Tuesday, December 22, 2020

Industrial Storage and Mixing Facility

Large, two-level terrain piece representing some kind of fluid storage, pumping and mixing facility. Made from two large peanut cans, carboard tubes, Sector Mechanicus terrain and other bits. I gave it a quick drybrush and weathering job to get it ready for the upcoming big game. It would be nice to do some more weathering and decals later when I have time. 



Saturday, December 19, 2020

Battle for Berat Final Scenario: The Decisive Moment

"The Battle for Berat was a decisive moment for the planet of Xhorik Prime during the Horus Heresy. And the action around the central industrial area was the decisive moment of that Battle."

- The Xhorik Wars:
The Military History of a Keystone System Across the Millenia 


Mission: The Decisive Moment

The Armies
Choose the armies using The Horus Heresy: Age of Darkness rules and Force Organization charts up to 4000 points. At least one Allied Detachment of a different faction must be selected consisting of at least 1000 points. 

Setting up the Game
  • Use the deployment map below.
  • Setup the terrain for the battlefield. There should be a central building or tower with two levels of elevation. At the approximate center of the battlefield is the Flag Control Point. 
  • Determine Warlord Traits and Psychic Powers. 
Mission Special Rules
  • Reserves
  • Infiltrators
  • Night Fighting. Either player may spend 1 CP to re-roll the result.
  • Staged Deployment (see below)
  • The Rally Point: When a unit elects to run, it can move the full 6" rather than rolling, as long as it is moving toward the central objective. 

Deployment
  • Players roll a die and the winner selects his Primary Deployment Zone. Either player may spend 2 CP to re-roll their result. Only one re-roll is allowed per player. If one player elects to re-roll, the other player may see the result before deciding to re-roll.
  • The other deployment zones are then assigned according to the scenario map. 
  • Players roll a die and the winner selects to deploy first or second. Either player may spend 2 CP to re-roll their result. Only one re-roll is allowed per player. If one player elects to re-roll, the other player may see the result before deciding to re-roll.
  • The players then deploy one unit at a time, alternating between players. Units must be deployed in the following order:
    1. Fortifications
    2. Lords of War
    3. Heavy Support
    4. Troops
    5. Elites
    6. Headquarters
    7. Fast Attack
    8. Infiltrators
  • Once both sides have deployed all Fortifications, then the first player to deploy starts with any Lords of War choices. Once all Lords of War from both sides have been deployed, then the first Heavy Support choice can be placed. Thus, the player who deploys first must deploy the first unit of every type, including Infiltrators.
  • All factions and detachments from each side are deployed simultaneously.
  • All units from the Primary Faction must be deployed into one corner while all Allied Detachments are deployed in the adjacent corner. 




 First Turn

The player who deployed the first unit also has the first turn, unless their opponent can Seize the Initiative. The player attempting to Seize the Initiative can spend 1 CP to re-roll the result. 

Game Length
At the end of six turns, roll a die. On a 4+ a seventh and final turn is played. Either player may spend 3 CP to re-roll this result. 

Victory Conditions
This scenario represents the center of a much larger battle raging all around the center of the city. Both Warlords are present at this crucial time and place in order to strike the decisive blow that will inspire their side to victory in the wider battle.

Primary Objective: By My Own Hand
If one side's Warlord directly slays the other side's Warlord, that player immediately wins automatically. At attack from the Warlord must directly eliminate the other Warlord's last wound or he must eliminate the other Warlord in a Sweeping Advance with his initiative roll.  Roll attacks and saves separately for the Warlords. 

The morale boost from seeing one's own captain gloriously cut down his opposite in dramatic fashion inspires that side to victory in the wider battle, while the other side's morale is shattered. 


Secondary Objective: Plant the Flag
Only if the Primary Objective is not met is the Secondary Objective used.

If a Scoring Unit controls the central objective without being contested by a Denial Unit at the end of your turn, you can plant your Flag from the central tower. Use a model or icon to represent the Flag. The Flag remains even if the Scoring Unit is killed or moves away, until it is supplanted by the Flag of the opposing army. Whichever side has their Flag planted at the end of the final turn is the winner.

The Beacon: Seeing their side's banner flying from the highest point inspires the Legionaries to fight with renewed vigor and bravery. While a side's Flag is planted, all units on that side become Fearless (automatically pass morale checks) and all broken units automatically rally, even if they are below 25% strength. 

The morale boost from seeing one's own side's legendary standard flying from the highest point inspires that side to victory in the wider battle. They believe their side is dominating the central struggle. 


Tertiary Objectives: Victory Points

Only if neither the Primary nor Secondary Objectives are met are the Tertiary Objectives used. 

  • Slay the Warlord (If the Warlord is slain by any unit other than the other side's Warlord): 2 VP
  • Attrition: Whichever side destroyed the most enemy units gains 1 VP.
  • The Price of Failure: Destroying a Lord of War is worth 1 VP.


Monday, December 14, 2020

The Battle for Berat Game 4: Zone Control

 "If the road is easy, the destination is worthless."

 - Khan Turan Jorma,
Brotherhood of the Wind,
White Scars Legion


Campaign To Date:

It has been about 40 years since a combined force of Sons of Horus, Death Guard, and White Scars brought the Xhorik System into compliance during the Great Crusade. The major population centers of the largest continent were quickly brought under Imperial control in the typical fashion: a series of pinpoint attacks of overwhelming force by the Legions against the enemy's strong points, followed by rapid surrender. Due to the richness of the primary planet and the strategic location of the system on a sort of crossroads of warp currents, small garrisons of the Death Guard and White Scars legions were left on the planet to oversee the tithes of men and material to the Great Crusade and to help eradicate the threat of large ork populations in the eastern wastes.

With the advent of the Horus Heresy, the Warmaster ordered that the Xhorik System be taken to act as a way station for resupply on his long march to Terra. The Death Guard and their human allies on Xhorik Prime launched an attack on the White Scars and their allies, the Stratocracy of Kozar.

In Phase 1 of the campaign, the Traitors pushed the Loyalists from the war-torn border city of Bielyr in a series of bloody street fighting.

In Phase 2, the war escalated across the badlands of the Valbaara Plateau in several pitched battles. In the end, the Brotherhood of the Wind was defeated and their leader Praetor Zherdan was killed by the Death Guard.

In Phase 3, the Death Guard marched to the major Kozar city of Berat, fighting their way through a number of Loyalist counter attacks. In the end, helped by taking control of low-planetary orbit over the city in a void battle, the Traitors smashed through the outer walls of Berat behind the might of their super heavy Fellblade battle tank.
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Phase 4 is the battle for the Kozar city of Berat. The Traitors have broken through the gates and are working their way toward the city center block by bloody block in a brutal street fight. This Phase uses a number of special rules:

Campaign Points: CP are earned by playing games and by achieving secret secondary campaign objectives (drawn randomly each game and kept secret). They can be used to gain advantages in games. The player with the most CP at the end of the phase wins.

Normal games:
Win: 5 CP
Draw: 3 CP
Loss: 1 CP

Final Game:
Win: 10 CP
Draw: 6 CP
Loss: 2 CP


  • Spend 1 CP to re-roll the die to deploy first or to re-roll the die to steal the initiative. Can only be used once per game.
  • Spend 1 CP to include a unit that would not be allowed due to the Grinding Attrition or Street Fighting special campaign rules below. The point cost of the unit still counts toward the army total. Can only be used once per game.
  • Spend 1 CP to re-roll the die to see if the game ends. Can only be used once per game.

(Costs are doubled for the final game.)

Hunter Killers: Due to the very dense terrain providing ample hiding places, surprise attacks are extra deadly. Units who used Infiltrate, Scout or Outflank can charge the on the first game turn or the turn they come into play. If they don’t charge, they gain an extra +1 cover save for their first turn in play (stacks with any bonuses they have already).

Street Fighting: Narrow streets, debris, billowing smoke and crumbling towers limit the ability to utilize large vehicles and artillery. Other than the final battle, a max of one total unit can be selecged with any of the keywords: heavy, artillery, flyer, or over 3 HP. In the final battle, everything goes.

Grinding Attrition: Other than Troops choices, any unit that is destroyed cannot be used in the next battle. If the next battle is the final battle, it can be taken but must start in reserves. Any unit that is selected as Troops choice can be used even if it was destroyed in the previous battle.

Named Warlord: Choose your warlord trait. Must be the same for the whole phase. Can also can always re-roll LD and morale checks. Other warlords must roll for trait.

If named warlord dies in battle, roll die:
1-2: debilitating injury: can't use in the rest of the campaign phase until final battle
3-4: major injury: can't use in next game
5: close call: no effect
6: Miraculous Recovery (Chosen of the Emporer/Horus/gods of Chaos): can use as normal and has an inspiring presence for the next battle: all units within 12" can use his LD.

The Revenant: Once warlord returns after dying in a game, he has Hatred (Traitors/Loyalists) for the rest of the campaign phase.

Our standard Terrain Rules are in effect.



PRE-GAME AND MISSION:

We created a new scenario. The board was split lengthwise into six 1-foot Zones of Control. At the start of each player's turn, he would earn a VP for each Zone he controls at that time. Control is established by:
  • Having any unit in a Zone with no enemy units.
  • Having a Troops unit in a Zone with enemy units that are not Troops. 
  • A single unit can only hold one Zone per turn if it is spread across multiple zones. 
We elected to use the start of the turn rather than the end in order to give the opposing player a chance to react and try to shift the enemy units before they score. It prevents swooping in with a weenie unit and grabbing or contesting a zone without fighting for it.

There are no secondary objectives or Campaign Objectives for this mission. 


We also wanted a chance for our newly painted Rhino and Predator to shine, so we decided it would be a "lighter" battle without the Land Raider, the Sicaran Omega or the Primaris-Lightning Strike Fighter.