Scenario 4: Encounter at Tungusta Station

Source: Imperial Armour III, p. 293

The Wargame

This game should be played along the length of a 6' x 4' table. The terrain is basically open desert, with a few rocky outcrops for cover. In the centre of the table, 2' from the northern table edge, is Tungusta Station, a collection of buildings, mining equipment and debris occupying approximately an 18" square area. There should be shell craters scattered about the table.

Tau forces can deploy up to 24" from their table edge, except for the Pathfinder team, which can deploy in cover anywhere on the table. The Imperial forces move onto the table on turn 1, measuring from the southern table edge.

All Tau and Imperial reinforcements enter from their table edge on the turn stated, including aircraft. The Imperial Guard player takes the first turn. The game lasts 8 turns.

Objectives

The side in possession of Tungusta Station at the end of the game is the winner.

Notes

You can use this scenario as the basis of other Tau counter-attacks, by modifying the terrain slightly (remembering it is always open desert though), and making slight changes to the force lists. You could even replay it, allowing players to pick their armies from the Codex army lists!

Forces of the Imperium

A Squadron, 1st Armoured Company, 17th Tallarn Regiment

  • Squadron HQ Leman Russ with hull-mounted heavy bolter, smoke launchers, track guards, searchlight, pintle heavy stubber
  • Leman Russ with hull-mounted heavy bolter, smoke launchers, track guards, hunter-killer missile
  • Leman Russ with hull-mounted lascannon, smoke launchers, dozerblade

1st Platoon, 2nd Infantry Company, 17th Tallarn Regiment

Unit Count Equipment
Command Section* Lt+4 men Missile launcher, medi-pack
Squad** 10 men Melta gun, sniper rifle
Squad 10 men Grenade launcher, sniper rifle
Squad 10 men Grenade launcher, sniper rifle
Squad 10 men Melta gun, sniper rifle
Squad 10 men Plasma gun, sniper rifle

All squads carry frag grenades and krak grenades. Each squad has 1 Guardsman equipped with a vox-caster.

* Lieutenant Kavir is armed with a laspistol and power sword. ** Led by Veteran Sergeant with lasgun and melta bombs.

Reinforcements – arriving on Turn 3

Elements of B Squadron, 1st Armoured Company: Leman Russ with hull-mounted heavy bolter, smoke launchers, track guards, hunter-killer missile.

Reinforcements – arriving on Turn 4

3rd Storm Trooper Squad, 2356th Company: Squad, 10 men, melta gun, grenade launcher, in a Chimera with multi-laser, searchlight, smoke launcher, pintle-mounted heavy stubber.

Reinforcements – arriving Turn 7

Thunderbolt fighter with 4 bombs, ejector seat, armoured cockpit.

Tau Forces

Hunter Cadre El'Shi'Eldi

  • Hammerhead Gunship with railgun, smart missile system, multi-tracker, blacksun filter, flechette discharger
  • Sky Ray with disruption pod, decoy launchers

Pathfinder Team

  • Team: 4 Shas'la, pulse carbines, Markerlights

Reinforcements – arriving on Turn 2

Commander Shas'el Shi'Eldi in XV84 Crisis battlesuit, fusion blaster, missile pod, multi-tracker, target lock, Markerlight.

Bodyguard (bonded team)

  • Shas'vre Crisis battlesuit, twin-linked missile pods, shield generator, hard-wired target lock
  • Shas'vre Crisis battlesuit, twin-linked burst cannons, target lock, hard-wired multi-tracker

Fire Warriors

  • Team: 12 Shas'la, pulse rifles, in a Devilfish with flechette discharger, 2 seeker missiles
  • Team: 12 Shas'la, pulse rifles, in a Devilfish with decoy launchers, 2 seeker missiles
  • All have photon and EMP grenades. Each team is led by a Shas'ui with a Markerlight.

Reinforcements – arriving on Turn 6

  • Hammerhead Gunship with twin-linked plasma cannons, a smart missile system, multi-tracker, blacksun filter, target lock
  • Barracuda with decoy launchers