Warhammer 40K Mission: Archeotech Hunt

This scenario is from White Dwarf #68, published in May 2015 to help introduce the Adeptus Mechanicus.  We did make some changes.  The idea is our battlefield is a site littered with lost high technology or perhaps some sort of forgotten base.  One side is attempting to explore and uncover the technology while the defenders try to prevent them from doing so.

Objectives: Take turns placing six objectives using normal rules for doing so.  Each objective is worth 3 points at the end of the game.

Deployment: Vanguard Strike.  Note that an easy way to do this is to measure from one corner approximately 35.5″ along the short edge and 50.25″ along the long edge.  Place a marker at each of these locations.  Now connect those points with a line of markers forming a triangle.  You may deploy your forces within that triangle.

Stubborn:  Units from both sides have the Stubborn special rule when within 3″ of an objective.  This was a slight departure from the rules as presented.

We played the rest of the scenario as a standard mission, i.e. normal secondary objectives and so on.  The scenario as presented in the magazine gave the exploring player some advantages, which we chose not to use or ameliorated.

The meat of this scenario is instead of Mysterious Objectives the players roll on a special archeotech chart.  I don’t want to list the rules verbatim because of copyright considerations.  I think it will be fun to make up one’s own lost technology devices as well in order to keep this mission interesting.  In any case the choices presented were:

  • Icarus lascannon array.
  • Ammo Cache that makes your shooting attacks stronger.
  • Teleportation device.  We ran it so it worked on any unit, including vehicles!
  • Night fighting.
  • Field that makes enemy shooting attacks weaker without stopping them outright.

There was also the usual “Nothing of Note” but we decided this was no fun, so I made up my own option instead — a void shield generator that doesn’t always work as intended.  Perhaps it was cobbled together by orks?  It had to be since you roll on a chart.  For anyone reading this who isn’t in the know, a “void shield” is essential a force field.

Malfunctioning Void Shield Generator.  The controlling unit can activate the generator at the end of its movement phase.  It remains active until start of the activating player’s turn, after which the shield goes down and the generator can be activated again.  When activated roll on this table:

  • 1. D6 strength 4, AP — hits against the activating unit.  Owning player allocates wounds and no cover saves may be taken.  Vehicles are hit on their side armor.
  • 2-5: AV 10 Shield, which goes away after it takes one glancing or penetrating hit.
  • 6: AV 12 Shield, which goes away after it takes one glancing or penetrating hit.

I’ve played this scenario twice now and found it quite entertaining.  I’ll put some links here when I write some battle reports about this mission.  In the meantime:

Our Archeotech Hunt Battles

Play Testers (thank you!): Commissar Alex, Ethereal Mark.

    Khorne Daemonkin, Orks and Necrons versus Imperial Guard.  For this game we replaced the lascannon array possibility with a “time distortion field” that gives the unit controlling the objective initiative ten.  A close game won by the imperial forces with the game ending by die roll on turn five..

  Orks versus Imperial Guard (1000 points, June 2015):  No additional house rules this time.  Simply a big mek and imperial forces clashing over lost technology.  As it turned out three of the six objectives were the Night Fighting one!  The orks managed a resounding victory.

  Orks versus Orks (1000 points, May 2015):  The story we used were two rival big meks in the same Waaagh.  Both wanted access to this valuable site and ended up battling over it behind their mutual warboss’s back.  We introduced some further house rules for our battle of the greenskins.  Not surprisingly the orks won!

  1. The warlord must be a big mek.
  2. A warboss cannot be fielded by either army.
  3. Big Meks and meks have the Objective Secured rule themselves, but they do not confer OS onto other members of their unit.


Twin-Linked Grand Tournament (Day One): “Return of the Space Communists”

Back in December, I once again made the drive to Sacramento with Mark of the Farsight Enclaves to fight for the Greater Good in the Twin Linked Grand Tournament.  This is a six game, two-day end-of-year team tournament that is a sort of final exclamation point for the team tournaments of 2014.  It is run by Mark Broughton along with many volunteers, and I have to say they all put a lot of thought and effort into making it a fun experience.

Each player fields a 1000 point army with various restrictions from a single codex.  So each team of two players, who are always “allies of convenience” has a 2000 point force, which cannot change for the entire tournament.  Each battle is a custom affair, very different than the usual rules book missions.

Game One: Trying to Bring the Greater Good to Tau and Dark Angels

We all loved the flat-topped, hovering hills in game one.  The goblin artillerists particularly so!

The early stages of the battle featured a close range clash in front of our opponent’s aegis line between the orks and the Dark Angels, who trundled out to meet them.  The orks got the better of the engagement after a couple turns of hard fighting.  The goblin’s mortar fire may not have decided the issue, but it was extremely accurate and helped our cause quite a bit.  We were hoping our two aircraft would also provide further support, but these were neutralized fairly effectively by the marine’s anti-aircraft dreadnought.

Toward the end of the game there was something you don’t see very often:  two riptides fighting it out against each other in close combat.  Not surprisingly to a draw.  (Sadly the picture didn’t come out.)  We ended up winning that battle when time ran out after five turns, and moved on to the next round.

Game Two: It’s a Trap!

The Air Force of the Greater Good has its Great Moment!

This time we faced a Space Wolf & Eldar force that featured three drop pods of infantry on turn one with Eldar fire support provided by a wraith knight and those hated wave serpents, which would be so ubiquitous through the rest of the tournament.

Although our forces tried to bring the much-needed Light of Reason and Culture to our opponents and we fought valiantly, unfortunately this was a tough match-up for us.  Most of the Space Wolves did give their lives in the early going, but by the end of the battle all what was left was our riptide in a corner making a last stand against overwhelming odds.  With his loss all that was left to do was call in for reinforcements and prepare for the next battle of the day.

Game Three: Communists versus Pirates

Right before impact!

Our opponents for the last game of the day were a father/son team of Eldar and Dark Eldar respectively.  This was an interesting game for me because it was the first time either Farsight Mark or myself had faced the new Dark Eldar codex.

This was a hard fought game with both sides taking heavy casualties.  There were a couple of funny moments during the game.  One was when the Eldar shot down our sun shark bomber.  The pilot decided to sacrifice himself for the Greater Good and plowed right into a space dark elf jet fighter and blew it up in a gigantic ball of fire and melted plastic.

Then there was the invincible squiggoth, who the nobz tamed and brought along as a transport instead of their usual but much abused battle wagon.  Their simple strategy was pretty much, “Melta this, hoomies!”  I guess they didn’t count on poisoned weapons though or tremendous volleys from wave serpents.  The beast pretty much shuffled around the board first in one direction and then the other for the entire tournament, not really wanting to get in anyone’s way or cause any trouble, which generally can’t be said for battle wagons.

Super Squiggoth is much friendlier than he looks.

Despite having every poisoned weapon in the world thrown at him, he was the “Squiggoth Who Would Not Die,” even if he ended the fight with only one wound left.

Still, even with the amazing Super Squiggoth and our friend the kamikaze Tau, we still ended up losing a close game.  We had no way to catch or kill the wave serpents arrayed against us, and by the end our opponents were much more mobile than we were and able to position themselves for the win when time ran out.

Next Time: This was a two day tournament so we rested up, consoled ourselves with steak at the local Outback, complained about wave serpents, fed the squiggoth from the in-hotel buffet (no squiggoths allowed at Outback as it turned out), recruited a new Tau pilot, harvested ork spores so we’d have more boyz, and bribed our meks into throwing together more shockingly disposable trukks in preparations for fresh glories on Sunday.

In my next battle report, I’ll write about the second half of the tournament and how we did in spreading the Greater Good throughout the Sacramento Sector.  For the Motherland!

Day Two of the Twin-Linked Tourney is here.