Wolf Thane Valkyrie Dugfuss, after fending off the Dark Eldar assault on his scout camp, ordered his retinue to make a hasty dash back to the city of Ferm. By now the Dark Eldar invasion was in full effect. The sky looked to be on fire as the landing craft came down from the heavens, and once Frem came into view, they could see that the city indeed was on fire. Lord Dugfuss was determined to keep focus on the task at hand, but his mind couldn't help but to wander the events of just moments ago. He was within striking distance of what seemed to be the leader of the Dark Eldar warband, but he couldn't close the distance. He never saw anything or anyone move like his newfound enemy did. They locked eyes for a moment, when which he saw true evil, and then the villain seemed to simply blend into shadow and disappear. They would meet again, Lord Dugfuss swore it.
The Space Wolves party stormed through the city gates, around them citizens attempted to flee for their lives. Outside of the rhino's armored windows were scenes of horrific slaughter. Screams of agony were heard over the las-shots of the ineffective and vastly under equipped PDF. The Dark Eldar were taunting their victims, flaying them alive, and some it appeared were even dragging townsfolk back to their xenos craft.
Dugfuss' rhino didn't stop. Instead, he decided the best course of action would be to reach the inner sanctum where more of his Space Wolves brethren would be stationed to protect the planetary governor. The primary objective at this point in time would be first to link up with them, protect the Imperium's local interests, and then mount a push-back on the xenos barrage. Of course, more Space Wolves would also be arriving in due time.
Deployment: Dark Eldar deploy first, anywhere they desire in their half of the table more than 9" away from the long table edge. The Space Wolves player then does likewise.
First Turn: The Dark Eldar player rolls a d6. On a 2+ the Dark Eldar player goes first, on a 1, the Space Wolves seize the initiative. No further Seize rolls will be made.
Game Length: Variable Game Length
Victory Conditions: Primary Objectives: The objective is to capture prisoners. The player that captures the most prisoners wins.
Secondary Objectives: None
Special Rules:
Prisoners: You capture a prisoner whenever you win an assault (even if the enemy did not fall back), or if an enemy unit is completely destroyed for any reason and one of your units was within 18" of the last enemy model to be removed. Note that if you win an assault and wipe out one or more enemy units at the same time, then you get one prisoner for winning the assault and one for each unit that was completely destroyed. Also note that you receive prisoners for all units, including vehicles and any other type of unit it may seem strange to capture (just assume you capture one of the crew or salvage a vital component from the wreckage, and so on)
You can keep track of the number of prisoners you've captured on a piece of paper, but its more fun to capture a "dead" enemy model for each prisoner you take.
Brains of the Operation: Make a special note of each prisoner you receive for completely destroying an HQ unit. At the end of the battle each of these prisoners add d6 to your prisoner total rather than 1.
Urban: The table should be set up to reflect an urban city as much as possible.