Capture the flag
This mission involves capturing something of importance to the enemy and bringing it back to friendly lines. Typically this isn't a vital objective for an army in terms of tactical value (not a weapon or secret plans or alien technology or a prisoner) instead this may be something that the enemy takes pride in, such as the personal standard of an important leader. Such an attack is directed against the morale of the army and must be answered immediately or the army will lose hope and cohesion. It might be cool to even issue a modeling challenge when introducing this scenario. Give everyone a week or two to come up with a small (25 or 40mm base) objective that relates to their army. Sure, you can always use a stone or a marble, but it's much cooler when you've got something you worked hard on and somebody is trying to take it away. (Which is the whole idea behind the scenario, of course!)

Deployment zones are 12" in along the long edges of the board, with flag locations marked 6" in from the center of that edge. Dice off, highest gets to pick side, the other player deploys one unit first, then alternate back and forth (Heavy Support, then Troops, Elites, HQ, Fast Attack in that order) Any infiltrators may be deployed after all other deployment is finished, place them anywhere on the board at least 18 inches from an enemy unit. (If there are infiltrators on both sides, dice off, highest player places first and then alternate back and forth.)

The flags or objectives may be picked up by a model moving into base contact with them. Non-vehicle models may continue movement, grabbing the flag on the go, but vehicles must end their movement when capturing the flag. Once a model is holding the flag, it will drop it if it dies. Other models in base contact with the model if it dies may pick it up. If models from both sides are in base contact, dice off for it, with the highest roll getting it. A model may pass it to another model in base contact at the end of the movement phase.

The game lasts 8 turns. Returning the flag to your deployment zone is the only way to win the game. If neither flag has been returned to the enemy deployment zone by the end of 8 turns, then the game is a tie.

As an interesting variation, you might try this as a training mission, a paintball game! This is best used by similar armies (Space Marines vs Space Marines, for example, not Space Marines vs. Imperial Guard) Any model hit, either in close combat or by a ranged weapon, is considered to take a wound. Note that there are no armor saves or Wound rolls, but double toughness weapons do not autokill either. When attacking a vehicle, if the weapon has a chance to Penetrate the armor, roll a die. On a 1-3, roll on the Glancing hit table, otherwise roll on the Penetrating table. Note that these modifications make the game much more "deadly" so you may see some changes in your tactics! Now get out there and let them eat paint!

Setup

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