Scenario Two: Rearguard Attack
13TH BLACK CRUSADE: SCENARIO TWO
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REARGUARD ATTACK Forces sector wide have been split up into smaller patrols and sent in to cripple or destroy as much of the Chaos rearguard as possible before they are destroyed themselves. The targeted Chaos forces are experiencing radar malfunctions due to the presence of jammer mines scattered in their way. The time to strike is now. If the Forces of Order cause enough damage, then these rearguard fleets will be rendered temporarily ineffective, buying the systems ahead some time to organize their defences. The odds are stacked against the Imperium, but stealth may just triumph over numerical superiority.
FORCES
FIRST TURN
Agree a points limit for the battle.
The attacker takes the first turn and moves his fleet onto the table.
Forces of Disorder: This player is the defender. They may spend up to the agreed points limit in total on their fleet. Split 25% of this force off as reinforcements. Forces of Order: This player is the attacker. They may spend up to half of the agreed points limit on their fleet.
BATTLEZONE Set up a 180 cm × 120 cm table with whatever celestial terrain you wish for the scenario.
SET-UP 1. The defender deploys his whole fleet first. The defending fleet must be set up with all the ships facing the sunward table edge and at least 30 cm from any long table edge and 60 cm from the sunward table edge. 2. Each defending ship or squadron must be set up at least 10 cm away from all other defending ships or squadrons. 3. The attacker moves any of his ships in from any table edge in his first turn.
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SPECIAL RULES Ambushed: For the first D6 turns, all the defender’s ships suffer a -1 Leadership penalty to represent their reduced state of readiness. Reinforcements: Reinforcements for the Forces of Disorder may enter the sunward table edge on any turn, including Turn 1. If the reinforcing ships enter after Turn 1, they may be deployed up to 30 cm along the long table edges for each turn after the first. For example, a Slaughter class cruiser enters as reinforcements on Turn 4, so it may be placed on the short table edge or up to 90 cm (30 cm × 3) along one of the long edges.
GAME LENGTH The game continues for eight turns, or until one fleet disengages.
VICTORY CONDITIONS Both fleets score victory points as normal and the fleet with the highest victory points total at the end of the battle wins.