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Campaign Scenarios

Blood Alley, Scenario for Week 3

Background
The war has been underway for months with the Imperial forces pushed back on many planets and entirely lost some.  However, the war is entering a new phase.  The enemy is known and his intent is clear.  In war of static positions and clear battle lines, the Imperial Generals come into their own. They have seen this type of war before.

Situation
As the War in Rentlaw becomes more stabilized, with defined fronts and battle lines, the Imperial 141st Regiment is assigned to find the flank of the enemy force.  The 141st recon company found a promising valley north of grid mark 212’. As they advanced through the gap, the Imperials collided head on with their Reich counterparts. Both sides realized the importance of the Valley and called for reinforcements.

The Map


Terrain
Start placing terrain by putting 2 hills on the long centerline about 9” apart.  After that, place any additional terrain in a mutually agreed manner. Alternatively, players may have a neutral 3rd party place terrain, but a valley approx. 9’ wide between 2 hills should be the prominent feature in the middle of the table.

Deployment
Dice off and the higher scoring player deploys his Fast Attack choices first (as shown in the map above), and then other player deploys their fast attack choices.  If either side does not have Fast Attack choices, they simply do not deploy. (Fast Attack choices MUST be deployed, they cannot be held back in reserve)

The winning player can try to steal the initiative. If he fails, the other player goes first.

On the Movement phase of Turn 1, Elite and HQ choices move on to the table from any board edge (long or short) within the owning player’s deployment zone. (Elite and HQ choices MUST be deployed, they cannot be held back)

On the Movement Phase of Turn 2, all other Units in a player’s army are moved onto the table from any board edge (long or short) within the owning player’s deployment zone. (These remaining Units MUST be deployed, they cannot be held back)

Game Length
5 Turns Mandatory
At the end of Turn 5, roll a die.  On a result of 4+ the game continues one more Turn.

Special Rules
The Deployment rules listed above for the scenario supersede and Unit or Army specific deployment rules, such as Infiltrate, Reserves on Turn 1, etc…

Victory Conditions
Victory in this battle goes to the army that can capture and hold the Valley
3 Objective Markers should be placed:
1 Marker in the center of the Valley
1 Marker 9” toward a long table edge but in line with the first Objective Marker
1 Marker 9’ toward the opposite long table edge in line with the other 2 Objective Markers

For Victory Points:
1 VP for First Blood
1 VP for Kill the Warlord
1VP for Linebreaker
2 VP for each Objective Marker

Aftermath
As the Imperial recon company called for reinforcements and engaged the Reich, the fighting around the valley was furious.  More and more units poured in from both sides and the fight escalated to a full blown battle in its own right. After 12 hours of combat, both sides withdrew, completely exhausted.

There would be no brilliant flanking maneuver today.  Just smashing carnage with no end in sight….
The survivors call the place, Blood Alley

Scenario for Week 2: Clip Their Wings

Background
It’s not always about geography,
…sometimes, it’s just about killing the enemy.

To win, an army must have the initiative.  Using a combined arms approach to achieve this by pushing the enemy off balance and reacting is a constant.  You can read this same principle over and over again in every book in every language ever written by warrior philosophers.

The war in Rentlaw is no different.

Situation
In a battle of maneuver, a good opening tactic is deceive the enemy’s recon units. A BETTER tactic is to kill them.

The Reich’s 57th PG Regt is continuing its advance on the “Plains of Absolanthe”.  Although, the geography of the plains favors wide sweeping advances, soon enough the terrain narrows into the city of Egar. Rather than a costly urban meatgrinder the Reich forces will attempt to draw out the Imperial forces to a battle of annihilation.

The Imperial 223rd Infantry, and supporting units are trying to narrow the Reich’s options, and force them into a costly frontal assault on Egar. Imperial Intelligence has pinpointed some key target units that, if eliminated, will reduce the Reich force to a blundering mass of infantry.

The Map
Terrain
Place Terrain in mutually agreed manner. Alternatively, players can have a neutral 3rd party place terrain.

Deployment
Dice off and the higher scoring player deploys first (as shown in the map above), and the other player deploys second. The winning player can try to steal the initiative. If he fails, the other player goes first.

Game Length
5 Turns Mandatory
At the end of Turn 5, roll a die.  On a result of 4+ the game continues one more Turn.

Special Rules
NONE
NO RESERVES
NO INFILTRATORS
NO DEEPSTRIKE

Victory Conditions
Victory in this battle goes to the army that can destroy the most units from the supporting arms.

1 VP for First Blood
1 VP for Kill the Warlord
1VP when a Non-Troops Unit is destroyed
- Elites
- Fast Attack
- Heavy Support
- HQ
(Yes, these are cumulative; Killing the Warlord earns 2 VP’s, as he is an HQ (non-Troop unit) as well. Killing the Warlord FIRST, would earn 3VP’s: First Blood, Kill the Warlord, and Killing a Non-Troop Unit)

Aftermath
Reducing a combined arms force to simply infantry has a much greater effect than simply reducing its numbers.  Making the enemy slower, blind, and limited in striking ability opens up many strategic possibilities for the winning side.


Clip their wings.


Scenario for Week 1: Three Hills

Background
The army of the 4th Reich is on the attack.  In this early stage of the Rentlaw War, their implacable forces relentlessly attack and advance in every direction, seemingly at will. Imperial reinforcements are a beautiful myth.  Of course they could save the situation, but to the frontline Imperial soldier, that will only happen long after he is dead.

However, at the southern edge of the Fullush Mountains, the Imperials could make a stand. The 44th IG Regiment and several attached units have dug in to fight.

Situation
The Reich’s 14th Army is advancing south through the Fullush Mountains to the plains beyond.  The operational objective is to capture the Helios Spaceport. Imperial forces have dug in on the last remnant of high ground, a strong defensive position on a long plateau running east-west with steep sides.

Behind the Imperial defensive line, is the Helios Spaceport.  It is currently working at maximum capacity to ship refugees out, but most importantly to ship reinforcements in.
…reinforcements vital to stopping the advance of the 14th.

Unfortunately, Imperial High Command has just discovered that three hills, 5 miles north of the Imperial defensive line, are tall enough to have a clear line of sight over the plateau to the Spaceport.  If the Reich can get heavy weapons on the peaks of those three hills and bring fire onto the Helios tarmac, there will be no reinforcements, and the Reich will not be stopped here.  The Imperials are quickly ordered out of their defensive positions and sent to seize the 3 hills before the Reich can do the same.

The Map
Terrain
Players should dice-off, and the winner places the first Hill anywhere within 6” of the long centerline.  Then the loser of the dice-off places a hill within 6” of the long centerline, but further than 9” from the first hill.  The winner of the dice-off places the last hill within 6” of the long centerline and further than 9” from either of the other hills.

After that terrain pieces should be placed in alternating turns until both player agree.

Alternatively, players can have a neutral 3rd party place terrain. (but the 3 hills must still be placed within 6” of the long centerline and further than 9” from each other)

Deployment
The Non-Imperial player deploys first (as shown in the map above), and the Imperial player deploys second. The Imperial player can try to steal the initiative. If he fails, the Non-Imperial player goes first.

Game Length
5 Turns Mandatory
At the end of Turn 5, roll a die.  On a result of 4+ the game continues one more Turn.

Special Rules
Infiltrate
Deep Strike

Victory Conditions
Each of the three hills is worth 2 VP’s each
2 VP’s for Line Breaker
1 VP for First Blood
1 VP for Kill the Warlord

Aftermath
If the Imperial s can make a stand, the uninterrupted string of Reich victories will be broken.  The war will no longer feel like a foregone conclusion.  If, on the other hand, the Reich breaks through and captures Helios Spaceport, the Imperial forces and their allies will continue to be witness to the descent of the Rentlaw Sub-Sector into destruction and chaos.

2 comments:

  1. Sounds like a fun mission Will thanks for coming up with it.

    ReplyDelete
  2. Yes some times it is about nothing more then killing the other force.

    ReplyDelete