Storm of Destruction
Battle for Holda
Hello all,We are back with an update on the campaign from Sean. I will place the pertinent information below!
1000pts per army
Ambush Scenario
After landing on Holda, the Imperial forces have arrived at the source of the distress signals only to come under attack. They now have confirmation that Orks, the Shadow Lords, and Necron forces under the guise of the Cyphor Fiends are actively trying to hamper Imperial Control. The landing forces must escape the trap of the signal and report back what is transpiring.
Objective:
The objective of an ambush is to catch the foe unawares and destroy him utterly. The target must push through the ambush and reach safety.
The defender wins if; at the end of the game, he has more scoring units within 12" of the attacker's table edge than are further away from it. In any other event, the attacker wins.
The winner of this scenario will gain a Tactical advantage in the final battle for Holda.
Deployment:
Imperial Forces are the defender in this scenario:
The table is set-up in a mutually agreed manner, but after all terrain is placed the attacker may move 2 pieces of his choice and chose which of the short board edges will be his table edge. The opposite short edge will belong to the defender.
The defender deploys his army on up to half of the table (measuring from his table edge). The attacker then deploys according to the Hidden Set-up rule below, anywhere on the table more than 12" from a defending model. Any non-infantry models in the attacker's army must be held in reserve. The attacker gets the first turn.
Mission Special Rules:
Deep Strike, Reserve, uses the Standard Mission Game Length.
Hidden Set-Up:
For each Infantry unit starting the game in ambush, the attacker gets a single "ambush marker". In addition to these “markers”, the attacker gets D3+3 "dummy markers. It is these markers, rather than the units they represent that are deployed at the start of the game.
Hidden Movement:
Markers may move around the table, moving as Infantry, until they are revealed as described below. Markers are subject to the Slow and Purposeful universal special, representing the ambushing units sneaking around.
Detecting Ambush:
Whenever a defending unit wishes to fire on or assault a marker, you must first test to see if the unit can detect the ambushers. Make a night fighting roll, and if the marker is within the distance rolled, it is either removed as a dummy marker or the unit is placed on the table. At least one of the ambushing models must replace the dummy marker, with the rest of the unit placed within normal unit coherency and further away from the spotting enemy than the dummy marker.
Ambushers Shooting or Assaulting:
Should the ambushing unit shoot or launch an assault, markers are removed and the unit they represent are placed on table.
1500pts or 2000pts per Army
Force Supremacy Scenario
This battle represents the armies probing one another’s positions while seeking to control ground. Each side is looking to better position themselves for a final killing blow. The attacker’s goal is to push the defending forces onto the back-foot while the defenders are trying to delay a potential breakthrough as long as possible.
This battle is played using the Capture & Control Standard Mission.
Objective:
Capture as many Counters as possible. To capture an objective you must have at least 1 scoring unit within 3” of the counter and no enemy units within 3” of the same counter. Before the start of the game, it must be agreed on where measurement from the counter is. (Center, edge, etc.)
This mission will use D3+2 objective counters to represent key strategic points in the lines of each force. Before the deployment phase of the battle, place a counter to represent an objective point to be taken.
Each counter must be placed as follows:
Must be placed on or within 1” of a terrain feature
May not be in Impassable Terrain
May not be within 24” of another counter
Deployment:
Dawn of War Deployment rules:
The Table is divided lengthways into 2 halves. The winning side (Imperial/Non-Imperial) selects whether they would like to go first or second. The player who goes first selects 1 of the long table edges and deploys 2 Troop choices and 1 HQ choice in their deployment zone. The player going second then deploys his 2 Troop choices and 1 HQ in his deployment zone no closer than 18” from an enemy unit.
Units that have the Infiltrate special rule may still do so as long as it does not take you over the maximum number of units allowed. (2 Troops, 1 HQ)
All units not deployed and not declared in Reserve, must enter the game during the movement phase on their first turn from their table edge.
Mission Special Rules:
Reserves, Deep Strike, Infiltrators, Scouts, Night Fighting (turn 1 only), Seize the Initiative!
1500pts or 2000pts per Army
Breakthrough Scenario
This battle represents the Imperial Forces breaking through the traps and defensive lines built up by the Non-Imperial Forces. In this scenario the Imperial side is always the attacker. However, the Non-Imperial forces are not just sitting idly by and will push to counter the breakthrough.
The battle is played using the Seize Ground standard mission.
Objective:
Capture as many objectives as possible. To capture an objective you must have at least 1 scoring unit within 3” of the designated terrain piece and no enemy units within 3” of the same piece. Before the start of the game, it must be agreed on where measurement from the counter is. (Center, edge, etc.)
This mission will have D3+2 objectives to represent key strategic points in the lines of each force. Before the deployment phase of the battle, nominate the terrain pieces that will be representing the objectives to be taken.
The table may have more terrain then what is used as objectives but must contain enough to cover the objectives.
It is recommended that at least one of the terrain pieces be a building or fortification to represent a major control center.
Deployment:
Spearhead Deployment rules:
The Table is divided into quarters. The Imperial Forces selects whether they would like to go first or second. The player who goes first selects which table quarter he will deploy in, then deploys his army into the zone with a 12” bubble from the center of the table. The player going second then deploys his army in the opposite quarter diagonally from his opponent with the same 12” bubble.
Any units with the Infiltrate rule are then deployed followed by any scout moves.
Mission Special Rules:
Reserves, Deep Strike, Infiltrators, Scouts, Seize the Initiative!
2000pts per Army
Beginning of the End Scenario
This battle represents the either side gaining enough momentum on Holda to launch a major offensive into enemy territory. In this scenario winning side from the previous battle is the attacker. The defending side has pulled its resources back from other areas along the war front to try to hold of the attackers as long as possible.
The battle is played using the Capture and Control standard mission; however you do not use objective counters. Please see the Objective section as well as Mission Special rules.
Objective:
There are 2 key objectives to take in this mission, 1 in the attacker’s deployment zone and 1 in the defender’s deployment zone. Both should be a building or fortification of some to represent the importance of the objective.
Terrain is set-up in a mutually agreeable manner with the exception of the key objectives. Each side will place their on objective in their deployment zone.
The Attacker’s piece must be within 18” of the center line of the table and no closer to any table edge than 12”. This objective is representing a forward command post for the attacking army and as such should be fairly close to the action.
The Defender’s piece can be no closer than 18” to the center line of the table and no closer to any table edge than 6”. This objective is again representing a major command post.
To capture an objective you must have at least 1 scoring unit within 3” of the designated terrain piece and no enemy units within 3” of the same piece. Before the start of the game, it must be agreed on where measurement from the counter is. (Center, edge, etc.)
Deployment:
The attacking force determines which standard mission deployment will be used for this scenario. They also may choose to either go first or second.
Mission Special Rules:
Per standard mission used and:
Minefields-
In an attempt to slow down the attacker, the ground before the defender’s position has been seeded with mines. The attacker’s advance will be reduced to a crawl under the guns of the enemy, unless he can negotiate through the minefields.
· The Defender places up to D3+3 minefields anywhere outside of the attacker’s deployment zone
· For each minefield place a small marker. The mines extend 3” from the markers edge in all directions. As the marker size may vary, it must be agreed on where measurement from the marker will be. (Center, edge, etc.)
· Minefields count as difficult and dangerous terrain and any units that suffer casualties from them must test for pinning.
2500pts per Army
Cauldron of War Scenario
This is the final battle for Holda. At this time one side has achieved tactical advantage and is throwing everything they have to push the enemy off the planet. Depending on the outcome of this battle, either the Imperial forces will retake the planet for the Emperor or watch as another world falls into corruption.
The battle is played using the Annihilation standard mission.
Objective:
The objective is simple, kill and eliminate as many of your enemy as possible while limiting the casualties you take.
Deployment:
The winner of the previous battle is the attacker in this scenario and may choose the type of deployment used from the standard missions chart. They also may choose to either go first or second.
Mission Special Rules:
Per standard mission used and:
Preliminary Bombardment-
The attacker’s final offensive is precede by a massive bombardment (orbital, artillery, etc), designed to soften up the defensive line before the final assault.
· After both armies have deployed but before the first the first turn; the attacker rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins, see below) on the tabletop. On a roll of a 6, the unit or terrain piece is hit.
· A squad takes a Str. 5 AP 4 hits that causes pinning. Each member of the squad must make a saving throw or be removed as a casualty. The results of the bombardment count towards kill points. Cover saves are allowed if the majority of the unit is in area terrain or behind barricades. Vehicles hit do not take damage, but suffer an automatic Crew Stunned result.
· Vehicle Squadrons: roll separately for each vehicle. Units in Reserve are unaffected by Preliminary Bombardment.
· Terrain- Small terrain is removed if successfully hit. Large area terrain would be replaced with rubble piles or craters as it is pummeled by the bombardment. Examples of small terrain: razor wire, tank traps, walls, etc.
· Buildings, ruins and units inside of these terrain pieces are unaffected by the bombardment.
The Final Twist!
The side who won the Ambush scenario may designate a number of units equal to the amount of battle scenarios won to have the following special rules:
Preferred Enemy & Tank Hunters
The units so designated must be from the original 1000 pts lists. If the amount of units earned exceeds the total units available from that first list, you may then designate units from the 1500 pts list. This represents the expierence gained from fighting the enemy throughout the campaign.
The winner of the Holda campaign will be able to select the next targeted world in the Ghoul Stars region. Also, if the side that wins also won the Ambush scenario, they may carry over 1 unit to continue to have the Preferred Enemy and Tank Hunters skills. This unit must have already had these skills in the last battle scenario.
Please let us know what you think in the comments below!