The Treaty of Darkfall
Sometimes called the Treaty of Darkfall, after the Battle of Darkfall fought some sixteen years earlier, the treaty itself did not bring about a peace; in fact "an atmosphere of enmity between the Tau and Necrons lasted many years," until the eventual treaty was signed.
Necron Aims
But what would the Necrons hope to achieve by accepting a treaty with their hated Tau enemies? After fifteen years of futile attempts at regaining their territory, Supreme Overlord Anubis realised that his opportunities to match the military achievements of his enemies were unrealisable. In that light, it became increasingly important for Anubis to obtain a reprieve in the fighting. The attempts at regaining the tombs that the Tau had taken had ultimately failed to break the hold that the Tau had over the planet. By accepting the Tau overture, Anubis would safeguard the slumbering tombs on Darkfall against this upstart power.
Tau Aims
In opposition to the awakened Necrons, the Tau expansionist plans on the planet of Darkfall had reached stalemate. The expedition was ill prepared for war because the planet was believed to be uninhabited. Terraforming the planet had inadvertently activated the reanimation protocols of several tombs on the eastern peninsula. The Tau would be overrun so hitting them hard with concentrated fire was their only chance of survival. The cadres of combat exoskeletons, differing in size and designation, made light work of the first Necrons. However with each victory, came inevitable loses, which at first seemed manageable, but in fact slowly changed the Tau's perspective of the Greater Good on the planet: Parley was their only option.
Fragile Peace
With each side testing their opponents strength and resolve, border wars are rife ending with empty truces. It is however only a matter of time before these conflicts escalate into full scale attrition.
Sometimes called the Treaty of Darkfall, after the Battle of Darkfall fought some sixteen years earlier, the treaty itself did not bring about a peace; in fact "an atmosphere of enmity between the Tau and Necrons lasted many years," until the eventual treaty was signed.
Necron Aims
But what would the Necrons hope to achieve by accepting a treaty with their hated Tau enemies? After fifteen years of futile attempts at regaining their territory, Supreme Overlord Anubis realised that his opportunities to match the military achievements of his enemies were unrealisable. In that light, it became increasingly important for Anubis to obtain a reprieve in the fighting. The attempts at regaining the tombs that the Tau had taken had ultimately failed to break the hold that the Tau had over the planet. By accepting the Tau overture, Anubis would safeguard the slumbering tombs on Darkfall against this upstart power.
Tau Aims
In opposition to the awakened Necrons, the Tau expansionist plans on the planet of Darkfall had reached stalemate. The expedition was ill prepared for war because the planet was believed to be uninhabited. Terraforming the planet had inadvertently activated the reanimation protocols of several tombs on the eastern peninsula. The Tau would be overrun so hitting them hard with concentrated fire was their only chance of survival. The cadres of combat exoskeletons, differing in size and designation, made light work of the first Necrons. However with each victory, came inevitable loses, which at first seemed manageable, but in fact slowly changed the Tau's perspective of the Greater Good on the planet: Parley was their only option.
Fragile Peace
With each side testing their opponents strength and resolve, border wars are rife ending with empty truces. It is however only a matter of time before these conflicts escalate into full scale attrition.
MISSION 1: BORDER WARS
Despite signing a treaty, peace did not extend to the demilitarised zone between the Tau and Necrons. It was business as usual testing each other's defences in search of a soft underbelly.
Border Force:
Each border force will comprise of a maximum of 1 HQ, 4 Troop Choices, 1 Elite, 1 Fast and 1 Heavy in a 1250 point force.
Objective Markers:
After terrain is set up, but before determining Deployment Maps and table halves, the players must place 6 objective markers that are individually numbered 1 through 6 in the Demilitarised Zone, using rules for Placing Objective Markers.
The demilitarised zone is 24" between each deployment zone.
Deployment:
Players must deploy using the Standard Deployment Method.
First Turn:
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can Seize the Initiative.
Tactical Objectives:
Each player generates 3 Tactical Objectives in the first turn.
Game Length:
The mission uses Variable Game Length.
Victory Conditions:
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same amount of victory points, the game is a draw.
Primary Objective:
Achieve as many tactical objectives as possible. If at the start of the players turn, he has fewer than 3 active Tactical Objective Cards, he must generate a number of new Tactical Objectives until he has 3.
Secondary Objective:
Slay the Warlord, First Blood and Linebreaker.
Mission Special Rules:
Meat Grinder, Night Fighting, Reserves, Mysterious Objectives, Tactical Objectives.
Meat Grinder: If an infantry unit is completely destroyed or is running away at below 25% of original size it is eligible for a Meat grinder deployment and may be placed into ongoing reserves and placed at the start of your next turn in a legal deployment zone.
Border Force:
Each border force will comprise of a maximum of 1 HQ, 4 Troop Choices, 1 Elite, 1 Fast and 1 Heavy in a 1250 point force.
Objective Markers:
After terrain is set up, but before determining Deployment Maps and table halves, the players must place 6 objective markers that are individually numbered 1 through 6 in the Demilitarised Zone, using rules for Placing Objective Markers.
The demilitarised zone is 24" between each deployment zone.
Deployment:
Players must deploy using the Standard Deployment Method.
First Turn:
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can Seize the Initiative.
Tactical Objectives:
Each player generates 3 Tactical Objectives in the first turn.
Game Length:
The mission uses Variable Game Length.
Victory Conditions:
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same amount of victory points, the game is a draw.
Primary Objective:
Achieve as many tactical objectives as possible. If at the start of the players turn, he has fewer than 3 active Tactical Objective Cards, he must generate a number of new Tactical Objectives until he has 3.
Secondary Objective:
Slay the Warlord, First Blood and Linebreaker.
Mission Special Rules:
Meat Grinder, Night Fighting, Reserves, Mysterious Objectives, Tactical Objectives.
Meat Grinder: If an infantry unit is completely destroyed or is running away at below 25% of original size it is eligible for a Meat grinder deployment and may be placed into ongoing reserves and placed at the start of your next turn in a legal deployment zone.