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Scenario Two: Parol’s Bait

As the massive tidal wave of Ork ships spread throughout the Armageddon system, Admiral Parol was forced to disengage his ships from front line combat or run the risk of having his fleet destroyed before he was able to mount any serious challenge. With direct battle out of the question, Parol dispersed his forces with orders to harry the Orks’ flanks wherever possible. With most of the alien vessels only too willing to seek combat, Parol hoped that he could distract and possibly destroy enough of the enemy to delay their arrival around Armageddon itself. Many text book naval stratagems were tested to their limits.

Forces

In this scenario, a small group of Light Cruisers and Escorts have successfully drawn out a force of Ork ships from the main fleet and are leading them towards a trap. Parol’s Bait is a variation of Scenario Two: The Bait on pg. 130. You may want to familiarise yourself with The Bait before proceeding with this mission.

Pursuing forces: Up to 500 points of Ork ships.

Pursued forces: Up to 250 points initially, with up to 500 points of reinforcements. Only Light Cruisers and Escorts may be bought but, unlike The Bait scenario, more than one Light Cruiser or squadron may start as the fleeing ships. The Imperial player may also purchase up to six Orbital Mines. Although they start on the table, they will be paid from the 500 points for the reinforcements.

Battlezone

Roll for the battlezone randomly. On a 1-4, this scenario takes place in the outer reaches. On a 5-6 it takes place in the Primary Biosphere. Generate celestial phenomena on the appropriate battlezone table.

Set-up

The pursued Imperial ships are placed in the centre of the table, facing one of the short table edges. Any Orbital mines can be deployed anywhere in front of these ships. The pursuing Orks are placed behind the Imperial ships, at least 60 cm away. The Imperial reinforcements enter from the short table edge that the pursued ships are facing.

First Turn

The Imperial player has the first turn.

Special Rules

Any reinforcements for the Imperial ships may enter the table on any turn, including turn one. If the reinforcing ships enter after turn one, they may be deployed up to 30 cm along the long table edges for each turn after the first.

Game Length

The battle continues until one fleet is destroyed or disengages.

Victory Conditions

Standard Victory Points are earned for ships crippled, destroyed or disengaged. In addition, the Orks gain bonus Victory Points equal to half the points value of any reinforcements brought on to help the pursued Imperial ships. If mines are taken, the victory points for these are automatically awarded to the attacker.