CRUSADE OF ALAMODIA IV - A Two Player Narrative Campaign set in the Warhammer 40K Universe
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CRUSADE OF ALAMODIA IV A Two Player Narrative Campaign set in the Warhammer 40K Universe Written by BJ Dybus
CAMPAIGN OVERVIEW General Rules: Narrative Campaign with six linked battles No Special Characters are allowed Standard FOC unless noted otherwise Copy of Cities of Death Needed Copy of Apocalypse Needed Copy of Spearhead Rules needed Army list will not always be balanced point wise Veteran Ability Rules on page 263 of BRB in effect
Campaign Background Alamodia is an Agri-world located in the Ophidum Gulf of the Segmentum Tempestus. It is also a Shrine World with five major shrines to saints as well as numerous smaller shrines. Saint Antonius, the only large city and star port is named after the planets most famous saint. After many years of relative peace on the planet, lately there have been some Ork sightings both in space and on the ground. Nothing substantial in the way of an Ork WAAAGH has been found, but a large Space Hulk has recently drifted into the system and all attempts to explore it had been thwarted. During one of the last attempts to explore the hulk, its power core became activated and its guns began firing on planetary defenses. The hulk was an Ork Terror ship and with no real fleet presence the invasion of Alamodia IV had begun. By the will of the Emperor there was a Black Templar Crusade Fleet close enough to receive the distress call from Alamodia, now the clock is ticking as the Templars rush to save the planet from the onslaught of an Ork WAAAGH! Playing The Crusade of Alamodia IV Campaign: This is a two-player campaign which is played by enacting a series of linked games. These include everything from squad-based games involving a handful of models a side, all the way up to mighty 2500 point Spearhead Games). This campaign will take a while to play, it was designed to be played over a long weekend when a friend of mine came for a visit. I hope you enjoy the campaign, and please feel free to send any feedback to jackal@lglogan.com.
Battle 1 - Planet Fall As the Ork WAAAGH prepares its onslaught of Saint Antonius the Black Templars begin preparations for their planet fall. Supplies have been dropped to the planet's surface in automated containers; some have went of course and must be gathered for the upcoming battle. Battle Briefing: This battle forms a 'prologue' to the campaign, taking place before the main offensive gets underway. Both sides have deployed a force to recover the supplies lost by an ill-fated re-supply mission. On top of the supplies the Canoness of the Order of the Valorous Heart is missing in the same general area and must be rescued. Playing the battle: - Mission Type: Seize Ground - Deployment: Dawn of War - 750 pts per side, Standard FOC - Terrain - Hills woods and open ground Special Rules: No matter the amount of Objectives rolled, at least one will be a Sister's of Battle Canoness. If the Canoness is controlled by the Templar Player, they will then have access to Units from the Witch Hunter's codex for the rest of the campaign. If the Orks capture this objective then the Templar player will not have access to the Witch Hunters units as they will be too busy mounting a rescue of their Canoness. If no one controls this objective, roll a D6, if an even number is rolled the Templars will still get access to the Witch Hunter codex for units. Each objective controlled gives 50 additional points to the player for the next battle. The victor of the battle gains an additional 50 points to spend. The Victor of the Battle is the attacker for Battle 2.
Battle 2 - Reinforcements With the supplies recovered it is now time to reinforce the front lines. As the convoys make their way they must watch out for deadly ambushes. Battle Briefing: This battle represents both sides trying to get or stop reinforcements to the front lines. It uses the Ambush rules on pages 268-269 or the BRB Playing the Battle: - Mission Type: Ambush - Deployment: Ambush - 1000 pts per side, Standard FOC - Terrain - Hills, woods, open ground and buildings Special Rules: Random Game Length Any units the defender gets within 12" of the Attackers board Edge are free to buy for Battle 3 Any Defender Non-Troop Units that get Destroyed cannot be used in Battle 3 "Wot, this? Naw, I've had this fer ages. Of course the paint's still wet, it's me favourite. Sell it to ya if you like. One careful owner." - 'Fingaz' Rutzeg, Deathskull Loota
Battle 3 - Higher Ground With both sides reinforced it is now time for the first major action of the war. The hill country outside of Saint Antonius is a pivotal battle round. He who controls the Hill Country may just control the war. Battle Briefing: This battle represents a fight for some strategic ground. This winner will most assuredly control the destiny of further battles in this war. Playing the Battle: - Mission Type: Capture and Control - Deployment: Spear Head - 1500 pts per side, Standard FOC, restrictions/additions as per Special Rules for Battle 2 - Terrain - Hills, woods, open ground - Each sides objective will be a piece of hill terrain in their deployment zone. Special Rules: The Victor of this battle has gained a strategic advantage and therefore may choose to go first or second in battle 4. No Seize the Initiative allowed! "The Orks are the pinnacle of creation> For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road ruin in their turn? And why? Because we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude." - Uthan the Perverse, Eldar Philosopher
Battle 4 - Siege of Saint Antonius With the battle for the hill country over, fighting has now moved into the city of Saint Antonius where both sides are fighting for control of the city and its starport. Battle Briefing: This battle represents an all out city fight for control of Saint Antonius, the victor here will have a major advantage going into the final battles. Playing the Battle: - Mission Type: Firesweep (Cities of Death) - Deployment: As per scenario - 1750 pts per side, Standard FOC - OMEGA size battlefield Special Rules: The Victor of this battle has gained a major strategic advantage and may choose the deployment for Battle 5
Battle 5 - The Last Stand The final battle for Alamodia IV is here. Both armies are committing everything they have to decide the fate of the planet. Only one side can arise victorious! Battle Briefing: This battle represents the final major battle in the conflict. This winner of this battle will secure the planet for themselves. Playing the Battle: - Mission Type: Annihilation - Deployment: Victor of Battle 4 may choose - 2500 pts per side, Spearhead FOC - SpearHead formations are available Special Rules: The Victor will be the attacker in the battle 6. The Victor may add 50 points to his army list for every VP above the loser for Battle 6
Battle 6 - "Remember Alamodia" With the final battle over, the enemy is retreating, this is the final chance to wipe out the enemy, preventing any further attacks and securing a claim of true victory. Battle Briefing: This battle represents the victors chasing the defeated enemy as the retreat. The enemy is trying to get someone import to a shuttle to evacuate the planet! Playing the Battle: What is your life? - Mission Type: Evacuation My honor is my life. - Deployment: Per BRB Page 271 What is your fate? - 2000 pts per side, plus additional points for My duty is my fate. the victor of battle 5 What is your fear? Special Rules: My fear is to fail. Random Game Length What is your reward? If the Templars are the Defenders they must My salvation is my reward. get an Inquisitor to the shuttle. Use the stats for an "Elite" Inquisitor from the Witch What is your craft? Hunters codex along with 25 points of gear. No My craft is death. henchmen are allowed, they have already died getting the Inquisitor this far. What is your pledge? My pledge is eternal service. If the Orks are the defender they must get their Warboss to the shuttle The defender may get the entire campaign to a -Black Templar Creed draw if they can get their objective to the shuttle. It will take one full round to get the objective off the planet once they have reached the shuttle. If the Defender cannot get the objective off the planet then the attacker wins the entire campaign
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