Mission: The Long Haul v2.0

Another mission being converted over to the new tournament format at the LGS.

The Long Haul

Primary (15pts) – Modified capture and control.

Secondary (10pts) – Behind the Lines.

Tertiary (5pts) – Lead by Example.

Quaternary (+1pt) – For each of the enemy’s elite and/or fast attack units you destroy.

Modified Capture and Control
Two objectives will be used, one given to each player. Objectives are placed after deciding deployment zones but before deploying any units, starting with the player that will deploy first. The objectives cannot be placed in either deployment zone or impassable terrain and may not be within 12″ of each other.

* Objectives cannot be moved upon, IE: you can’t park a model on top of one.

Behind the Lines
For each unit at or above 50% starting strength, ICs and single model units (IE: Carnifex), with half or more of their wounds left and mobile vehicles that end the game in the enemy’s deployment zone you gain 1 point. The player with the most points wins this objective.

Lead by Example
Select a single model HQ choice from your army to lead by example. You cannot choose something that does not use up an HQ slot like a Command Squad or Honor Guard. Keep track of how many kills this leader gets and the leader with the most kills wins this objective. This includes destroying vehicles, IE: wrecked and explodes results.

TIP: color code your leader’s dice when shooting and assaulting to track this more easily.

* 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.

Short edges are used in this mission. Deploy up to 24″ from a short edge.

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

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

* Reserves will arrive from your deployment edge, the short edge
* Outflanking is done from the corners of your enemy’s deployment zone. Corners meaning where the long edge meets the short edge.

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

  • Todd the Goalie

    Wouldn’t it be easier and clearer to simply say “Objectives are impassable terrain.”? ;)

    • I thought about that but you can move things like jump troops, jetbikes 
      and skimmers into impassable terrain, they just make a dangerous terrain

  • Anonymous

    I like the addition of lead by example

  • ming from b&c

    Ouch.  At first blush it looks like a long haul…but it is more likely going to be a clap of thunder as the two armies fight on a thinner front.  That may be the true effect, and lead by example becomes more important.  Short range melta armies have an advantage.  Hordes are at a disadvantage.  Assault armies are good for this.  Fast attack armies are good for this.  Deep strikers are good for this.  Slugfest and you cannot hide.

  • Todd the Goalie

    How do armies that don’t use or get a single-model HQ choice decide? For example, IG Company Command. Pick a specific model?

    This one has always been my least-favorite mission of your custom missions. It always feels like assault-based and horde-based armies can cover the approaches to their objective without breaking a sweat. Outflankers can be completely nullified by parking a single defensive unit (preferably in a transport) in each corner for two or three turns. If outflankers show up, they’re destroyed unless they’re a skimmer or a very small jump/jetbike unit :(

    • The idea with the mission was to make outflanking more powerful, originally at least, but you have a good point about blocking. What if I changed it so outflanking was long edges, since you deploy short? Certainly can’t block that approach entirely.

      How about I alter the objective placement? Horde armies will always have a bit of an advantage but if I dictate the objective placement then I can make it a bit harder. Something along the lines of each objective is placed board center and 12″ from each long edge. That forces each army to move at least 12″ forward into the dead zone, well 9″ because of the 3″ range of the objective, and puts each objective 24″ apart.

      • Todd the Goalie

        Sadly, I made a criticism without havng a solution. I have no idea. I’d have to draw some pictures to get a better idea of how it works. I just know that in the past this one was really tough for some forces to handle. Anyone with poor mobility troop slots is fighting a major uphill battle.

    • My IG ignorance is showing. I suppose in fairness it would have to be a single model selected.

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