Monday, January 18, 2010

Dread Not the Dreadnought

The poor Tyranids are barely out of their spore sacs when they get trumped by the next big thing. Blood Angels are set to hit in just four short months and it looks like it's going to be great. Lots of jump packs and lots of dreadnoughts makes for an exciting few months of dreaming about army lists. The rumor that we'll be able to field up to eight dreads is really exciting. I know a buddy of mine who's already planning which eight he wants.

I love the towering monstrosities. They're good at shooting, hardy in close combat, and explode at the drop of a hat. I also love the fluff behind them. These guys are ancient space marines that all but died. Their wisdom is considered so valuable that rather than just harvesting their gene seed, they get entombed in a giant walking coffin that lets them continue fighting. One of my favorite dreadnought moments is the intro cinematic for Dawn of War II where a dreadnought kool-aid man's it through a wall and roasts a pair of howling banshees. Good stuff.

What tickles me most about them is the ancient warrior aspect. Some of these guys have been around since the founding of their chapter, something that's unheard of outside of the Chaos Marine codex. I rather think that these guys aren't shown their due being only elite choice for most armies. In my imagination these guys are using their millennia of experience to lead troops into battle. Maybe they were a great commander leading a crusade before they fell, and interment in their metal sarcophagus was the only way to allow them to finish their task.

This week's scenario has it's own force organization chart, separate from the one in the main rulebook. It's probably best played at a lower point level, say around 750 to 1000.

At long last, the mighty warrior's journey is over. Through countless battlefields and wounds grievous enough to relegate him to a metal sarcophagus, finally the end of the journey is in sight. As the tech-priests perform their final checks the ancient marine pushes aside irrelevant thoughts of the past and begins his review of the battle plans.



Force Organization Chart:
  • 1 HQ or Dreadnought as an HQ (This can be any dreadnought in the codex. For the purposes of this mission it will count as an HQ choice).
  • 2 to 6 Troops Choices
  • 0 to 1 Elite
  • 0 to 1 Fast Attack
Setup: Place terrain using a method agreeable to all players. Place a single objective marker in the center of the table.

Deployment: Both players roll a die. The highest score chooses a long table edge and whether to go first or second. Each player marks an area twelve inches in from the edge. The winner of the roll-off places his models first. Each player may place up to two troops choices and must place their HQ choice. All other models remain off the table and anything not kept in reserve may move on from the owner's table edge at the start of their movement phase on turn 1. Once both players have placed their models the second player may attempt to seize the initiative.

Special Rules:
  • Night Fighting rules are in effect on the first turn of the game.
  • Ancient Warrior: Any dreadnought chosen as an HQ counts as scoring and may hold objectives.
  • Too Precious to Lose: Any time an HQ is destroyed place a new objective marker at the spot where it died.
Victory Conditions: End the game and score objectives exactly as you would for a Capture and Control mission, keeping in mind that any dreadnoughts taken as HQ choices count as scoring. Additionally, if a player managed to kill an opponent's HQ they count as having scored one more objective.

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