We are playing a game of Epic 40K (3rd edition) on Saturday, with armies of 5,600 points apiece. The notes below are for those players who want to put themselves into the story beforehand (I’m looking at you, Dan!). The scenario is adapted from the Rescue scenario in the Epic Battles Book.
Background: the fair planet of Arcadia
Agri-world 966, known to its inhabitants as Arcadia, was already inhabited by primitive Orks when the Imperium first colonised it. The Ork population was small, unusually peaceable and concentrated in the remote western fringes of the main continent, which are unsuitable for human agriculture. After a half-hearted, expensive and unsuccessful campaign to eliminate the indigenous Orks, the planetary Governor decided to live and let live. The two races slowly learned to rub along together, with only the occasional spat in the Western Fringes, quickly suppressed by Imperial forces.
This near harmonious coexistence ended centuries later when an Ork hulk crashed into the Western Fringes, bringing the mightily ambitious Bad Moon Warlord, Tamrine. Disgusted by the unwarlike traits of the native Orks, he decided to whip them into shape and then to wipe the Imperium off the face of the planet. Waagh! Tamrine was born.
Lulled by generations of coexistence with the indigenous Orks, the Arcadian Planetary Governor was slow to recognise the danger posed by Waugh! Tamrine. She reckoned the latest Ork incursion could be dealt with by the Planetary Defece Forces, without seeking help from off-world. This proved a major miscalculation, as Waagh! Tamrine smashed through the Imperial defences and laid waste to thousands of square miles of Arcadian farmland. Realising her error, the Governor begged for assistance from the Sector Council, warning that her forces could not hold out for long unaided.
Fortunately for Arcadia, the Sector Council was able to respond to the governor’s pleas, sending, first, a detachment of Imperial Fists and subsequently, a smaller detachment of Space Wolves to assist the PDF. These reinforcements arrived on Arcadia not a moment too soon.
Scenario: The Battling Bastards of Bastion
At the point our game begins, Waugh! Tamrine has driven deep into Imperial territory. In the chaos of the Arcadian retreat, Imperator Titan Tiberius, undergoing a refit at the settlement of Bastion, has been cut off by the Ork advance and is behind the front line. Tiberius is one of only two Imperator Titans on Arcadia and its loss is unthinkable. It is protected by a small detachment of Imperial Guard. Tamrine is as determined to take the Titan as the Imperium is desperate to recover it.
Tiberius is placed in the settlement of Bastion. Deploy up to 1,400 points of Imperial Guard detachments to protect it, within a 60cm square.
The Orks then all deploy in an area 60cm deep, starting 60cm from the nearest defender of Bastion. Exception: up to 3 Ork detachments may begin off table. Place their HQs on any of the three table edges, level with the perimeter of the Imperial garrison. They will enter on turn 1.
Finally, the Imperial players place HQs for the rest of the Imperial army on the short table edge furthest from the Titan. Every HQ must be placed within 15cm of the first HQ placed. Exception: up to 4 HQs may be placed anywhere along the table edge.
The Imperial objective is to keep control of Titan Tiberius. The Ork objective is to capture or destroy it.
Tiberius has enough power to operate its void shields but can neither move nor fire.
Victory conditions. The side that controls the Titan at the end of turn 6 wins the game. Before then, if either side’s morale drops to zero, it loses immediately. The Orks may target the Titan but if they destroy it, they can only win by reducing Imperial morale to zero.