Retrieve the Data.
Force Organisation Chart -
1 Compulsory Troop Choice,
Maximum 1 HQ, 3 Troops, 1 Fast Attack, 1 Elite, 1 Heavy Support (per player)
Each player will also need 1 objective counter on a small or medium sized round base.
Briefing -
Vital intelligence that could change the outcome of the entire conflict is currently stored in 6 data-vaults scattered throughout the area. You must lead your forces to the vaults and secure the data before the enemy.
Deployment - Pitched Battle, roll off for first turn/deployment as usual.
Starting with the team that won the first turn roll off, each team places one objective marker 6" in from their board edge and roughly halfway along the table (the centre of your team's deployment area). Then teams take it in turns to place 2 more objectives in their opponent's half of the table, at least 8" from any other objectives for a total of 6 objective markers on the table.
Game Length - 5 turns.
Winning the game - The objective of the game is to move a scoring unit into contact with each objective marker. If a scoring unit ends their turn with a model in base to base contact with an objective, then they are able to retrieve the data and move on. Mark the objective in some way or make a note. Once an objective has been marked, the unit is free to move away in the following turns. There is nothing stopping your opponent from also marking the same objective in a later turn.
Units MUST have been on the table from the beginning of the turn to mark an objective (ie units which arrived by deepstrike or some other means cannot mark it on the turn in which they arrive and must spend one full turn on the table first).
Units being transported in a vehicle may not mark an objective, they must first disembark.
Units which are pinned, gone to ground or falling back may no mark an objective, they are too busy.
Units may only mark one objective per turn. (So your 50+ man Guard blob can surround 2 or 3 objectives but can only score 1 a turn).
Objectives count as impassable terrain, so any unit deepstriking onto it must test for a mishap, similarly units cannot stop on top of the objective.
At the end of turn 5 the team which has marked the most objective wins. If both teams have the same number of objectives, the winner will be decided by kill points. If this number is the same, the result is a draw.
Prim's Comments
I wanted a game that would emphasise mobility and defence in equal measure. With this mission you have to move aggressively to mark the objectives off whilst doing your best to keep the enemy away from their unmarked objectives. You can take lots of small, fast moving units and try to claim all the objectives, but risk giving up a lot of kill points, You can take some tough units and try to deny access to some objectives but you risk being outmanouvered. The deepstrike rules above prevents players from simply pouring units onto the objectives without you having a chance to shoot them off first and the impassable nature of the objectives stops players from simply parking a large vehicle on top, denying base to base contact.
If anyone can think of a way to 'break' the mission, please let me know and I will make the necessary amendments.
Feedback in this thread please. What do you think is a valid strategy, which armies will struggle with the mission, which will do well. Please try to keep things constructive.
