2nd Battle at the Farm
For game 3
of our continuing Invasion of Rynn’s world campaign my son and I chose to
revisit the classic scenario The Battle at the Farm. We ran into some
problems that made playing it straight impossible. The need for a GM, the lack
of terrain, and the mission parameters made playing it as written for Rogue
Trader, a tough sell.
Original Battle at the Farm Scenario (Rogue Trader Era)
- Designed with a Game
Master/Referee in mind.
- Features a small force of Space
Marines defending a farm against a larger Ork attack.
- The Orks are outgunned but remain
capable of victory through numbers and scenario events.
- The battlefield is relatively
open, offering little protection for the attackers.
- Mission objectives and
battlefield conditions evolve as the game progresses.
- Emphasizes narrative storytelling
over competitive balance.
- Represents one of the earliest
narrative scenarios published for Warhammer 40,000.
Our
solution was to go to my son’s favorite fallback game: Necromunda. There is a scenario
in the classic version called “the raid” It feels very much like 3rd/4th
ed 40K kill team. Lots of skulking around trying to avoid sentries while
completing the mission objective.
Our 40K 2E/Necromunda
Mashup modifications in the order provided in the scenario.
·
Units- 375 points per side- All models are
independent for this game.
o
Attackers
§
8
Ork Blood Axe Boys with Boltguns, 1 with a Hvy Stubber
§
Blood
axe Nob with plasma gun
§
9
Blood Axe Kommandos with a mix of pistols and close combat weapons.
§
1
Blood Axe Kommando Kaptin With Bolt Pistol and Power Fist
o Defenders
§
4
Space Marine Scouts- 2 boltguns, Sniper Rifle, Heavy Bolter
§
Vet
Sgt. With power fist
§
4
Space Marine Scouts- 4 bolt pistols and swords
§
Vet
Sgt. With power sword
§
1
Basic Chaplin with Bolt Pistol and Targeter
·
Terrain- based on “The Farm,” but with
extra fences and other items to give the feel of the original battle, but with
lots more cover.
o Due to the need for more cover in Necromunda style play, we decided that models on the actual “woods” base and on the lone hill can go into hiding even if out in the open.
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| Original B.A.T.F Board Layout |
![]() |
| Our Layout (Not Bad Right?) |
· Raid
objective- Instead
of the portal from the original mission we used a piece of scenery that looks
like a large engine with a control panel on it. We decided it represented an experimental
shield generator created by the famous Imperial scientists Dr. Angus Mac and
Dr. Alander Guphin. The Mac-Guphin engine must be protected at all costs! The
Objective has T6 and 3 wounds (just like in the “Raid Scenario”). All other
rules for the objective follow the original scenario.
![]() |
| The Mac-Guphin engine |
·
Gangs- We used the same rules as the
Necromunda scenario except we doubled the number of models each side could
start with. The defender gets to start with 2d6 models (the rest in reserve) while
the attacker can have 4d worth of models for the game. Other than that the
rules for this section are unchanger.
o
The
space Marines (me) rolled 5 defenders (out of 11)
o
The
Orks (my son) rolled 15 (out of 20)
·
Starting
the game- Per the
Scenario
·
Sentries,
Sounding the alarm, and reinforcements
– All per the Raid scenario.
·
Ending
the game- Per the
scenario, but see below.
o
We
used the Necromunda Bottle rules.
o
The
Space Marines as defenders cannot bottle out by loses or by choice.
o
We
decided that the Orks would not need to test until 50% loses (Just felt more
Orky)
·
Experience
and Special were ignored.






