This is a narrative scenario where one side attempts to achieve surprise by attacking an entrenched opponent in the aftermath of a storm. Players should cooperate with terrain or have a third party set up the board. The defender’s table half should contain a village, industrial works, supply depot, trench works, or some other such theme. The attack’s side should probably contain less terrain, though this depends upon how the list match up. Perhaps they are attacking out of sand dunes or from the edge of a jungle.
Of course one can vary terrain density depending upon the army and list match-ups to make for a fair game. For example, a terminator force lining up against defenders who are light on AP 2 weapons may not require any cover at all, whereas a force of light infantry against say a typical Tau list probably should not be forced to walk across a bare board.
Use “Dawn of War” deployment where each player sets up within 12″ of his long table edge. The attacking player automatically sets up and takes the first turn, though the defender may attempt to seize the initiative. Night Fighting takes place automatically on turn one without a die roll. Secondary objective changes are noted below in the victory conditions. The game ends as per the normal rules.
Six objectives are placed in the defending player’s half of the table. We found it best to set up the objectives collaboratively. This resulted in a more thematic placement and also because it can be difficult to legally set up six objectives on one side of the board if both players aren’t cooperating.
Infiltration and Scout Moves work as normal but there is no deep striking allowed by either side in this scenario, unless both players agree to it. Thus units such as drop pods, which are required to enter play via deep strike, may be limited in number or even completely disallowed.
The attacker’s outflanking units must be positioned so the entire unit, including transports, are entirely within the owning player’s deployment zone on the turn the unit arrives. (This also applies to units with unusual special rules such as ork kommandos with Snikrot.) The defender may not outflank units. Other reserves for both players are allowed but they enter play from each player’s long table edge.
Players score 3 victory points for each objective they control at the end of the game. Secondary objectives are as normal except Line Breaker. If the attacking player has more units completely within the defender’s deployment zone than the defender at game’s end, then the attacker receives one point for Line Breaker. If the defender has more units then he receives 1 VP. If a tie then neither player gets a point. The defender cannot receive points by ending the game in the attacker’s deployment zone.
Alternately, you could play this scenario using the Maelstrom of War missions with the tactical cards, but if you do then I would remove the prohibition against deep striking, and also ignore the scenario restrictions for outflanking. Otherwise the attacking player may find himself not able to score any cards until turn three at best! If I did want to play a maelstrom scenario without deep striking, I’d probably use “Tactical Escalation” where the cards each player receives and can hold increases with each passing turn.
Our “They Came Out of the Storm” Games
Space Wolves vs. IG (1500 Points, August 2015): A bloody game with the marines walking out of a blizzard in order to attack IG positions in a shattered village. The defenders successfully held until turn five, but Legion VI-XIII was able to turn the battle around with a healthy dose of luck and several well-timed curses laid by a random shield maiden who wandered by to watch our game.