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Siege War

Fortifications can form the cornerstone of an army’s defence; some of the hardest fought battles in the 41st Millennium have revolved around the grand siege or stalwart defence of one mighty fortress or another, with countless warriors laying down their lives to storm or secure these vital sites.

This book introduces six Siege War missions that explore the kind of conflicts that revolve around fortifications, as well as rules for linking them together in an epic campaign of prolonged siege warfare. The missions illustrate the different sorts of strategies used to attack and defend fortifications, and provide new tests of your tactical ability as a commander.

How to Use Siege War Missions

COMPULSORY
1 HQ
2 Troops
1 Fortification
OPTIONAL
1 HQ
4 Troops
3 Elites
3 Fast Attack
3 Heavy Support
2 Fortifications
RESTRICTIONS
All units chosen must have the same Faction (or have
no Faction).

COMMAND BENEFITS
Deadly Defences: Automated Fire from Fortifications in this Detachment is resolved with a Ballistic Skill of 3, rather than 2 and can target any unit within range and line of sight, not just the nearest.

COMPULSORY
1 HQ
2 Troops
OPTIONAL
1 HQ
4 Troops
3 Elites
3 Fast Attack
4 Heavy Support
1 Fortifications
RESTRICTIONS
All units chosen must have the same Faction (or have
no Faction).

COMMAND BENEFITS
Siege Force: All units in this Detachment have the Preferred Enemy (Fortifications) special rule.
It is very straightforward to use a Siege War mission – it only requires a handful of minor modifications to the Preparing for Battle section of Warhammer 40,000: The Rules, which are detailed below.

The Mission

If you and your opponent wish to play a Siege War mission, then at the start of The Mission step of Preparing for Battle (as described in Warhammer 40,000: The Rules), you can roll on the table below, or choose the mission you wish to fight, to determine which mission is used for the battle.

The Armies

Siege War missions put one player in the role of Attacker and the other of Defender. As with any game that puts players in different roles, we also recommend replaying these missions, but switching Attacker and Defender around to give both players the opportunity to test out a different set of tactics on the battlefield.

It is also worth arranging to play a Siege War mission in advance so you can both prepare your forces; the Attacker and Defender in Stronghold Assault can take different compositions of forces to reflect the warriors they will require to secure victory in their designated role. As you might expect, the Defender is required to take several fortifications from which to repel the enemy, whilst the Attacker will be bringing their biggest guns to besiege the foe. If you are playing a Siege War Mission, you can choose to use the Siege War Attacker or Defender Detachments (if you are the Attacker or Defender respectively), when selecting your armies.




Siege War Missions



Campaign Chart

The Siege War missions presented here can be played sequentially to fight a thrilling campaign, where one player is the Attacker for every mission, and their opponent is the Defender. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on this page. If a game is a draw, neither player receives a bonus in the next mission. Whoever wins the final mission, Last Stand, is then the victor of the Siege War campaign (if this game ends in a draw, we suggest that whoever won the most victories during the previous missions is crowned the overall victor of the campaign).


1
SIEGE WAR

Breakthrough

The initial phase of the war has gone well and all that now stands in the invader’s way are a series of fortifications and
a garrison of warriors determined to hold the line at all costs. The attacker must not lose any momentum and so must
strike quickly, crossing no man’s land under heavy fire and breaking through the defender’s front lines.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Both players then choose armies as described in Warhammer 40,000: The Rules. The Defender must take at least one fortification in their army.

THE BATTLEFIELD
Use the deployment map included with this mission. The Defender first places their fortification(s) on the board, anywhere in their deployment zone. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can set up any other terrain on the table in a manner of their choosing.

Objective Markers
After setting up the terrain, the Defender places 3 Objective Markers. These are placed in the Defender’s deployment zone, and can be placed on top of battlements or on fortifications that are battlefield debris (such as defence lines), but cannot be placed inside buildings.

DEPLOYMENT
The players must first determine their Warlord Traits. The Defender deploys their forces first anywhere in their deployment zone. The Attacker then deploys all of their forces anywhere in their deployment zone.

FIRST TURN
The Defender goes first unless the Attacker can Seize the Initiative.

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 number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, the Defender scores 3 Victory Points for each Objective Marker they control. In addition, at the end of the game, the Defender scores 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board (excluding those that have exited the Defender’s table edge using the Punch Through Their Defences rule, below) at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

At the end of the game, the Attacker scores 1 Victory Point for each of their units that is in the Defender’s deployment zone, and D3 Victory Points for each non-Flyer unit that has exited the board via the Defender’s table edge (see the Punch Through Their Defences rule, below).

Secondary Objectives
First Blood, Linebreaker*, Slay the Warlord.

* In this mission, the Attacker scores 2 Victory Points for Linebreaker, rather than just 1.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Hold the Line: The Defender’s units re-roll failed Morale and Pinning tests whilst within 6" of one or more Objective Markers.

Punch Through Their Defences: In this mission, the Attacker’s units can move off the Defender’s table edge. Units that do so take no further part in the game, but award the Attacker with Victory Points as explained above.

Straight up the Middle: Neither side may use the Outflank special rule in this mission.


2
SIEGE WAR

Bunker Assault

One side has withdrawn behind the shelter of unyielding bunkers, holding the advancing foe at arm’s reach whilst
calling down a withering salvo of pinpoint artillery strikes. The attacker must destroy or overwhelm the bunkers as
quickly as possible, before the barrages pound them into oblivion.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Both players then choose armies as described in Warhammer 40,000: The Rules. The Defender must take at least one fortification in their army.

THE BATTLEFIELD
Use the deployment map included with this mission. The Defender first places their fortification(s) on the board, anywhere in their deployment zone. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can set up any other terrain on the table in a manner of their choosing.

Once all terrain is set up, the Defender must nominate a single fortification to have a Targeting Auger. If the nominated fortification is a non-impassable building/battlement, simply declare to your opponent that it has the Targeting Auger. If the nominated fortification is an impassable building or a piece of battlefield debris, place an Objective Marker within 3" of the building/battlefield debris to represent the Targeting Auger.

DEPLOYMENT
The players must first determine their Warlord Traits. The Defender deploys their forces first anywhere in their deployment zone. The Attacker then deploys all of their forces anywhere in their deployment zone.

FIRST TURN
The Defender goes first unless the Attacker can Seize the Initiative.

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
number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each player scores 1 Victory Point for each enemy unit that has been completely destroyed. The Attacker scores 1 Victory Point for each Hull Point inflicted upon the Defender’s fortifications. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

At the end of the game, the Attacker scores 3 Victory Points if one or more of the following conditions are met:
  • The building/battlement with the Targeting Auger is claimed and under control of the Attacker.
  • The building/battlement with the Targeting Auger suffered either a Total Collapse or Detonation! damage result during the game.
  • At least one of the Attacker’s scoring units is within 3" of the Targeting Auger objective.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Targeting Auger: If, in the Defender’s Shooting phase, a friendly unit is occupying the building/battlement with the Targeting Auger, or is in base contact with the Targeting Auger objective, one model in that unit can direct an Artillery Strike instead of firing any other weapon. This is treated as a shooting attack with the following profile:

RangeSAPType
Artillery StrikeInfinite93Ordnance 1, Barrage, Large Blast

An Artillery Strike is resolved separately from other weapons fired by the same unit in the same Shooting phase, and can be used to fire at a different target. If a hit is rolled on the scatter dice, the template scatters 2D6" in the direction shown by the arrow on the ‘Hit’ symbol. If an arrow is rolled, the template scatters an additional D6" (for a total scatter of 3D6"). In either case, the firing model cannot reduce the total distance scattered by their Ballistic Skill. The Targeting Auger can only be used once per turn. The Attacker cannot make use of the Targeting Auger.


3
SIEGE WAR

All-out Attack

Driven back from their bunkers, the defender has withdrawn to a more heavily fortified position. For the attacking forces to push further, these strongholds must be overcome. Despite the heavy losses that such a headlong assault will inevitably suffer, the attacker is willing to deploy every warrior at their disposal to ensure success.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Both players then choose armies as described in Warhammer 40,000: The Rules. The Defender must take at least one fortification in their army.

THE BATTLEFIELD
Use the deployment map included with this mission. The Defender first places their fortification(s) on the board, anywhere in their deployment zone. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can set up any other terrain on the table in a manner of their choosing.

Objective Markers
After terrain has been set up, the Defender must place 3 Objective Markers anywhere in their deployment zone. No Objective Marker can be placed within 6" of any battlefield edge or 12" of another Objective Marker.

DEPLOYMENT
The players must first determine their Warlord Traits. The Defender deploys their forces first anywhere in their deployment zone. The Attacker then deploys all of their forces, anywhere in their deployment zone.

FIRST TURN
The Attacker goes first unless the Defender can Seize the Initiative.

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 wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Sustained Assault: The Attacking player’s units that are destroyed can be brought back into play later during the battle to represent an almost limitless supply of reinforcements.

At the end of each of the Attacking player’s Movement phases,roll a dice for each of their destroyed units (though do not roll for Unique units), adding 2 to the result if that unit has the Troops Battlefield Role. On a 4 or more that unit immediately arrives, moving onto the battlefield via the Attacker’s table edge (see map).

The Attacker can also, at the end of any of their turns, remove any of their units from the battlefield that have a quarter or less of their starting number of models (or, in the case of single-model units, a quarter or less of their starting number of Wounds or Hull Points). This will allow them to roll a dice at the end of their next Movement phase to see if they can replace the unit with a full-strength unit as reinforcements next turn.


4
SIEGE WAR

Crossfire

Networks of interconnected fortifications guard a vital crossing, overlooking a narrow pass with overlapping fields of fire. In preparation for a major push the attacker is seeking to breach this cordon without suffering heavy casualties, but to do so they must overwhelm each fortified ‘island’ in turn or risk being slaughtered by lethal crossfire.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Both players then choose armies as described in Warhammer 40,000: The Rules. The Defender must take at least one fortification in their army.

THE BATTLEFIELD
Use the deployment map included with this mission. The Defender first places their fortification(s) on the board, anywhere in their three deployment zones. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can set up any other terrain on the table in a manner of their choosing.

Objective Markers
After terrain has been set up, the Defender must place 1 Objective Marker anywhere within each of their three deployment zones (see map). No Objective Marker can be placed within 6" of any battlefield edge.

DEPLOYMENT
The players must first determine their Warlord Traits.

The Defender deploys their units anywhere within their three deployment zones (see map). They must set up at least one unit within each of their deployment zones. The Attacker does not set up any units at this stage – they are all held in Reserve. At the start of the first turn, the Attacker can move any of their units onto the battlefield from the Attacker’s table edge (see map). Any unit that does not move onto the table during the first turn is instead placed into Ongoing Reserves.

FIRST TURN
The Attacker has the first turn.

GAME LENGTH
The mission lasts for eight game turns.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, the Defender scores 3 Victory Points for each Objective Marker they control. In addition, the Defender scores 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board (excluding those that have exited the Defender’s table edge using the Punch Through Their Defences rule, below) at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

At the end of the game, the Attacker scores 1 Victory Point for each of their units that is in the Defender’s Breakthrough Zone (see map), and D3 Victory Points for each non-Flyer unit that has exited the board via the Defender’s table edge (see the Punch Through Their Defences rule, below).

Secondary Objectives
First Blood, Linebreaker*, Slay the Warlord.

* In this mission, the Attacker scores 2 Victory Points for Linebreaker, rather than just 1.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Forced March: During the Attacker’s first turn, double the distance rolled for any unit that Runs.

Lines of Retreat: Any of the Defender’s units that Fall Back do so towards the nearest table edge.

Punch Through Their Defences: In this mission, the Attacker’s units can move off the Defender’s table edge. Units that do so take no further part in the game, but award the Attacker with Victory Points as explained above.

Straight up the Middle: Neither side may use the Outflank special rule in this mission.


5
SIEGE WAR

The Big Push

After days of constant bombardment, the attackers have gathered their forces to launch a glorious assault on the shattered remnants of the defenders’ fortress. Command has underestimated the tenacity of the foe, however, and as the attack begins the defenders are working to shore up their fortifications and bring their weapons back online.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Both players then choose armies as described in Warhammer 40,000: The Rules. The Defender must take at least one fortification that is a building in their army. The Defender only pays half the usual points cost for buildings, as they start the game dilapidated (see Shattered Defences below).

THE BATTLEFIELD
Use the deployment map included with this mission. The Defender first places their fortification(s) on the board, anywhere in their deployment zone. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can set up any other terrain on the table in a manner of their choosing.

Objective Markers
After setting up the terrain, the Defender places 2 Objective Markers. These are placed in the Defender’s deployment zone, and can be placed on top of battlements or on fortifications that are battlefield debris (such as defence lines), but cannot be placed inside buildings, within 6" of a battlefield edge, or within 12" of each other.

DEPLOYMENT
The players must first determine their Warlord Traits. The Defender deploys their forces first anywhere in their deployment zone. The Attacker then deploys all of their forces, anywhere in their deployment zone.

FIRST TURN
The Attacker has 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 wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

The Defender scores 1 Victory Point for each of their buildings that has been restored to full function (see below) and is not destroyed or claimed and under control of the Attacker at the end of the game.

The Attacker scores 1 Victory Point for each of the Defender’s buildings they have destroyed or claimed and taken control of at the end of the game.


Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Jury-rigged Repairs: At the beginning of each of the Defender’s turns, roll a dice for each dilapidated building in their army. Add 1 to the result if a unit from the Defender’s army is embarked inside the building. On a result of 6 or more, the building is restored to full function – it is no longer dilapidated and any emplaced weapons can be fired normally. However, any Hull Points the building has already lost are not restored.

Preliminary Bombardment: After both sides have been deployed, but before the first turn begins, the Attacker rolls a dice for each of the Defender’s units that are on the board. On a 6, that unit is struck by the last salvo of a rolling bombardment and suffers D6 Strength 8 AP3 hits, which are Randomly Allocated.

Shattered Defences: All buildings in the Defender’s army begin the game dilapidated as described in Warhammer 40,000: The Rules, and any emplaced weapons cannot be fired.


6
SIEGE WAR

Last Stand

Surrounded and besieged, a handful of troops have held out against all the odds, an unmovable thorn in the attacking general’s side. But now, the enemy has amassed in overwhelming numbers for their final push, and the defender’s reinforcements have been delayed. Until they arrive, the last survivors of the garrison are on their own.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Both players then choose armies as described in Warhammer 40,000: The Rules. The Defender must take at least one fortification in their army.

THE BATTLEFIELD
Use the deployment map included with this mission. The Defender first places their fortification(s) on the board, anywhere in their deployment zone. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can set up any other terrain on the table in a manner of their choosing.

DEPLOYMENT
The players must first determine their Warlord Traits.

The Attacker deploys their forces first anywhere in their deployment zone.

The Defender then deploys up to 3 Infantry units anywhere in their deployment zone – these are the Last Survivors. The remainder of the Defender’s army starts the game in reserve.

FIRST TURN
The Attacker goes first unless the Defender can Seize the Initiative.

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 number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each player scores 1 Victory Point for each enemy unit that has been completely destroyed. The Attacker scores 1 Victory Point for each Hull Point removed from the Defender’s fortifications. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

At the end of the game, the Attacker gains D3 additional Victory Points for each of the Defender’s Last Survivor units (see below) they have completely destroyed. The Defender scores 2 Victory Points for each Last Survivor unit that has not been completely destroyed at the end of the game.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Delayed Reserves: The Defender does not make Reserve Rolls as detailed in Warhammer 40,000: The Rules. Instead, starting from Turn 2, the Defender’s units arrive from reserve according to the following table:
TurnReserve Roll required for Defenders to arrive
Fast Attack*Troops, HQ or ElitesHeavy Support
24+5+6+
33+4+5+
43+3+4+
5Auto3+3+
6Auto3+
7Auto

* Flyers, Flying Monstrous Creature and any unit that is arriving by Deep Strike are counted as Fast Attack units for the purposes of the Delayed Reserves special rule, regardless of their actual Battlefield Role.

Last Survivors: The units in the Defender’s army that start the game on the board are the Last Survivors. These units have the Stubborn special rule.