Mission: Recovery v2.0.0

Here’s another of my older missions that I’ve revised.


Primary (15pts) – Recovery (see below)

Secondary (10pts) – Kill points

Tertiary (5pts) – Capture and control (rulebook pg. 91)

Quaternary (+1pt) – For each of your units at or above 50% starting strength and your vehicles that are mobile in your deployment zone.

* If an objective is tied or neither player achieve it, with the exception of the quaternary, then both players split the points for that objective rounding up.

Three objectives are used. One objective is placed in the center of each table quarter not being deployed in and one in the center of the board.

To claim an objective you must secure it and escort it off the table with a scoring unit or an infantry unit. Jump infantry can only claim an objective if they are a scoring unit.

Starting on turn #2 you can begin to secure objectives. To secure an objective the unit must end its movement phase with one model in base contact with the objective. Units that are pinned/gone to ground, falling back, in assault, or otherwise unable to move freely, are not able to secure an objective. A unit may only claim one objective.

Once secured the objective is removed from the table and is now being held by the securing unit. That entire unit, every model, much reach the table edge in order to claim the objective. The entire unit is then removed from the game and counts as having claimed that objective. The unit does not count as having been destroyed.

If a unit holding an objective is destroyed, or forced to fall back, then the objective is dropped as near the center of the unit as possible; before making a fallback move if applicable. The objective may not be placed within 1″ of any unit or model. If dropping it near the center puts it within 1″ of a model then move it the least distance possible from the center point to be at least 1″ away from a model.


Game Length
Standard game length or time, whichever comes first.

Special Rules
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative

* NOTE: If you table your opponent then you may use the remaining turns, if there are any left, to achieve the mission objectives.

  • Todd Bolduc

    I was never a huge fan of this one. Trading a unit for an objective always felt a like a raw deal, especially when I was running bikers. 200+ points gone in a flash. Armies with expensive units lose out to MSU builds every time both in points “traded” for objectives and ability to secure those objectives and still remain alive. Something like a Deathwing army will be facing a terribly uphill fight, while an army with cheap conga-line units (Ork Grots, IG Blobs, etc) will find it a cakewalk.

    • It is a bit different than before. I dropped it down from 5 to 3 to carry off and moved them so they aren’t in your deployment zone. Also note that the entire unit needs to reach the table edge, not one model, so no conga lines.

      My approach in playing this mission would be to grab one, hang out as long as possible to support the army and then run off later game to avoid losing valuable units early. The rest of the army works at keeping them off the others.

      I guess, as is obvious from writing it, I don’t have an issue with the trade off that needs to be made or that it’s any more unfair than other missions. Every objective/mission I’ve seen is ultimately going to favor a particular type of list or army. Horde armies hold up in KP missions well, fast armies do well with objective missions, etc. Point heavy armies always take a losing models harder than others. Only difference here is it’s voluntary.

      That being said I could just as easily reduce this to one objective placed centrally but I envision a ton of ties as a result.

      In the end the biggest difference now though is that it’s just one of four ways to score points. If you don’t want to walk you own models off the table then aim for a draw on primary and focus on the other objectives. Before it was the only way to win, now it’s just a way of getting points.

      Lastly, I do understand where you’re coming from though. How about something where you perform the the same actions but instead of running off the board you run to your objective that was placed for capture and control and then it’s claimed and the unit stays on the board? Condition being to claim it, by going to your objective, is that the objective itself would need to not be contested at the time of claiming. That would tie in primary and tertiary and also add more of an element to the placement of that objective. It would also give a way for some slower armies to at least deny the primary.

      • Perhaps leaving the board is optional?  If you end the game with the intact unit holding an objective, you get the objective regardless of where they are.  It still follows them around so that it can be claimed by your opponent by killing the unit and picking it up.  If you manage to get all models to the edge of the board while holding an objective they can leave, in effect trading the unit to guarantee you don’t lose the objective or give up their kill points. 

        • I think optional would work out. Not only would choosing to go off the board keep the objective secure it would also give your opponent one less potential KP to get off you for secondary. Naturally doing so reduces your numbers and makes all the other objectives that much harder too.

  • hippie

    If I’m chasing down a unit with an objective and they die it sure would be nice if they dropped where they died so I didn’t have to back track only to turn around and get my ass back to a table edge.

    my .02

    • I see where the reading comprehension issue Luke has comes from :P It’s already written that it’s dropped where the unit is if they fall back, get smoked, etc.

%d bloggers like this: