarly, for each player who has not been able to include fortifications in its list, the Traitor / Attackers faction gains 1 VP.

 

The Traitor / Attackers faction deploys second.

At the end of the deployment, each player of the Loyalist / Defenders faction must select on of his fortification as containing a "Pointing Matrix". If the player has no fortifications available, then he must place it near a suitable piece of terrain.

 

Map_Paramar.jpg

 

FIRST TURN

The Loyalist / Defender  faction takes first turn unless the opposing faction can Seize the Initiative. This attempt is always made by only one of the faction's players using its army own bonuses.

GAME LENGTH: This mission use the Variable Game Length rule.

 

PRIMARY OBJECTIVE:

Kill Point:  each faction gains 1 VP for each enemy unit destroyed or falling back at the end of the game. Fortification has their own Victory Point rules and are not counted towards VP of this objective rule if destroyed

Total Collapse: at the end of the game the Traitors / Attackers faction gains 1 VP for each Fortification occupied or destroyed by their forces. In the case of indestructible or modular fortifications, such as Aegis lines or Wall of Martyr emplacements, players must determine the "center of gravity" of the fortification; if a model of the Traitors / Attackers faction is within 3 "from that point, then the fortification is considered to be conquered.

Targeting Auger: each fortification containing a Pointing matrix confers 3 VP instead of 1 VP for the Total Collapse objective described above. If you assigned to a scenic element for lack of fortifications, see the case "Fortifications indestructible or modular."

 

SECONDARY OBJECTIVES: Slay the Warlord (each army as its own warlord), Price of Failure.

 

SPECIAL RULES: Reserves, Night Fight , Targeting Auger, Army Cohesion

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

 

Targeting Auger: If, in the Defender’s Shooting phase, a friendly unit is occupying a building/battlement with the

Targeting Auger, or is in base contact with the Targeting Auger objective, one model in that unit can direct an

Artillery Strike instead of firing another weapon. This is treated as a shooting attack with the following profile:

 

ARTILLERY STRIKE:  Range Infinite, S 9, AP 3, Type Ordnance 1, Barrage, Large Blast, separated Fire, Inaccurate.

Inaccurate: If a hit is rolled on the scatter dice, the template scatters 2D6" in the direction

shown by the arrow on the ‘Hit’ symbol. If an arrow is rolled, the template scatters an additional D6" (for a total

scatter of 3D6").The model that performs the Artillery Attack can subtract its BS only if the point of impact is within 18 " from the Targeting Auger and in Line of sight.

 

 

 

 

 

062hbm_O.jpg

 

 

HHplay2017_067.jpg

 

 

HORUS HERESY - PLAY 2017 - CORONID DEEPS

 

 

TABLETOP DIMENSION: two regular warhammer tables 48”x72” attached by the short side.

Final size: 48”x144” (120cm x 360cm).

ARMIES: Each faction, Loyalist and Traitor, consists of 2-3 players with 3.000 pt army each.

 

ARMY COMPOSITION

All armies will be composed using a single FoC Age of Darkness each.

 

DEPLOYMENT: SPEARHEAD ASSAULT EDITED* (*4-6 players version)

MISSION: COMBAT EXTRACION EDITED* (*4-6 players version)

 

PREPARATION: Before deployng their forces, each player should first roll for their Warlord Traits and Psychic powers. The Loyalist faction then decide his deployment table edge. Starting from the "Loyalist" faction, players of both factions take turns in deploying 9 Objective markers "STC Imprint Ark" . All of rules regarding the placement of objectives in the Warhammer 40.000 rulebook should be observed.

DEPLOYMENT: Each player rolls a d6 and adds the result to the other of his own faction; the faction that gets the highest result decides whether to deploy first or second.

 

Map_Coronid.jpg

 

FIRST TURN: The faction who deployed first takes first turn unless the opposing faction can Seize the Initiative. This attempt is always made by only one of the faction's players using its army own bonuses.

 

GAME LENGTH: This mission use the Variable Game Length rule.

 

PRIMARY OBJECTIVE:

STC Imprint Ark

 

 

STC_IMPRINT_ARK.png

 

SECONDARY OBJECTIVES: Slay the Warlord (each army as its own warlord), Price of Failure, Linebreaker  (for the deployment of each player)

 

SPECIAL RULES: Reserves, Night Fight , Army Choesion

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

 

 

 

 

V1avr_Nj.jpg

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HORUS HERESY - PLAY 2017 -  CALTH

 

 

TABLETOP DIMENSION: two regular warhammer tables 48”x72” attached by the short side.

Final size: 48”x144” (120cm x 360cm).

ARMIES: The Loyalist faction is composed of 3 armies preferably of Ultramarines, or at most of Imperial Militia The Traitor faction is composed by 3 armies of 3.000 pt each, and  should include a mix of forces coming from the legion of Word Bearers, Renegade Militia and/or Chaos Daemons. 3.000 pt per player (up to 9.000 per faction).

 

PRIMARY OBJECTIVE:

Onslaught Attack  – each unit destroyed during the first turn is worth 1 VP for the opposing faction.

Objective Terrain –  On the battlefield, there are three structural objectives, a Warp Rift and two Orbital Defense Grids. At the end of the game players earn 5 VP for each objective they control. In order to claim or deny a piece of objective terrain, a valid unit must have at least one model within 6” of the center of terrain at ground level. A unit may never claim or deny more than a single piece of objective terrain at once.

 

DEPLOYMENT: The Traitor faction deploys first, each army in their respective Deployment (wide 48 " and deep 12") with the exception of any units held in reserve.

The Loyalist faction deploys second, each army in its deployment (wide 48 " and deep  12").

The loyalist faction cannot hold any units in reserve, it follows that some rite of War are not available.

 

Map_Calth.jpg

 

FIRST TURN:  the Traitor Faction as the first turn, unless loyalist faction can seize the initiative*  (*See the “Psychic Shock Rule)

 

GAME LENGTH: This mission use the Variable Game Length rule.

 

 

ARMY COMPOSITION

Each Army must be composed using a single AoD FoC and up to 3.000 pt. Alternative FoC may not be used.

 

Word Bearers: a Word Bearers detachment (main or allied that is) must include one (and only one) of the following characters as Warlord: Hol Beloth, Erebus, Zardu Layak (with or without Kul Blades). Any other named character cannot be included. In this mission  any Psyker of the  Traitor faction may generate its powers from Maleficent Demonology.

 

Daemons: a Daemons detachment (main or allied that is) cannot include any named character.

At the beginning of each Traitor Faction turn ONE unit from the codex Demons included in the list of any player and which has previously been destroyed, it can automatically return to the game using the Warp Rift as the leading edge. If it is not possible to place one or more models of the unit, for example, because the enemy surrounds it, you cannot use that skill in that round.

 

Imperial Militia: any Imperial Militia, whether loyalist or traitor, cannot include a Planetary Overlord as an upgrade of its Force Commander. An army of Imperial Militia can only select the following Provenances: Warrior Elite (only loyalists), Cult Horde (only traitors) and Tained Flash (traitors only). In this mission any Psyker of the Traitor faction may generate its powers from Maleficent Demonology.

 

Ultramarines: one of the Ultramarines Armies must include Remus Ventanus as warlord. One of the Ultramarines armies must include Onorato Telemechrus. No other named Character may be included in this game. The loyalist faction cannot hold any units in reserve, it follows that some units and some Rite of War are not available. The special rituals operated by Word Bearers on Calth triggered a series of violent reactions of the Warp awakening the dormant psychic abilities of Librarians. For this reason it is possible (and recommended) include at least one psyker in the Ultramarines armies, however, it may be only a level 1 Psyker.

 

SPECIAL RULES: Army Cohesion, Reserves, Shock and Awe, Orbital Debris, Warp Rift, Orbital Defense Grid

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

 

Shock and Awe: The Loyalists were taken entirely off-guard by the destruction wrought upon Calth at the moment of the Word Bearers' betrayal. The Loyalists had only one potential means of detecting the coming disaster, and while this did not come into effect in the actual event, players may take advantage of it nonetheless.

Each player of the loyalist faction may attempt to Seize the Initiative, but to do so must indicate one of his psykers who will suffer a Perils of the Warp attack. This is the only way to steal the initiative and the attempt can also be done simultaneously by all three players loyalists; if the army of a player does not contain psykers, then he will not make the attempt.

 

Orbital Debris: To represent the indiscriminate rain of debris from orbit, once per game from the second round each faction can lead an Orbital debris attack during one of its shooting phase. One of the faction players can place Apocalyptic Blast (10 ") anywhere on the battlefield, then scatter 4d6. If a "Hit" is rolled, the Blast only scatter of 2d6 in the direction of the small arrow. Roll on Catastrophic Damage chart for Strength and AP of each radius. Once the attack is done, places one "orbital debris" scenery in place of the apocalyptic blast, moving the survivors models the minimum necessary to be placed.

 

Warp Rift: This fracture of the reality on the Warp itself should be represented by a 5” blast, or better an appropriate scenery. The 5” area is impassable, it is one of the Structural Objectives and in addition it has the following special rules:

  • Accelerating / Obstructing the ritual: at the beginning of each turn of his own faction a model belonging to scoring unit or one Psyker may attempt to accelerate / prevent the ritual. The model must be in base contact with the core of the Rift (the 5” Area), it should not be engaged in close combat, pinned or falling back. Roll a D6, on a roll of 6+ their side earns 1 VP. If the deputy model is a Psyker the roll is improved to 4+ but in case of a '1' it suffers a Perils of the warp attack.
  • Waves of Warp: The Rift constantly generates the "Cursed Earth" power. It follows that any model with the rule "Daemonic / Demon" which is within 12 "of the Rift has its Invulnerable save  improved by +1. The rift also constitutes a natural entry point for the Daemons, therefore any summoned demon can come into play as normally required by the respective power used, or enter through the  Warp rift, treating it as a common edge of the table.

 

Orbital defense Grid: these gigantic planetary defense laser were disabled by a complex ritual shortly before the start of the attack. The loyalists tried in every way to maintain control of the stations in the hope to still be able to reactivate them. In addition to representing two of the structural objectives, each grid element has the following special rule:

  • Accelerate / Prevent Repairs: at the beginning of each turn of his own faction a model belonging to a scoring unit  or a model with the Battlesmith special rule may attempt to repair / sabotage the  Defense Grid. The model must be in the base with the scenic element, it should not be engaged in close combat, pinned or falling back. Roll a D6,on  a roll of 6+ their side earns 1 VP. If the deputy model has the Battlesmith rule, the roll is improved to 5+.

 

 

 

eurm1u_B.jpg

 

 

HORUS HERESY - PLAY 2017 -  PHALL

 

 

TABLETOP DIMENSION: two regular warhammer tables 48”x72” attached by the short side.

Final size: 48”x144” (120cm x 360cm).

ARMIES: 3 Imperial Fist vs 3 Iron Warriors, 2.500 pt each.

PRIMARY OBJECTIVE: Objective Markers (Access Doors): 3 Marker every  two player. At the end of the game each claimed marker scores d3 Victory Points.

SECONDARY OBJECTIVES: Slay the Warlord (each army as its own warlord), Attrition.

 

DEPLOYMENT: Combat Drop (HH, Book IV, P.179).

The Iron Warriors deploy first anywhere on their sector (48”x48” each). The Imperial Fist place 3 drop zones each and deploy for seconds.

See detayls on HH - Book IV, P.179

 

Map_Phall.jpg

 

FIRST TURN: The Iron Warriors have the first turn and Imperial Fist cannot seize the initiative.

RESERVES: The reserves come from one of the two sides of the sector assigned according to Outflank rule method.

FALLING BACK: All units always fall back towards the nearest table edge.

GAME LENGTH: This mission use the Variable Game Length rule.

 

ARMY COMPOSITION (RoW ZM + Foc ZM Combatant e Defender)

Each Army must be made according to the Zone Mortalis Assault Force* Rite of War using the Zone Mortalis Force Organization Chart for attackers and defenders (The Iron Warriors are the defenders). It is therefore necessary to include a model with Master of the Legion rule in the army.

(* Such rite of War is repeated below as it needs some modifications)

FoC ZM Attackers:

FoC ZM Defenders:

 

Zone Mortalis Assault Force

 

SPECIAL RULES: Blood in the Void, Hungry Stars, Army Choesion

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

 

Blood in the Void

The Hungry Stars

 

 

 

 

Kd6_H7_UK.png

 

 

 

HORUS HERESY - PLAY 2017 -  PROSPERO - part 1

 

 

 

TABLETOP DIMENSION: two regular warhammer tables 48”x72” attached by the short side.

Final size: 48”x144” (120cm x 360cm).

ARMIES: The Attacker faction is composed of 3 armies preferably of Space Wolves, Talon of the Emperor, Solar Auxilia or Imperia Militia; The Defender faction is composed by 3 armies preferably of Thousand Sons, Imperial Militia or Adeptus Mechanicum. 3.000 pt per player (up to 9.000 per faction).

 

ARMY COMPOSITION

Each Army must be composed using a single AoD FoC and up to 3.000 pt. Alternative FoC may not be used.

The armies of the defender faction can include up to 3 fortifications as a single choice fortification FoC.

Not having the support from orbit, the armies of the defender faction may not include pods of any kind.

Armies of the Defender faction may not include any named character.

The armies of the attacker faction may not include fortifications.

Armies of the Attacker faction may include Leman Russ, Contsantin Valdor, Jenetia Krole, Geigor Fell-hand, Hvarl Red-Blade paying the relative point cost.

 

DEPLOYMENT: BREAK-THROUGH EDITED* (*4-6 players version)

 

MISSION: THE LAST BASTION EDITED* (*4-6 players version)

 

PREPARATION AND DEPLOYMENT

Before deployng their forces, each player should first roll for their Warlord Traits and Psychic powers.

Each player rolls a d6 and adds the result to the other of his own faction; the faction that gets the highest result decides whether to deploy first or second.

The Defender Faction has the rectangular deployment, while the Attackers gain the triangular ones.

 

Map_Prospero.jpg

 

FIRST TURN

The Attackers faction takes first turn unless the opposing faction can Seize the Initiative. This attempt is always made by only one of the faction's players using its army own bonuses

 

GAME LENGTH: This mission use the Variable Game Length rule.

 

PRIMARY OBJECTIVE:

Shatter Strike: at the end of the game each faction gains 2 VP for each scoring unit in the opponent deployment zone,  at the end of the game each faction gains 1 VP for each denial unit in the opponent deployment zone.

SECONDARY OBJECTIVES: Slay the Warlord (each army as its own warlord), Price of Failure, Coward!

Coward!:The faction earns 1 VP for each enemy unit destroyed in a turn they jinx, go to ground or while falling back or leaving the table).

 

SPECIAL RULES: Reserves, Night Fight , Army Choesion, Defiance

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

Defiance: At the beginning of every turn, each player of the Defender faction may select a unit within 18 " from their warlord. That unit will consider any attack roll equal to '1' as if it were a '6' for the next shooting and assault phase

 

 

 

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HORUS HERESY - PLAY 2017 -  ISSTVAN V - PHASE 1

 

 

TABLETOP DIMENSION: four regular warhammer tables 48”x72” attached by the long side.

Final size: 72”x192” (180cm x 480cm).

 

ARMIES: The Loyalist faction is composed of 4 armies preferably of Salamanders, Iron Hands and/or Raven Legions; The Traitor faction is composed by 4 armies preferably of Death Guard, Emperor’s Children, World Eaters and/or Sons of Horus. 3.500 pt per player (up to 14.000 per faction).

 

ARMY COMPOSITION

Traitor Legions:

In this scenario Death Guard, Emperor's Children, Sons of Horus and the World Eaters are the defenders holed up in the network of fortifications of Isstvan V. As a result, some units and Certain War rites are not available for this game.

  • All armies will be composed using a single FoC Age of Darkness each.
  • Each player should spend between 400 and 600 points in fortifications. There is no limit to the number and type of affordable fortifications, and whatever it is, these occupy the single slot “Fortification” of the AoD FoD.
  • Since the orbit is controlled by loyalist legions, Traitors may not use Flyers of any kind. Traitors cannot even use the Deep Strike rules, unless it is provided by Teleport, it follows that some units cannot be included (for example  Pods of any type).
  • The only rite of War available for this game are: Pride of the Legion, IIIrd Company Elite (EC), The reaping (DG)
  • The Primarchs Mortarion, Fulgrim and Angron are assigned free to their Legions and do not fill any slot in the AoD FoC.

 

Loyalist Legions

In this scenario Salamanders, Iron Hands and the Raven Guard represent the attackers who, under the command of Ferrus Manus, land in the Urgal Depression and launch the assault against Traitor’s fortifications. As a result, some units and Certain War rites are not available for this game.

  • All armies will be composed using a single FoC Age of Darkness each.
  • Loyalist Armies may not  Include Fortifications of any kind.
  • The loyalist legions cannot use the Infiltration, Scout and/or Outflank rule, nevertheless these rules still have value in the game (see Special Rules)
  • The only rite of War available for this game are: Pride of the Legion, Orbital Assault, Armored Spearhead, Angel’s Wrath, Head of the gorgon (IH), Decapitation Strike (RG)
  • The Primarchs Ferrus Manus, Vulkan and Fulgrim are assigned free to their Legions and do not fill any slot in the AoD FoC.

 

DEPLOYMENT: The Traitor faction deploy first in their respective Deployment (wide 48 "deep and 24").

Before deploying each player of the Loyalist faction may place up to 2 landed Pods (that are not part of the army list!). These vehicles provide a 5+ cover save as appropriate size, and are dangerous terrain for movements purpose.

 The Loyalist faction deploy for second.

Any unit without a dedicated transport that could be loaded onto a pod of any kind or type (Legion Drop Pod, Legion Dreadnought Drop Pod, Dreadclaw, Kharibdis) may be deployed in its sector more then 18" from any enemy unit.

Remaining units may be deployed in the respective Deployment zone (wide 48 "deep and 24") or held in reserve.

 

Map_Isstvan_V_fase_1.jpg
 

FIRST TURN: The Traitor Faction have the first turn and Loyalists cannot seize the initiative.

RESERVES: Reserves come from player’s own table edge of the sector assigned.

GAME LENGTH: This mission lasts after 4 Turns.

 

PRIMARY OBJECTIVE:  Hammerblow Assault – HH Book II, Massacre, p.181 EDITED

At the end of the game the attacker faction (Loyalist) gains 2 VP for each scoring unit in the opponent's deployment zone. After the match, the defender faction (Traitor) gains 1 VP for each scoring or heavy support units (not dedicated transport) in their deployment zone

 

SECONDARY OBJECTIVES: Slay the Warlord (each army as its own warlord), Price of Failure, Blood of the Primarch, Sub-plot.

Blood of the Primarch: If at the end of the game there are Primarchs engaged in a challenge, then those challenges must be completed to the death. Only the two Primarchs can carry out their attacks, the rest of the models engaged are simply ignored. The winning Primarchs will earn the VP for the secondary mission Slay the Warlord but not the Price of Failure one.

Sub-plot: each legion specific unit included in each army list provide one VP to its own faction. Obviously any duplicated unit did not confer additional points. In addition each of the following named character provide one victory point if included in the list: Eidolon (EC), Castrmen Orth (IH), Kharn (WE), Typhon (DG), Abbadon (SoH), Tybalt Marr (SoH), Cassian Dracos (SAL). Each of the following named character provide 2 VP each: Alvarex Maun (RG), Kedes Nex (RG)

Any other named character not included in this list may not join this game.

 

SPECIAL RULES: Historical Battle, To Each is Own, Control of reserves, Army Cohesion, Reserves.

Historical Battle: Any of the Loyalist Legions unit may not use the Infiltration, outflank and/or Scout rules. Loyalist units may not use also the Deep stike rule unless it is provided by Teleport (such as per Terminator or Void Walker Warlord Trait)

To Each His Own: Each army has its own warlord and their own warlord trait.

In case of duplicated armies, all units with the appropriate Legion Astartes benefit from the presence of their Primarch.

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

Control of Reserves: Players have total control of their reserves, thus:

  • Any unit that comes into play using the Deep Strike rule or Zooming Flyers may come from the reserves in any turn (including the first).
  • Exceptions units with the Drop Pod assault rule, for which only half of them must arrive from the reserves in the first round while the remaining may arrive from the second.
  • Any Jump Infantry, Jet Pack Infantry, Jetbike, Skimmer and Hoovering Flyer may arrive from the reserves in any turn from the second.
  • All remaining units may come from the reserves in any turn from the third and no later than the fourth.
  • NOTICE!: the equipment Targeting Matrix Array, thanks to which the Mortis and Deredeo earn the Intercept and Skyfire rules, can be activated already during the deployment and be active in the First Turn. Nonetheless beware of restrictions on shooting during the first round!

 

 

 

Isstvan_I_Phase_zps7mn1gphm.jpg

 

 

HORUS HERESY - PLAY 2017 -  ISSTVAN V - PHASE 2

 

 

TABLETOP DIMENSION: four regular warhammer tables 48”x72” attached by the long side.

Final size: 72”x192” (180cm x 480cm).

 

ARMIES: The Loyalist faction is composed of 4 armies preferably of Salamanders, Iron Hands and/or Raven Legions of 4.000 pt each; The Traitor faction is composed by 8 armies preferably of Death Guard, Emperor’s Children, World Eaters, Sons of Horus, Word Bearers, Iron Warriors, Alpha Legion and/or Night Lord of 2.250 pt each.  

 

ARMY COMPOSITION

Loyalist Legions

In this scenario Salamanders, Iron Hands and the Raven Guard, once the initial thrust of the attack, trying to return to their landing zones while being closed in Traitor vice. As a result, some units and Certain War rites are not available for this game.

  • All armies will be composed using a single FoC Age of Darkness each.
  • Loyalist Armies may not  Include Fortifications of any kind.
  • The loyalist legions cannot use the Infiltration, Scout and/or Outflank rule, nevertheless these rules still have value in the game (see Special Rules)
  • The only Rite of War available for this game are: Pride of the Legion, , Armored Spearhead, Angel’s Wrath, Head of the Gorgon (IH), Decapitation Strike (RG), Covenant of Fire (SAL.)
  • The Primarchs Ferrus Manus, Vulkan and Corax are assigned free to their Legions and do not fill any slot in the AoD FoC.

 

Traitor Legions 1 (SoH-DG-WE-EC)

In this scenario Death Guard, Emperor's Children, Sons of Horus and World Eaters embark on a massive counter attack hindering the retreat of the Loyalists. As a result, some units and Certain War rites are not available for this game.

  • All armies will be composed using a single FoC Age of Darkness each.
  • The only rite of War available for this game are: Pride of the Legion, , Armored Spearhead, Angel’s Wrath,  IIIrd Company Elite (EC), Maru Skara (EC), The Reaping (DG, Berserk Assault (WE), The Black Reaving (SoH)
  • These armies may not include Pods of any Kind.
  • The Primarchs Mortarion, Fulgrim and Angron are assigned free to their Legions and do not fill any slot in the AoD FoC.

 

Traitor Legions 2 (IW-AL-WB-NL)

In this scenario, the Iron Warriors, word Bearers, Alpha Legion and the Night Lords unexpectedly opened fire against the Loyalists retreating, triggering a deadly grip. As a result, some units and Certain War rites are not available for this game.

  • All armies will be composed using a single FoC Age of Darkness each.
  • The only rite of War available for this game are: Pride of the Legion, , Armored Spearhead, Angel’s Wrath,  Assault Vanguard, Ironfire (IW, Terror Assault (NL), Horror Cult (NL)
  • These armies may not include Pods of any Kind, and the only Fortification available is Aegis Defence Line.
  • The Primarchs Alpharius, Perturabo, Conrad Curze and Lorgar are assigned free to their Legions and do not fill any slot in the AoD FoC.

 

DEPLOYMENT: Before deploying their armies, each player of the Loyalist faction may place on the table (outside Traitor deployment zone) up to 3 wrecked vehicles. Similarly, each player of the Traitor faction can place up to a single wrecked vehicle (outside Loyalist deployment zone). These vehicles are considered dangerous terrain that provide a 5+ cover save as per appropriate size.

The organizers have the final word on the final disposition of these elements!

The Traitor faction deploy first in their respective Deployment (48" wide and 8" deep).

The Loyalist faction deploy for second in their respective Deployment (48" wide and 18" deep).

With the exception of Flying vehicles (and respective embarked units), the loyalists cannot hold units in reserve.

 

Map_Isstvan_V_fase_2.jpg

 

RESERVES: Reserves come from player’s own table edge of the sector assigned.

The loyalist reserves, limited solely to flying vehicles and respective embarked units, enter from the short table edge in correspondence with the deployment zone belonging to the Traitor Legions that occurred (NL - IW - AL - WB), limited to its sector.

 

FALL BACK: units always Fall Back towards their deployment zone and, when reached, towards the closest table edge.

 

FIRST TURN: The Traitor Faction have the first turn and Loyalists cannot seize the initiative.

 

GAME LENGTH: This mission lasts after 4 Turns.

 

PRIMARY OBJECTIVE:  Each Loyalist units destroyed worth 1 VP for the Traitor faction, each unit survived worth 2 VP to the Loyalist faction.

 

SECONDARY OBJECTIVES: Slay the Warlord (each army as its own warlord), Price of Failure, Doomed, Sub-plot.

Doomed: Cassian Dracos, Vulkan and Ferrus Manus do not grant Victory Points for any purpose, be it primary or secondary objective if removed as casualties. At the end of the game the Traitor faction gains 1 VP for each of them still on the battlefield.

Sub-plot: each legion specific unit included in each army list provide one VP to its own faction. Obviously any duplicated unit did not confer additional points. In addition each of the following named character provide one victory point if included in the list: Eidolon (EC), Castrmen Orth (IH), Kharn (WE), Typhon (DG), Abbadon (SoH), Tybalt Marr (SoH), Cassian Dracos (SAL), Sevatar (NL), Mawdrym Llansahai (NL), Erebus (WB), Kor Phaeron (WB). Each of the following named character provide 2 VP each: Alvarex Maun (RG), Kedes Nex (RG)

Any other named character not included in this list may not join this game.

 

SPECIAL RULES: Historical Battle, To Each is Own, Control of reserves, Army Cohesion, Reserves.

Historical Battle (RG-SAL-IH): units may never use the Infiltration, outflank and/or Scout rules. Loyalist units may not use also the Reserves rule, with the exception of Flyers (and respective embarked units).

Historical Battle (DG-SoH-WE-EC - IW-AL-WB-NL): units may never use the Infiltration, outflank and/or Scout rules. Traitor units may not use also the Deep strike rule,  unless it is provided by Teleport.

To Each His Own: Each army has its own warlord and their own warlord trait.

In case of duplicated armies, all units with the appropriate Legion Astartes benefit from the presence of their Primarch.

Army Cohesion: any unit of a player must be at least within 24” inches from another unit of the same detachment unless it is in their own gaming sector. This include deployment of infiltrating and or deep striking units in any game turn. A unit may move outside army cohesion only per compulsory movements or in the attempt to assault an enemy unit during the same turn of that movement. For this reason the Outflank Rule may not be used. Units with the Outflank Rule held in reserve add +1 to the reserve roll.

Control of Reserves: Players have total control of their reserves, thus:

  • Any unit that comes into play using the Deep Strike rule or Zooming Flyers may come from the reserves in any turn (including the first).
  • Exceptions units with the Drop Pod assault rule, for which only half of them must arrive from the reserves in the first round while the remaining may arrive from the second.
  • Any Jump Infantry, Jet Pack Infantry, Jetbike, Skimmer and Hoovering Flyer may arrive from the reserves in any turn from the second.
  • All remaining units may come from the reserves in any turn from the third and no later than the fourth.
  • NOTICE!: the equipment Targeting Matrix Array, thanks to which the Mortis and Deredeo earn the Intercept and Skyfire rules, can be activated already during the deployment and be active in the First Turn. Nonetheless beware of restrictions on shooting during the first round!

 

 

Isstvan_II_Phase_zps6xwdfdtw.jpg

 

 

THAT'S ALL FOLKS, FOR ANY QUESTION SIMPLY ASK ;)

 

#ENJOY HORUS HERESY

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