"Astartes, xenos inbound, take up defensive positions!" roared Thorgrim Stein, the Wolf Lord and acting executive officer of the scout patrol charged with securing the area around Frem.
The xenos craft had slammed into a hillside not more than a few miles away. The crash was violent, but Thorgrim knew that the craft of the Dark Eldar were designed to take such punishment. There would be survivors - and those survivors would be coming right for them if their intentions were to make it to the city of Frem.
"You there, Arnor, send message to Lord Dugfuss on the other side of camp and let him know we have contact inbound!" he shouted to the Space Marine operating a vox communicator.
"Keep an eye on your surroundings, brothers, the darkness suits this type of scourge. Keep the generators operational so that we may deny them their advantage."
The Space Wolves of the Lord Wolf's Pack, as they were often called, hastily set up defenses in anticipation of meeting the foe. The camp was well illuminated, thanks to the 3 power generators situated at even intervals around the strongpoint. They knew the light would be of great help in exposing the Dark Eldar whom moved like shadows over a black wall.
Lord Dugfuss, followed always by his pet wolves, made his way across the camp. As he walked, he suggested alterations to the quickly erected fortifications and offered encouragement to his men.
"The commanders of the fleet above were kind enough to leave some for us, lads!" He exclaimed. For there is nothing more exciting for a hungry wolf pack than the promise of battle.
/// Sometime later, on a hillside over-looking the camp ///
The crash was violent. The ship disintegrated upon impact - all except the hold in which the Dark Eldar and their most prized instruments of torture traveled. It had been constructed to withstand massive shock, including the implosion of the ship's jet-like propulsion system that left the surrounding area a zone of uninhabitable radioactive waste for millennia to come.
On the hillside, nigh invisible under the cover of night, the Dark Eldar strike party peered down into the valley and onto the Space Wolves camp that illuminated like a beacon in a sea of black.
The city of Frem could be made out through the cold dark of night over the far horizon. Glowing like a distant prize, they savored the slaughter to come.
"Very well, the first blood to be shed will be that of the dog." one of them sneered to another.
"First, we will rip them apart, then the city is as good as ours."
By this time, the Dark Eldar assualt was underway. The Space Wolves ambush was effective, but not effective enough to stop all the landing craft of the Dark Eldar, the number was simply too massive. As the battle in the void of space raged on, the one on the surface was about to begin.
Place Primary Objectives: The Space Wolves player will place three Primary Objectives within his deployment zone, none closer than 6 inches to another.
These objectives will represent power generators.
Deployment: The Space Wolves player may deploy within a 18" diameter circle in the center of the table. The Dark Eldar player may deploy up to 24" away from either short table edge.
First Turn: Roll to determine, the other player may attempt to Seize the Initiative.
Game Length: Variable Game Length
Victory Conditions: Primary Objectives: When a Dark Eldar unit comes within 3" of a power generator, a single model from each unit in range may roll a d6 instead of shooting. On a 5+ the generator is destroyed. Note: If a unit is locked in combat they may NOT roll to destroy a generator. The roll must be made during the shooting phase.
For each destroyed power generator at the end of the game, the Dark Eldar is awarded 1 point. For each remaining and in-tact power generator at the end of the game, the Space Wolves player is awarded 1 point.
Secondary Objectives: Slay the Warlord, War of Attrition: Add up the points value of all units that have been completely destroyed. The player that scores the highest total points destroyed is awarded 1 victory point.
Special Rules:
Strategic Outpost: If available, the Space Wolves player may set up walls and other terrain in his deployment zone to represent a fortified position. The rest of the table will be set up with terrain per standard rules. This excludes embark-able structures of any kind.
Night Attack: The game starts out in Night Fighting as if it was rolled for at the beginning of the game. Standard Night Fighting rules apply thereafter.
"Blind the Bastards!" While all power generators are still operational, Night Fighting does not apply to any unit in the Space Wolves deployment zone.
"Rip Them Apart!" For each unit in the Dark Eldar army, the Dark Eldar player may roll a d6. On a 4+, that unit has the Outflank special rule. Units that gain Outflank may roll a d6. On a 1 or a 2, they will enter from the left long table edge (determine which side is left and which is right), on a roll of a 3 or a 4, they will enter from the right side long table edge, and on a 5 or a 6 they may choose which long table edge to arrive from.