MACROMUNDA
Allegiance
Space Marines Salamanders
Codex / Scenarios
Codex · Space Marines

Scenarios2

Hold The Range scenario
Attackerthe opposing gang (a mobile or long-range force pressing its one advantage over the Salamanders - it sets the tempo, opens at distance, and tries to break or bypass the slow burn before it can close)
Defenderthe Salamanders (the slow, short-range chapter forced to react - it must weather the opening at range, refuse to be scattered, and drag the fight down to the half distance where its fire finally tells)
Deploythe enemy deploys with the initiative and the open ground, spread to keep its distance; the Salamanders deploy compact around a strong terrain anchor, ready to endure the approach and grind toward contact
Objectivethe enemy wins by whittling the Salamanders down at range and controlling the field at the end of round six without ever being caught in the near fight; the Salamanders win by surviving the kiting intact and closing to half range on the enemy's main body, forcing the burn the enemy tried to avoid
Victorythe enemy wins if it holds the Salamanders at long range and controls more of the field at round six (the slow burn held off and worn down); the Salamanders win if they reach and hold half range on the enemy's main force for two consecutive rounds while still fielding half their starting fighters (the near fight forced, the fire arrived)
Rewardsan enemy win grants it bonus Reputation for proving the forge-fire can be kited and denied; a Salamanders win grants bonus Reputation and a Control-Track step for forcing the near fight against a foe built to refuse it; a Salamanders fighter that endured every round and still closed earns 1 bonus XP toward The Unbroken
Control Trackan enemy win (the Salamanders held at range all game) advances the ENEMY's Control-Track claim by one step - the slow chapter denied its fight; a Salamanders win (half range forced and held) advances the SALAMANDERS' claim by one step, the burn dragged onto the enemy despite its every effort to stay clear

Hold the Range is the Salamanders' hardest fight. The enemy sets the tempo and the distance. The slow chapter must weather that opening and drag the battle down to the range where its fire finally tells.

ATTACKER The opposing gang. A mobile or long-range force pressing its one advantage over the Salamanders. It sets the tempo, opens at distance, and tries to break or bypass the slow burn before it can close.

DEFENDER The Salamanders. The slow, short-range chapter forced to react. It must weather the opening at range, refuse to be scattered, and drag the fight down to the half distance where its fire finally tells.

BATTLEFIELD Open ground favours the attacker's distance. A strong terrain anchor breaks it, and the Salamanders can form up behind that.

DEPLOYMENT The enemy deploys with the initiative and the open ground, spread to keep its distance. The Salamanders deploy compact around the terrain anchor. They mean to endure the approach and grind toward contact.

ENDING THE BATTLE The battle runs to the end of round six, or until one gang bottles out.

VICTORY The enemy wins if it holds the Salamanders at long range and controls more of the field at round six — the slow burn held off and worn down. The Salamanders win if they reach and hold half range on the enemy's main force for two consecutive rounds while still fielding half their starting fighters — the near fight forced, the fire arrived.

REWARDS An enemy win grants it bonus Reputation for proving the forge-fire can be kited and denied. A Salamanders win grants bonus Reputation and a Control-Track step for forcing the near fight against a foe built to refuse it, and a Salamanders fighter that endured every round and still closed earns 1 bonus XP toward becoming one of The Unbroken.

CONTROL TRACK An enemy win, with the Salamanders held at range all game, advances the enemy's claim by one step — the slow chapter denied its fight. A Salamanders win, with half range forced and held, advances the Salamanders' claim by one step, the burn dragged onto the enemy despite its every effort to stay clear.

Into The Fire scenario
Attackerthe Salamanders (a short-range burn force that wants the near fight - deploy the flame-and-melta line and the revered walkers, close deliberately to half range, and saturate the kill-zone while the Promethean-endurance keeps the slow advance walking through fire)
Defenderthe opposing gang (a force that must keep the Salamanders at arm's length - stay at long range, deny the objectives, and never let a deliberately slow, short-range chapter close to the distance where its fire is lethal)
Deployboth gangs deploy across a central objective the Salamanders have come to hold and burn from; the Salamanders set up their flame-line and walkers to advance on it, the enemy deploys at range to hold the distance and pick the slow line apart before it arrives
Objectivethe Salamanders win by controlling the central ground at the end of round six with the fire still saturating it; the enemy wins by keeping the Salamanders off the objective for the whole battle, or by breaking their advance in the open before it reaches half range (kiting the slow burn to death)
Victorythe Salamanders win if they control the objective through round six AND fielded flame/melta fire within half range of the enemy for the final three rounds (the burn arrived and held); the enemy wins if it holds the Salamanders at long range and off the objective, denying the near fight the whole game
Rewardsa Salamanders win grants bonus Reputation and a Control-Track step for ground held and burned; a fighter that dealt flame or melta damage within half range every round it fired earns 1 bonus XP toward The Unbroken; an enemy win by successful kiting grants the enemy bonus Reputation for proving the forge-fire can be held off
Control Tracka Salamanders win advances their Control-Track claim on the district by one step (the near ground taken and held under fire); an enemy win holds the marker; an enemy kiting win (the Salamanders never reached half range and never held the objective) advances the ENEMY's claim by one step - the slow burn held off and worn down in the open

Into the Fire is the battle the Salamanders want — the near fight, ground held and burned from close range while a deliberately slow line walks through the enemy's fire to reach it.

ATTACKER The Salamanders. A short-range burn force built to take the near fight — deploy the flame-and-melta line and the revered walkers, close deliberately to half range, and saturate the kill-zone while the Promethean endurance keeps the slow advance walking through fire.

DEFENDER The opposing gang. A force that must keep the Salamanders at arm's length — stay at long range, deny the objectives, and never let a deliberately slow, short-range chapter close to the distance where its fire turns lethal.

BATTLEFIELD A central objective the Salamanders have come to hold and burn from dominates the field, with open ground around it for the enemy to work.

DEPLOYMENT Both gangs deploy across the central objective. The Salamanders set up their flame-line and walkers to advance on it; the enemy deploys at range to hold the distance and pick the slow line apart before it arrives.

ENDING THE BATTLE The battle runs to the end of round six, or until one gang bottles out.

VICTORY The Salamanders win if they control the objective through round six and fielded flame or melta fire within half range of the enemy for the final three rounds — the burn arrived and held. The enemy wins if it holds the Salamanders at long range and off the objective, denying the near fight the whole game.

REWARDS A Salamanders win grants bonus Reputation and a Control-Track step for ground held and burned. A fighter that dealt flame or melta damage within half range every round it fired earns 1 bonus XP toward becoming one of The Unbroken. An enemy win by successful kiting grants the enemy bonus Reputation for proving the forge-fire can be held off.

CONTROL TRACK A Salamanders win advances their claim on the district by one step — the near ground taken and held under fire. An enemy win holds the marker; an enemy kiting win, in which the Salamanders never reached half range and never held the objective, advances the enemy's claim by one step, the slow burn worn down in the open.