MACROMUNDA
Allegiance
Space Marines Iron Hands
Codex / Scenarios
Codex · Space Marines

Scenarios2

Break The Iron Council scenario
Attackerthe opposing gang (the aggressor, tasked with decapitating the Iron Council - burst the Techmarine command and the walkers with concentrated high-AP fire before the Iron Hands' recovery snowballs the survivors beyond reach)
Defenderthe Iron Hands (dug in around the Iron Council - the Captain, the Techmarine and the revered walkers; the force must weather the alpha and survive to the late rounds, where its resilience makes it unkillable)
Deploythe Iron Hands deploy in a tight, mutually-supporting formation around their command and walkers, anchored on terrain; the attacker deploys around them with the initiative, set to strike the Iron Council fast
Objectivethe attacker wins by taking the Iron Hands' Leader AND Techmarine Out of Action before the end of round four; the Iron Hands win by keeping either the Leader or the Techmarine alive through round four, at which point the machine-cult has compounded past breaking
Victorythe attacker wins if both the Iron Hands Leader and Techmarine are Out of Action by the end of round four (the Council decapitated before recovery could save it); the Iron Hands win if either command body still stands at the end of round four - the iron endured the alpha and the long war now belongs to it
Rewardsan attacker win grants bonus Reputation for cracking the machine-cult fast and a Control-Track step; an Iron Hands defence that held the Council grants them bonus Reputation and a step for out-enduring the strike; a Techmarine that survived earns 1 bonus XP toward Iron Father
Control Trackan attacker win advances the attacker's Control-Track claim by one step (the Council broken, the ground taken); an Iron Hands defensive win advances the IRON HANDS' claim by one step (the alpha weathered, the district held by iron that would not break)

The Iron Hands have dug in around their command. There is one way to break them: decapitate the Iron Council before its recovery snowballs beyond reach.

ATTACKER

The opposing gang — the aggressor, sent to cut the head from the machine cult. Burst the Techmarine command and the walkers with concentrated high-AP fire, and do it before the Iron Hands' resilience compounds the survivors out of reach.

DEFENDER

The Iron Hands — dug in around the Iron Council: Captain, Techmarine, revered walkers. Weather the alpha. Survive to the late rounds, where the force's resilience makes it all but unkillable.

DEPLOYMENT

The Iron Hands deploy first — a tight, mutually-supporting formation around their command and walkers, anchored on terrain. The attacker deploys around them with the initiative, set to strike the Iron Council fast.

OBJECTIVE

The attacker means to take the Iron Hands' Leader and Techmarine Out of Action before recovery can save them. The Iron Hands mean to keep one of the two command bodies alive — past the point where the machine cult has compounded beyond breaking.

ENDING THE BATTLE

The battle ends at the close of round four, or the instant both the Iron Hands Leader and Techmarine are Out of Action.

VICTORY

The attacker wins if both the Iron Hands Leader and Techmarine are Out of Action by the end of round four — the Council decapitated before recovery could save it. The Iron Hands win if either command body still stands at the end of round four. The iron endured the alpha; the long war now belongs to it.

REWARDS

An attacker win grants bonus reputation for cracking the machine cult fast and a Control-Track step. An Iron Hands defence that held the Council grants them bonus reputation and a step for out-enduring the strike. A Techmarine that survived earns 1 bonus experience toward Iron Father.

CONTROL TRACK

An attacker win advances the attacker's Control-Track claim by one step — the Council broken, the ground taken. An Iron Hands defensive win advances the Iron Hands' claim by one step: the alpha weathered, the district held by iron that would not break.

The Grinding War scenario
Attackerthe Iron Hands (an attrition force that wants the long war - deploy the augmetic line and the revered walkers, hold the contested ground, and out-last a faster enemy as bionic recovery and walker-repair compound round on round)
Defenderthe opposing gang (a quicker force that must break the iron before the grind snowballs - crack the walkers and the Techmarine command early or watch the Iron Hands become impossible to shift)
Deployboth gangs deploy across a central objective the Iron Hands have come to hold; the Iron Hands set up their walkers and heavy line anchored on terrain, the enemy deploys to strike fast at the command and the machines
Objectivethe Iron Hands win by controlling the central ground at the end of round six with more standing fighters than they lost; the enemy wins by breaking the Iron Hands off the objective, or by destroying both a walker and the Techmarine before round four (bursting the machine-cult before recovery compounds)
Victorythe Iron Hands win if they hold the objective through round six AND still field at least half their starting fighters (the grind survived and won); the enemy wins if it takes the objective, or if it destroys a friendly walker and the Techmarine before the end of round three - a decapitation of the machine-cult before it snowballs
Rewardsan Iron Hands win grants bonus Reputation and a Control-Track step for ground held through attrition; a walker that survived the whole battle earns 1 bonus XP toward The Undying; an enemy win by early decapitation grants the enemy bonus Reputation for proving the iron can be cracked fast
Control Trackan Iron Hands win advances their Control-Track claim on the district by one step (the ground held, the enemy worn out); an enemy win holds the marker; an enemy decapitation win (walker + Techmarine down early) advances the ENEMY's claim by one step - the machine-cult broken before it could grind

This is the war the Iron Hands want. A long grind over contested ground — the most resilient bodies in the fight out-lasting a faster foe, as recovery and repair compound round on round.

ATTACKER

The Iron Hands — an attrition force, here to hold the ground. It deploys the augmetic line and the revered walkers, holds the contested centre, and out-lasts a quicker enemy as bionic recovery and walker-repair compound.

DEFENDER

The opposing gang — a quicker force that must break the iron before the grind snowballs. Crack the walkers and the Techmarine command early. Fail, and watch the Iron Hands become impossible to shift.

DEPLOYMENT

Both gangs deploy across a central objective the Iron Hands have come to hold. The Iron Hands set up their walkers and heavy line, anchored on terrain. The enemy deploys to strike fast at the command and the machines.

OBJECTIVE

The Iron Hands mean to hold the central ground at the end, and still field the weight they started with. The enemy means to break them off the objective — or to burst both a walker and the Techmarine early, unmaking the machine cult before recovery compounds.

ENDING THE BATTLE

The battle ends at the close of round six, or when one side no longer contests the central ground.

VICTORY

The Iron Hands win if they hold the objective through round six and still field at least half their starting fighters — the grind survived, the grind won. The enemy wins if it takes the objective, or if it destroys a friendly walker and the Techmarine before the end of round three: a decapitation of the machine cult before it snowballs.

REWARDS

An Iron Hands win grants bonus reputation and a Control-Track step for ground held through attrition. A walker that survived the whole battle earns 1 bonus experience toward The Undying. An enemy win by early decapitation grants the enemy bonus reputation for proving the iron can be cracked fast.

CONTROL TRACK

An Iron Hands win advances their Control-Track claim on the district by one step — the ground held, the enemy worn out. An ordinary enemy win holds the marker; an enemy decapitation win, with a walker and the Techmarine down early, advances the enemy's claim by one step: the machine cult broken before it could grind.