Monday, June 3, 2019

Uprising on Mane Primus - Mission #6 Game - Defend the roadway

Mission


Start with 5 CP. All rolls done by the player can be CP rerolled.
Variable game length.
Waves of enemies appearing in a 6" zone from their map edge. Scouts deploy anywhere.
Major victory: no enemies make it to the opposite table edge.
Otherwise, roll a D6 at the end of the game, and add +1 for every 10 wounds worth of enemies that made it through. 2-4 minor victory; 5-7 minor defeat; 8+ major defeat.
Enemies can seize the initiative.



Deployment

The scouts took up defensive positions. Snipers and heavy weaponry on the upper levels. Close combat specialists on each side, each supported by a bolter wielding scout. They barely took positions when the first wave of enemies arrived. These no longer took pains to dress up as rebel soldiers or civilians, and were daubed in blasphemous sigils, and some were sporting visible mutations.


Turn 1


The scouts remained undetected and were free to unleash a deadly initial salvo of bolt shells, sniper rounds and frag missiles on the unsuspecting cultists. A single heavy stubber wielding cultist survived to sound the alarm. Reinforcements soon arrived, and their autoguns opened up to some effect.

Turn 2


With the cultists already prepared, the scouts' second salvo was not as effective as the first, although the enemy soldiers did die left and right. The enemies then sounded  the advance, reinforced by a group of elite soldiers as well as a rebel commander.


Turn 3


With the cultists closing in, the scouts charged forward. Argus assaulted the elite guard, tearing into them with his chainsword, Carnak offering close support. Boreas and Derex assaulted the other group as one.

The cultists retaliated, emboldened by their reinforcements: another squad of 10, leading a hideous mutant on a leash.


Argus soon found himself surrounded, and Karn was also assaulted in his sharpshooter's nest.


Turn 4


With more reinforcements - cultists and a mutant - arriving, the battle turned sour for the scouts in the front line.


Turns 5-7


The scouts' left flank was secure. Although Argus was knocked out by the mass of cultists, Decarion reinforced Carnak, and they held for a long time.
The right flank was lost, the mutants having run over Boreas, Derex and Karn. Grigor joined the fray after gunning down cultists with his heavy bolter.


As the left flank was also broken through, the last line of defending scouts climbed down from their positions to join the battle.


The rebels realized that they had lost the mission and will not get across in time. The remnants of two squads on the left had retreated and raced towards the far edge, but the scouts gunned them down.

The monsters were laying into Grigor, who refused to be knocked out.

The rest of the enemies assaulted Oberon, who had already suffered heavy wounds from a direct krak missile hit. He went down in a frenzy of bodies.


Aftermath


The battle was long and bloody, going to a full 7 turns. I realized, as having said above, that I forgot to play the mission and did not get anybody across the table - granting the scouts a major victory.

That does not mean that the battle was easy! Once I saw what was happening, I decided on taking out as many scouts as possible - 6 out of 10 by the end! However, the rolls on the death chart were exceptionally good, and nobody died.

WIP definitely goes to Grigor, who held two Chaos Spawn in combat for two turns, simply refusing to go down. Had they managed to knock him out and race across the table, results would have been much, much different.


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