Overture is the last mission of The Fall of Orpheus: Prelude.
Important Points are in red
Narrativement parlant, C'est une préquelle à Orpheus. Les Necrons ne sont pas encore tous réveillé, et les Minotaurs pas encore appelé en renfort.
La vraie campagne se déroulera quelques années plus tard quand la guerre sera déjà bien entamé.
En gros, les Space Wolves après avoir échappé aux Orks, appelle leur pote (BT + Deathwatch) en renfort pour leur foutre une raclée.
Mais tombe nez à nez avec des Necrons qui entre temps ce sont réveillé mais comme ils ne sont pas encore tous réveillé, ils ont réanimé un chapitre Space Marine qui avait combattu les Orks dans un passée lointain pour les défendre.
(Pas les Angel Revenants qui mourront plus tard si on suit la trame narrative)
Donc pour les armées, c'est plutôt une force de réaction rapide de l'Imperium (donc pas d'IK, mais plutôt orienté vitesse)
Pour les Necrons, ils viennent de se réveiller donc les C'tan servent pour l'instant à contrôler le Chapitre Space Marine (donc Out), Maktlan Kutlakh (ainsi que Toholk) est lui réveillé et prépare ses futurs plan de conquête. Ils sont plutôt en mode défense et chez eux donc Pylon Yes (Un Pylon Gauss en LoW, si t'as la fig)! Par contre leur flotte aérienne est plutôt limité.
Les Orks ne sont pas en mode Waaagh intergalactique donc n'ont pas construit de Stompa et autre machine de guerre. C'est plutôt le tout venant d'une planète Ork "tranquille".
Et le Chapitre Space Marine ressuscité n'est donc pas non plus au mieux de sa forme.
This mission will oppose an attacking force of the Order against an awaking force of the Destruction, defending their first base.
5000pts by Army allocated by the Captain
Each Army can have from 4 to 8 Detachments allocated by the Captain
One Unique Warlord by Army chosen by the Captain
Level of Alliance for all Faction toward all the other Factions is "Allies of Convenience"
Captain
Chust
Players authorized Factions
Chust: Space Wolves
Melaic: Ordo Xenos (count as Inquisition), Deathwatch (count as Grey Knights), Imperial Knights, Officio Assassinorum
Gateau: Eldar
Picard: Black Templars
Special Rules
Mandatory Primary Detachment Faction: Space Wolves
Mandatory Warlord: A Space Wolves Character
Only Imperial Knights can be chosen as Super-Heavy
No Fortification can be chosen in the whole army
For all purpose Deathwatch Units Faction is changed to "Deathwatch"
If the Space Wolves win more Stormclaw missions, Order Team get a +1 Bonus on their Seize the Initiative roll
Authorized Detachment/Formation
Combined Arms Detachment (+1 Elite +1 Fast Attack -1 Heavy Support)
Allied Detachment
Space Wolves: All Detachment & Formations from Codex: Space Wolves & Supplement: Champion of Fenris & Sanctus Reach Campaign - Stormclaw
Black Templars: All Detachment & Formations from Codex: Space Marines & Dataslate - Reclusiam Command Squad & Dataslate - Strike Force Ultra & Pdf: Land Raider Terminus Ultra & Adeptus Astartes Storm Wing
Apocalypse: Crusader Hailstorm Squadron (Expansion Apocalypse p391) & The Spear of Macragge (Warzone Damnos p50)
Eldar: All Detachment & Formations from Codex: Eldar & Supplement: Iyanden & Dataslate - Eldar Ghost Warriors
Ordo Xenos: All Detachment & Formations from Codex: Inquisition
Deathwatch: All Detachment & Formations from Codex: Grey Knights
Apocalypse: Deathwatch Strike Team (Warzone Damnos p45)
Imperial Knights: All Detachment & Formations from Codex: Imperial Knights & Gerantius Datasheet (White Dwarf 24)
Officio Assassinorum: All Detachment & Formations from Dataslate: Officio Assassinorum
Not included in purpose: Codex - Legion of the Damned & Sanctus Reach Campaign - The Red Waaagh! & Sanctus Reach Campaign - Hour of the Wolf
In blue Detachement to be pointed out
Authorized ForgeWorld Models
(validated case by case)
Validated:
Storm Eagle Assault Gunship (Imperial Armor 2 SE: War Machines of the Adeptus Astates - 2013)
Stormeagle Assault Gunship Roc Pattern (Imperial Armor 2 SE: War Machines of the Adeptus Astates - 2013)
Nightwing interceptor (Imperial Armour: Aeronautica - 2012 - p37)
Phoenix Bomber (Imperial Armour: Aeronautica - 2012 - p35)
Warp Hunter (Imperial Armour: Apocalypse - 2013 - p103)
Land Raider Achilles (Imperial Armour 2 SE: War Machines of the Adeptus Astates - 2013)
Damocles Command Vehicle (Imperial Armor 2 SE: War Machines of the Adeptus Astates - 2013)
Captain
Aldo
Players authorized Factions
Aldo: Dark Harvest (Maynarkh Necron Dynasty)
Totoro: Chaos Space Marines, Daemons
Crasnier: Unnamed Chapters (Count as Iron Hands)
D4: Orks
Special Rules
Mandatory Primary Detachment Faction: Dark Havest
Mandatory Warlord: Kutlakh
At least 3 Fortifications must be taken in the whole army
For all purpose Unnamed Chapter Units Faction is changed to "Unnamed Chapter"
The Only One Super-Heavy is the Tesseract Vault
Tesseract Vault gain the following Ruler:
All Unnamed Chapter models within 12" of the base of the Tesseract Vault gain the Necron Reanimation Protocol (These Reanimation Protocol Rolls can not be modified)
Even if taken as part of an Unnamed Chapter Detachment (Faction "Unnamed Chapter"), The Tesseract Vault Faction is "Dark Harvest".
No Flyers can be taken in the whole army
Authorized Detachment/Formation
Combined Arms Detachment (-1 Fast Attack +1 Heavy Support)
Allied Detachment
Dark Harvest: All Detachment & Formations from Imperial Armour 12: Fall of Orpheus: Dark Harvest Army List
Apocalypse: Court of the Flayer King (Warzone Damnos p56)
Unnamed Chapter: All Detachment & Formations from Codex: Space Marine & Supplement: Raukaan & Supplement Escalation: Tesseract Vault Entry
Orks: All Detachment & Formations from Codex: Orks & Supplement: Waaagh! Ghazghkull & Sanctus Reach Campaign - Stormclaw
Chaos Space Marines: All Detachment & Formations from Codex: Chaos Space Marines & Supplement: Black Legion & Supplement: Crimson Slaughter & Dataslate - Helbrutes
Daemons: All Detachment & Formations from Codex:Daemons & Dataslate - Exalted Flamer of Tzeentch
Not included in purpose: Dataslate - Cypher & Dataslate - Be'Lakor & Codex: Necron & Sanctus Reach Campaign - The Red Waaagh! & Sanctus Reach Campaign - Hour of the Wolf
In blue Detachement to be pointed out
Authorized ForgeWorld Models
(validated case by case)
Validated:
Chaos Decimator Engine (Imperial Armour: Apocalypse - 2013 - p66)
Set up terrain as described in Preparing for Battle.
If a fortification is taken as part of an army, then it is set up with the rest of the units in the army using the same deployment rules as the other models.
After terrain has been set up, but before determining Deployment Maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers.
Deployment Map: Dawn of War, if possible on a 48" x 108" table
Deployment: The Defending Team will start to deploy and will use the Standard Deployment Method.
Fortifications: If a fortification is taken as part of an army, then it is set up with the rest of the units in the army using the same deployment rules as the other models.
A team can remove one terrain piece from its deployment zone to place a Fortification.
Night fighting: The attacking team can choose to apply Night Fighting rule during the first turn. (This takes precedence over any other Special Rules)
After Deployment but before the roll to Seize the initiative, The Attacker will choose 2 Fortifications which he thinks have a Strategic Value.
This 2 Fortification are the Strategic Fortifications and must be taken.
The Defending Team will start, their opponent can attempt to Seize the Initiative.
The mission uses Variable Game Length
At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.
The Total of Victory Points is calculated as follow:
Primary Objectives Victory Points x 2 + Secondary Objectives Victory Points
For this game, only standard Tactitcal Objectives will be used (No Special Tactical Objective such as Ork or Grey Knights ones can not be used)
Each player generates 1 Tactical Objective at the start of his first turn. If, at the start of their turn, a player has fewer Active Tactical Objectives than the current turn number,
he must generate a number of new Tactical Objectives until he has a number equal to the current turn number. The table below shows the maximum number of Active Tactical Objectives a player can have at the start of a turn. If, at the start of his turn, a player has more Active Tactical Objectives than this number, he must discard Tactical Objectives of his choice until he has the correct number remaining.
The Attacker scores 1 Victory Point for each Total Collapse or Detonation! damage result inflicted upon one of the Defender’s fortifications.
At the end of the game, for each Strategic Fortification, the Attacker scores 3 Victory Points if one or more of the following conditions are met:
• The Strategic Fortification is occupied by one of the Attacker’s units.
• At least one of the Attacker’s units is within 3" of the Strategic Fortification and No Defender Units is within 3" of the Strategic Fortification
If none of these conditions are met, the Defender scores 2 Victory Points.
Slay the Warlord
For each enemy unit destroyed you get 1 KP (kill point). ICs and dedicated transports are also worth a KP. Units that have fled off the board, or are fleeing at the end of the game, are worth KP. Also any units in ongoing reserves at the end of the game are also worth KP.
Night Fighting (with above modification), Reserves