PDA

View Full Version : Zulu! - Need help creating a 40k scenario inspired by the classic film



Tactica
25-06-2011, 09:41 PM
Years ago there was an awesome 40k Battle Report in White Dwarf that featured the Praetorian Imperial Guard facing an endless tide of Orks. The report was largely inspired by the 1964 film Zulu (http://www.youtube.com/watch?v=hZ5K38ydm9Y&feature=related#). I wanted to have a go at recreating the battle so I could feature it on my animated video battle report channel on Youtube which you can see here…

Animated Video Battle Report Channel (http://www.youtube.com/user/Tactica01?feature=mhee)

Anyway I needed some help coming up with some special rules and wondered if you guys could help me, this is what I have come up with so far…

Terrain: In this scenario a small force of Praetorian Imperial Guard have been ordered to “hold to the last” and defend Rorke's Drift. To represent Roukes Drift place a suitable building at the centre of the board. A defense perimeter, consisting of walls and sandbags etc, should be placed around the building so that the perimeter is at least 18” away from the nearest table edge like so…

http://img543.imageshack.us/img543/8620/terrainty.jpg

Imperial Guard Deployment: The Imperial Guard then deploy all of their forces, which should consist of about 1000 points of infantry, within the defensive perimeter like so…

http://img828.imageshack.us/img828/8017/igdeployment.jpg

Ork Army: The Orks do not have an army list. Instead each turn D3+2 Ork units enter play from a randomly determined table edge. To determine which Ork units enter play roll 2D6 and consult the following table:

2 2D6+2 Grotz
3 D6 +2 Boyz
4 D6 +2 Ard Boyz
5 D6 + 2 Burna Boyz
6 D6 + 2 Nobz
7 2D6 + 2 Boyz
8 2D6 + 2 Ard Boyz
9 2D6 + 2 Burna Boyz
10 2D6 + 2 Nobz
11 2D6 Nobz + KFF Big Mek
12 2D6 Nobz + Warboss

To determine which table edge the Orks enter from role 1D6 and consult the following table

1 – Imperial Players Choice
2 – North
3 – East
4 – South
5 - West
6 – Ork Players Choice

Ork units should enter play each turn, including the first, like so…

http://img37.imageshack.us/img37/8104/orkdeployment.jpg

Victory Conditions: If, at the end of the 8 turn game, the Orks have any units within the defensive perimeter they automatically win, any other result is an Imperial victory.

Ossai
26-06-2011, 12:02 AM
Ok, most obvious one would be "Last Stand"

The Imperial Guard automatically pass all morale (Note: Morale, not leadership, so no free commands) tests as they know there is no way out, and they will either kill everything, or die.

Also as this is a last stand, all vehicles have been disabled or withdrawn in the evacuation that took all logs and things from the camp. Guard are deemed expendable and thus would have taken up too much room on the dropships, left behind to fend for themselves with only a few support weapons. As such, the guard may have no vehicles, instead they may place D3 "Support Guns" (Effectively free weapon teams)

NAFOD
27-06-2011, 05:35 PM
Figure only about one in three or four Orks to be armed with shooty type weapons or have a hill or tall building along a table edge with Orks positioned thereon with long range shooty weapons.