Artuo IV Campaign


Or The R77 Offensive.


The Bad Moons had uncovered something big and shiny. What it was…no one was quite sure yet. Snotz had kept the notes to himself, thumping any curious git that got close to his muddled scribbles. Normally the boys would have ran away when them Blueberries showed up in full force but something was different. Snotz had his boyz dig in and had his grotz run out and tell all the boyz that a good crumpin’ was to be had.
This would be fine for the Bad Moons but Scrapchukka was a kunnin git and needed his boys to stop smashing thier faces into a wall of pulse weaponry for just a god damn minute to begin a proper counter-attack. He knew Snotz was up to something, something big…But he didn’t know what yet.
A week has passed since the first fight at the diggin’ site. Scrapchukka aimed to bop Snotz a good once-for but he was harried by a mess of Blueberry patrol forces and the mysterious warp storms were keepin’ the fightin’ from getting anywhere decisive…so it was up to a up and coming Nob warboss “Gob’lobba” to try and lead all these boys to a good stomping at the diggin’ site. This final push will determine who gets the shinnies once and for all!

The Armies
This encounter pits two 2000 point lists between armies from theCOMBO FIST Contingent and the Skrappchuckka’s Badmoons.

The Battlefield
Terrain will be preconfigured with available pieces to reflect ruins overwhelmed by jungle flora. Deployment is to be conducted using the Hammah ’n Anvil (Hammer and Anvil) configuration as detailed on page 131 of the Warhammer 40,000 Rulebook. The winner of a roll-off will decide how which deployment zones players will deploy in.
A single objective is to be placed in the center of the board.

The only world effect in play this game is Warp Abnormalities for a 4+

Both players must deploy using the Hammah ’n Anvil (Hammer and Anvil) Deployment Method (pg. 133 WH40K Rulebook).

First Turn
The player that set up first can choose to take the first or second turn. If they decide to go first, their opponent can attempt to seize the initiative (pg. 132 WH40K Rulebook).

Game Length
This mission uses the Variable Game length rules described in the rulebook (pg. 133 WH40K Rulebook)

Victory Conditions
At the conclusion of the match, the player which has scored the most Victory Points is the winner. In the event that both players have the same amount of points, then the game is a draw.
Primary Objective:  Kill Points.
Secondary Objectives: Slay the Warlord, First Blood, and Linebreaker.

Special Rules
Nightfighting (pg. 135 WH40K Rulebook)
Reserves (pg. 135 WH40K Rulebook)
Numberless Advance (See below)
-When ever a troop choice is removed entirely, it counts as a immediate kill point and is then placed back into on-going reserves with the same upgrades purchased for that unit. Any independent character that is killed does not come back however if it was attached to that unit. This new unit does not need to roll to come in from reserves on his subsequent turn, it will simply arrive the next turn and counts as a new possible kill point.

When the unit arrives it may do so at any edge of its deployment, not just the back.
Initial Deployment
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6


Eversor sheareraehs

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