20 years ago my youngest son expressed an interest in 40k. As he was my fourth child I knew hobbies could last a lifetime or until lunch time. I did not want to spend a lot of money so bought him some WW2 Russians in winter uniform and a French Char B tank and passed them off as 40k Imperial Guard.
As expected his interest lasted until just after we completed painting them and then it was back to wrestling action figures and WWE on the Wi system.
But 20 years later his efforts come in handy and his force will brave the Fluffy xenos.
Scenario: The Imperial Guard platoon and its supporting tank need to cross the snowy wastes of the Fluffy home world to reach the rescue shelter while being pursued by endless hordes of fluffies. Once there they need to call down a shuttle to rescue them. This will take 1-20 turns to arrive.
Rules used are the FFOL Galactic Heroes.
Fluffies move 10" per turn and can only fight in close combat and roll a D8. They have one wound each. Every turn one to four groups of three Fluffies will appear on the edges of the board. There are six entry locations on the edges of the board and each group will be randomly allocated to one of these. To wound the tank they must roll a 7 or 8 on a D8.
The Imperial Guard soldiers move 10" and don't fire, 5" and fire once, or don't move and fire twice, they roll a D8 for Firing and a D6 for Close Combat. They have one wound each and are armed with either a Laser Rifle (one shot Short Range 12" Long Range 24") or a Heavy Blaster ( three shots, -1 to hit, +1 to wound, SR 18", LR 36")
The Tank moves 5" and has six wounds. The Hull Flamer uses a template and auto hits anything under it. The Turret has a heavy blaster Heavy Blaster ( three shots, -1 to hit, +1 to wound, SR 18", LR 36") When the tank is destroyed it will explode and any Fluffies in contact with it will be destroyed.
The Rescue Shelter has doors and windows. These can be engaged in close combat by the fluffies and roll a D6. The Door has 6 wounds and the three windows have 4 wounds each. The door can be engaged by two fluffies and each window by one fluffy. When the door or window is destroyed the fluffies can enter the rescue shelter and attack any imperial guardsmen hiding within. The Imperial guards can fire out of the rescue shelter.
Start of the game. The Imperial Guard have formed a square with the tank in the lead. The rescue Shelter is on the right. Top and bottom are Fluffy hordes.
End of turn 5. The guard have reached the rescue shelter but many of their comrades have fallen to the fluffy hordes.
End of turn 14. The shuttle is nearly there but the door has finally been broken. Next turn the fluffies will enter the shelter. Two windows have two wounds and the third has one. If they hold another turn the guard will escape.