Warhammer 40,000
The Battle
Following the defeat of the 101st regiment's counter-attack, the 19th siege regiment became trapped by new Chaos forces advancing from the north. Surrounded and pinned against the Demos trench, the regiment became the focus of the Nurgle warbands, who initiated a diabolical plan to unleash Vraks' store of chemical weapons to quickly annihilate the 19th regiment and begin turning Vraks into a toxic landscape.
The Nurgle Chaos Space Marine warbands led the attack, advancing behind a heavy barrage of chemical weapons. They soon captured the first trenches and dug-outs. Behind them followed a wave of mortal worshippers of Nurgle to continue the attack. Over the course of four days and with heavy use of nightmarish weaponry, the Nurgle forces destroyed the 19th regiment.
The Wargame
Play this game across the width of a 6' x 4' table. The defender chooses a long table edge and his deployment zone is up to 24" from that table edge (half way). He may also place his trenches, obstacles and other defences in his deployment zone. The terrain is a no-man's land with the usual craters, scattered rocks and wrecked vehicles as cover.
The defender deploys first. The attacker's forces deploy second, up to 6" from his table edge. Due to the chemical bombardment, the attacker takes the first turn. This scenario uses random game length.
Special Rules
- Preliminary Chemical Attack:
- The Nurgle forces are attacking behind a thick screen of chemical weapons. Before the first turn roll to see if each of the defender's units is affected by the chemical weapons. Roll for each deployed unit in turn. On a 1-3 the unit is unaffected. On a 4+ the unit takes a hit. Place the Blast marker over the unit exactly as if it had been hit by chemical ammunition. Resolve the attack as normal.
Use the following special rules: Random Game Length, Victory points, Reserves, Obstacles.
Objectives
The Nurgle forces must capture the enemy trenches and destroy the Krieg defenders. Add up Victory points as normal, but the attacker gets a bonus for any squads (that are still over half strength) within 12" of the defender's table edge at the end of the game. Add the attacker's squads' Victory points value to his own total.
Attacker - Forces of Chaos
- Chosen Chaos Space Marine squad
- Squad - 10 men - heavy bolter, flamer, plasma gun
- The squad is led by an Aspiring Champion with a plasma pistol and powersword. One model carries an Icon of Nurgle. This unit may not Infiltrate in this battle.
- They are transported in a:
- Chaos Rhino
- Extra armour, dozerblade, pintle-mounted havoc launcher with chemical ammunition
- Plague Marine squad
- Squad - 12 men - flamer, meltagun
- This squad is led by a Plague Champion with a power weapon.
- Plague Marine squad
- Squad - 12 men - plasma gun, meltagun
- This squad is led by a Plague Champion with a power weapon.
- Plague Marine squad
- Squad - 12 men - flamer, plasma gun
- This squad is led by a Plague Champion with a powerfist.
- Plague Marine squad
- Squad - 12 men - flamer, meltagun
- This squad is led by a Plague Champion with a power weapon and plasma pistol.
- Chaos Havocs
- Squad - 8 men - 3 x missile launchers, lascannon
- The squad is led by an Aspiring Champion with twin-linked bolter. One model has an Icon of Nurgle.
- Chaos Predator
- Twin-linked lascannons, side sponsons with heavy bolters, a dirge caster and pintle-mounted havoc launcher with chemical ammunition
- Chaos Defiler
- Reaper autocannon
- Chaos Dreadnought
- Twin-linked lascannons and heavy flamer
Reserves - Renegades and Heretics
- Workers Rabble
- Squad - 30 men - flamer, grenade launcher
- TThe squad is led by an Apostate Preacher.
- Apostate Preacher
- Close combat weapon, plasma pistol and unholy relic
Defender - Forces of the Imperium
- Infantry Platoon
- Command Sqad - Jr Off* + 4 men - twin-linked heavy stubber
- Infantry Squad - 10 men - melta gun
- Infantry Squad - 10 men - flamer
- Infantry Squad - 10 men - plasma gun
- Infantry Squad - 10 men - grenade launcher
- Infantry Squad - 10 men - plasma gun
- Infantry Squad - 10 men - melta gun
- All squads carry frag grenades. Each squad has one Guardsman with a vox-caster. *The Junior Officer carries a laspistol and a powersword.
- Heavy Weapons Platoon
- Command Squad - Jr Off* + 4 men - autocannon
- Fire Support squad - 6 men - 3 x heavy bolters
- Mortar squad - 6 men - 3 x mortars
- Anti-tank squad - 6 men - 3 x lascannons
- *Junior Officer has a laspistol and close combat weapon.
- Heavy Mortar Battery
- 2 x Heavy Mortars with 4 crew each
- Leman Russ
- Heavy bolter, pintle-mounted heavy-stubber
- This vehicle is dug-in. It cannot move during the game, but counts as an obscured target against all attacks.
Reserves
- Hellhound
- Smoke launcher, rough terrain modification
- Grenadier Squad
- Squad - 10 men - melta gun, grenade launcher, 2 x demoltion charges, heavy flamer
- The squad is led by a Veteran Sergeant with bolt pistol and powersword. One Grenadier is carrying a vox-caster.
- Infantry Platoon
- Command Squad - Jr Off* + 4 men - autocannon
- Infantry squad - 10 men - melta gun
- Infantry squad - 10 men - flamer
- All squads carry frag grenades. Each squad has one guardsman with a vox-caster. *Junior Officer carries a laspistol and a powersword.
Notes
The battle to destroy the 19th siege regiment lasted for four days - you can re-fight this battle by adapting the forces slightly. In subsequent battles include more artillery units for the defenders as the Nurgle forces push deeper into the Krieg lines. The Nurgle forces can add more renegade militia forces as they reduce the Plague Marines' presence, but maintain a high number of weapons equipped with chemical ammunition. You could make this scenario the regiment's final stand by including the Regimental Command HQ with attached Commissars and a Quartermaster. Each time they attack, the Nurgle forces can use the Preliminary Chemical Bombardment special rule.