Sunday, June 14, 2026

Rynn's World Campaign 3rd Encounter (Part 1)

 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.

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.

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