This is an Epic scenario, not a standard Warhammer 40,000 battle. You will need the Epic rules and army lists to play it.
The Wargame
This game should be played across a 6' x 4' table. The terrain is open desert, with a few scattered rocky outcrops for cover. In the centre of the Tau table edge there is a large mining complex, complete with buildings, equipment, quarry cliffs, rocks, spoil heaps etc. This counts as an area of ruin/rubble.
Tau forces may be placed anywhere in their half of the table, including in the mine. Tau forces deploy first.
Imperial forces enter from their table edge when they have the initiative.
The game lasts 8 turns.
Objectives
The Imperial forces must capture the mining complex by clearing it of Tau forces. The Tau must inflict as much damage as they can, then escape off the board. If both tank companies have moved off the table edge then this must be via Orca dropship (there is no other escape). If the tanks have not completed the encirclement, then escape can also be on the ground, by moving off their table edge. The victor should be judged by comparing how many Tau escaped versus how many Imperial forces were lost.
Special Rules
Encircling Attack. Both the Tallarn tank companies have orders to encircle the mining complex, to cut it off from reinforcements. Their orders are not to become involved in the fight to clear the mine. To represent this, the tank companies must exit the Tau table edge at the exit points marked on the map. If they fail to do this by the end of turn 4, then the Tau automatically win the game, because they can easily escape to fight another day.
Forces of the Imperium
2nd Armoured Company, 3rd Tallarn Armoured Regiment
- CHQ – 1 Vanquisher
- 1st Squadron – 3 Leman Russes
- 2nd Squadron – 3 Leman Russes
- 3rd Squadron – 3 Leman Russes
4th Armoured Company, 3rd Tallarn Armoured Regiment
- CHQ – 1 Leman Russ
- 1st Squadron – 3 Leman Russes
- 2nd Squadron – 3 Leman Russes
- 3rd Squadron – 3 Leman Russ Conquerors
2nd Infantry Company, 3rd Tallarn Armoured Regiment
- CHQ – Command Unit, 1 Chimera
- 1st Platoon – 8 Infantry units, 4 Chimeras
- 2nd Platoon – 8 Infantry units, 4 Chimeras
- 3rd Platoon – 8 Infantry units, on foot
- 4th Platoon – 8 Infantry units, on foot
- 5th Platoon – 4 Fire Support units, 2 Chimeras
Artillery Battery
- 3 Basilisks
Reinforcements – arriving on turn 5
3rd Infantry Company, 3rd Tallarn Armoured Regiment
- CHQ – Command Unit, Salamander
- 1st Platoon – 8 Infantry units, 4 Chimeras
- 2nd Platoon – 8 Infantry units, 4 Chimeras
- 3rd Platoon – 8 Infantry units, on foot
- 4th Platoon – 8 Infantry units, on foot
- 5th Platoon – 4 Fire Support units, 2 Chimeras
- Flak – 1 Hydra
Tau Forces
Hunter Cadre
- Crisis Battlesuit – 1 Commander, 3 Battlesuit units
Pathfinders
- 6 Pathfinder units, 3 Devilfish
Fire Warriors Cadre (x4, each identical)
- 6 Fire Warrior units
- 2 Gun Drone units
Gun Drone Contingent
- 2 Gun Drone units, 2 Heavy Gun Drone units
Broadside Contingent
- 2 Broadside Battlesuit units
Human Auxiliary Contingent
- 1 Commander
- 12 Human Auxiliary units
Reinforcements – Air Caste Formations, arriving on turn 4
- 2 Barracudas
- 2 Barracudas
- 4 Orca Dropships