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.


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