40k battle missions pdf




















I expect to have Wave Serpents charge in alongside my melee units just to get them into postion, and this is somewhere where you can definitely still get some movement mileage out of the charge and fight phases. TheChirurgeon: True. After that, though? Real tough pickings.

The trade-off for this is that while maxing your own score is trickier, you have a lot more agency to stop your opponent scoring too.

Picking Secondaries in tournament formats is a subject with huge depth and a topic that generates plenty of content and think pieces both here and elsewhere. Whether Psychic Actions are worth gambling on depends a lot on whether your opponent has denies available. Whether you can aim to hold more than half the objectives changes on four-, five-, or six-objective maps. Wings: Absolutely — but how much they vary again depends on the map. Adding another layer of depth, each mission comes with an additional secondary option, and these tend to be slightly differently weighted than the core ones, generally being easier to score a large number of points from in the late game.

An example of this is the Raze objective from Scorched Earth. Punching up one flank to land a unit there on turn three then sweeping across on turn four seems feasible.

All of this sums up to mean that you want a broad set of choices available to you when it comes to picking secondaries. Quite a few of them require input from units with specific keywords to achieve, and in no particular order, having access to the following will give you more things to choose from:.

In general, performing an action uses up either your turn or your psychic phase, so do remember that when designating units for this — it needs to be models you can do without other input from! Bearing in mind that a well-timed melee strike is going to be one of the best ways to set up a 15 VP turn, or salvage a losing situation, I expect to aim to include at least one unit of melee shock troops in most of my armies. In an ideal world, this would finally make transports viable.

Wings: I think transports absolutely are viable here — even some of the ones that are less outstanding in their own regard. I expect to see much more experimentation with Chimeras and Rhinos. Secondaries requiring the completion of actions often require specific unit types to be alive and tank a turn in dangerous positions, and if you can blast them off the table you might be able to shut out a secondary entirely. Character protection is also weaker than it once was, and as your opponent spreads their forces out to contest objectives, they might open a key character up to having their defences shot out and being disintegrated.

Gunline-only armies without a plan to durably contest numerous objectives are going to struggle, but ranged threats still have a strong role to play, and the broader a target profile you can prepare for the better. Almost all objective-based scoring in 9th requires you to survive on one for an entire turn cycle, meaning that just pushing Infantry Squad 3 onto an exposed position is going to at best deny your opponent points, not score them for you.

This is especially true on the three missions that have four or five objectives, where an opponent who can move in force onto multiple mid-table objectives turn one can be hard to dislodge.

While you want to deploy defensively to mitigate the risk of taking the second turn, you need to do so in such a way that allows you to focus considerable force on at least one of the mid-table objectives out of the gate.

You must be logged in to post a comment. Sign in. Forgot your password? Get help. Each phase is explained in-depth with key information highlighted and photographic examples of the rules being used in games. Also includes an illustrated example of a battle round which walks you through an example game turn. Fighting a Battle — this section describes the importance of missions, how to choose your kill team, and how to set up a battlefield ready for a game.

Open Play Mission: Covert War — your first mission including guidance on how to set up your battlefield, how to deploy your kill team, battle length and victory conditions. Advanced Rules — a variety of optional rules which add further detail and complexity to your games.

Includes rules for different terrain types, climbing, leaping barriers and gaps, and falling. Killzones — includes the rules for Killzone: Sector Imperialis.

These are additional rules for playing in a specific environment. Missions — this section provides information on Open, Narrative, and Matched Play games and introduces the following additional rules:. Each player secretly chooses a strategy and reveals it before the game.

Behind Enemy Lines — contains three examples of Open Play missions, as well as a range of ideas to spark your imagination for playing games set behind enemy lines. Each includes advice on choosing kill teams, how to set up the battlefield, deployment, battle length, victory conditions, and attacker and defender tactics. Sabotage 2. Ambush 3. Strongpoint Attack Breakthrough 1. Rearguard 2. Breakout 3.

Seize Ground 2. Capture and Control 3. Annihilation can't find rules in rulebook? Eternal War Missions 1. Crusade 2. Big Guns Never Tire 4. The Scouring 5. The Emperor's Will 6. The Relic. The Crucible of War 2. Scour the Starfort 3. The Blood of Martyrs 4. Battleforce Recon 5. The Pact of Blood. Maelstrom of War Missions 1. Cleanse and Control 2. Contact Lost 3.

Tactical Escalation 4. The Spoils of War 5. Cloak and Shadows 6. Retrieval Mission 2. No Mercy 3. The Scouring 4. Big Guns Never Tire 5. Secure and Control 6.

Meat Grinder 2. Blitz 5. Sabotage 6. Open Play Missions 1. Annihilation 2. Hold at all costs 3. Death or Glory. Descends The Red Waaagh! Meeting Engagement 2.

Content We Liked: January 9, Warlord Wednesdays: Battlebling Accessories Review. Competitive Innovations in 9th: Advent Annihilation. Hobby Heresy: Liche. Goonhammer Reader Survey. Goonhammer is Selling Out! Welcome to the New Goonhammer. As well as substantially tidying up the process of deploying reserve units, as we saw in the movement phase, 9th massively extends the ability to set units up off the table with the addition of the Strategic Reserves rule, letting anything be held back at a price.

All missions except the introductory Only War mission are sorted into Mission Packs. There are three of these in the main rulebook:. These provide a set of numbered steps that take you all the way through mustering an army, choosing a mission from the pack, setting up a table and playing the game.

They also outline any general rules that apply to this set of missions. It is very important to read these carefully for whichever mission set you are playing — the exact steps will differ based on the pack you are playing. These also outline the timing of some things that happen before the battle, such as declaring strategic reserves and other units that are using an ability to deploy as reinforcements.

The Mission Instructions for a pack will tell you what kind of objectives are available for your mission. End Game mission objectives are scored at the end of the battle. Progressive mission objectives are scored during the battle exactly when is detailed on the objective itself , and can be achieved and hence award victory points several times.



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