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Getting started mini-scenarios
| [Content from Epic 40,000 #1 page 25 to 26.] |
by Chris Such, from the Liber Imperialis website
This is Chris Such's article for small, single detachment, fast paced 'mini' games. These are an excellent way to introduce a new-comer to Epic.
The idea of mini battles came about midway through a campaign when we played a small game to try out some new forces. My opponent and I decided to make the battle part of the campaign. We came up with the idea of having small battles between the major confrontations. The small battles would only affect the next major battle (in a minor way) and would have no impact on the overall flow of the campaign.
If you want to play a mini battle roll on the following table or choose one. Mini battles should be played using about 1,000 points worth of troops.
| 2D6 | Scenario |
|---|---|
| 2 | Missile Command |
| 3 | Capture the Commander |
| 4 | Take the Bridge |
| 5 | Take the Bridge |
| 6 | Reinforcements |
| 7 | Reinforcements |
| 8 | Reinforcements |
| 9 | Flank Attack |
| 10 | Flank Attack |
| 11 | Capture the Airfield |
| 12 | Re-supply |
- Objective: Both sides sent to capture a missile silo.
- Forces: 1,000 points each.
- Setup: As for Battle 2: Escalating Engagement. A single Take & Hold objective is placed in the centre of the battlefield along with a model representing the missile silo.
- Special Rules: None.
- Victory: The player who reduces his opponent’s Morale to zero or less first wins.
- Campaign Effect: The winner gets 1D3 orbital barrages (as the Fate card) in the next campaign game. A maximum of one per turn can be used.
- Objective: The location of the defenders commander has been discovered. The attacker has dispatched a force to capture the commander.
- Forces: 1,000 points each.
- Setup: As for Refight 2: Rescue. The defender must include a Supreme Commander detachment in the garrison.
- Special Rules: None.
- Victory: If the defender moves his commander off the table edge on which his reinforcements entered then he wins. The attacker wins under any other circumstances.
- Campaign Effect: If the defender loses then his strategy rating is reduced by 1D3 for the next campaign game.
- Objective: Both sides are rushing towards a bridge, which will allow them to speed reserves to the front.
- Forces: 1,000 points each.
- Setup: As for Battle 2: Escalating Engagement. A single Take & Hold objective is placed in the centre of the battlefield along with a model representing the bridge.
- Special Rules: None.
- Victory: The player who reduces his opponent’s Morale to zero or less first wins.
- Campaign Effect: The winner can add 1 to all his reserve rolls for the next campaign game.
- Objective: Both sides are rushing reinforcements to the front. Two enemy groups of reinforcements meet and a battle ensues.
- Forces: 1,000 points each.
- Setup: As for Battle 2: Escalating Engagement.
- Special Rules: None.
- Victory: The player who reduces his opponent’s Morale to zero or less first wins.
- Campaign Effect: The winner gets a detachment of up to 250 points in the next campaign game.
- Objective: The attacker has discovered one of the defenders reserve routes. A force has been dispatched to disrupt the flow of reserves.
- Forces: 1,000 points each.
- Setup: As for Battle 5: Ambush. The attacker is the one is Ambushing.
- Special Rules: None.
- Victory: The player who reduces his opponent’s Morale to zero or less first wins.
- Campaign Effect: If the defender loses then all of his reserve rolls are reduced by one in the next campaign game.
- Objective: The attacker has discovered an enemy airfield. A force has been dispatched to capture it.
- Forces: 1,000 points each.
- Setup: As for Battle 2: Escalating Engagement. A single Take & Hold objective is placed in the centre of the battlefield along with a model representing the airfield.
- Special Rules: None.
- Campaign Effect: If the defender loses then he may not use any aircraft in the next campaign game.
- Objective: Both sides munitions expenditure has been higher than expected. Both converge on a nearby supply depot to re-supply their forces.
- Forces: 1,000 points each.
- Setup: As for Battle 2: Escalating Engagement. A single Take & Hold objective is placed in the centre of the battlefield along with a model representing the depot.
- Special Rules: None.
- Victory: The player who reduces his opponent’s Morale to zero or less first wins.
- Campaign Effect: The loser must field at least 50% of his forces as infantry (to represent fuel and munitions shortages) in the next campaign game.