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Imperial Armour 6: The Siege of Vraks, part 2 (2008), p190-191 — Scenario 10 - Last Stand of the 19th Regiment

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.