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.
Phase 3 of the Campaign for Xhorik Prime finds the battered Loyalists unable to stand against the Death Guard heavy armor and so they are resorting to guerrilla tactics as the Traitor army advances north toward the major cities of Kozar. This phase will culminate with a large Traitor assault on a fortified Loyalist city. There will be four missions that will impact the deciding battle of the phase.
PRE-GAME AND MISSION:
The third battle of the phase represents a raid by the Loyalist forces on a Traitor outpost and supply depot. The Loyalists are trying to capture and destroy enemy supplies in order to reduce the Traitors' ability to wage war and assault the city. This is a scenario from the Taros Campaign. Each player takes turn places objectives. The defender (Traitors) deploys anywhere within 12" of any of the objectives and chooses a table edge. The attacker does not deploy, but can move on any units from their table edge at the start of Turn 1, including Deep Striking with units that have that ability. Each objective is worth 3 VPs at the end of the game. Secondary objectives are Slay the Warlord and First Blood. The special rule is "Night Raid", which means the Night Fighting rule is in effect for the first 3 - 4 turns.
ARMY SELECTION: 2000 Points
Traitors - Pete
Death Guard
- Tactical Squad Folterer: 10 marines with close combat weapons, sergeant with power fist, artificer armor, rhino with heavy flamer
- Tactical Squad Toddestraffe: 14 marines with close combat weapons, sergeant with power fist, artificer armor
- Tactical Support Squad Blitz Schock: 7 marines with volkite calivers
- Heavy Support Squad Feuer Sturm: 7 marines with missile launchers and Apothecary Gerhard
- Contemptor Dreadnought Jürgen: multi-melta, melta gun, dreadnought close combat weapon
World Eaters
- Chaplain Zungarz: with power weapon and plasma pistol
- Tactical Squad Hell Hounds: close combat weapons, sergeant with power fist, plasma pistol and artifcer armor
- Recon Squad Black Vultures: with sniper rifles
- Contemptor Dreadnought Delrog the Diabolical: twin-linked lascannon, melta gun and chain fist
Army of House Harkhathe
- Grenadiers The Hero Hammers: 15 grenadiers with 2 plasma guns
Loyalists - Phil
White Scars Brotherhood of the Wind
- Khan Turan Jorma: jetbike, glaive, cyber hawk
- Skyhunters: 6 jetbikes, 2 x volkite culverin
- Outriders: 5 Outriders with plasma, sergeant
- Tactical Squad Temgar: 10 marines, sergeant has power glaive, artificer armor
- Sicaran Omega Tank Destroyer: lascannon sponsons
Kozar Drop Troops, 2nd Company
- Captain Xhosa and Command Squad: medic, vox caster, plasma pistol, carapace armor, missile launcher
- Infantry Platoon
- Infantry squad with vox caster and melta gun
- Infantry squad with grenade launcher
- Special weapons squad with melta guns
- Special weapons squad with melta guns
- 2 x Drop Sentinels with multi-meltas
- 3 x Tarantulas with twin-linked lascannon
Imperial Fists
- Terminator Squad Stalwart Blade: 5 marines with plasma blaster, volkite charger, two power fists, chainfist, lighting claw
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The White Scars force was a streak of white moving across the black sand. The silhouettes of Valkyries passed overhead, only noticeable from the way they briefly winked out the stars. They had been pushing hard for two days, ever since they got the shocking news of what was happening back west, the mind-wrenching idea that their sworn brothers had betrayed their honor and turned their guns against their fellow Astartes. The Brotherhood of the Wind forces in the west had been beaten back and, impossibly, the great Khan Zherdan was dead. Turan Jorma knew that made him Khan of the Brotherhood now and he had to make it to Berat in time to turn the tide.
The traitors had chosen their moment well. He had been in the Far East for weeks with fully half the Brotherhood, hunting down the remnants of the vast Ork populations that had once plagued this planet. The enemy had clearly done a good job of choking any communications while they launched their attack. But now the winds had awakened and they could not be stopped. Their speed would give them surprise. The traitors would not expect a full fighting force to cover the breadth of the continent in two days.
As they approached the Death Guard facility in the predawn blackness, Turan felt the hatred and sense of betrayal rising to boiling. These wretched traitors had murdered his brothers and broken their sworn oaths. He meant to rip this outpost apart and prevent this traitor force from bringing aid to the assault on Berat. He would tear through this scum like a hurricane, leaving only wreckage and desolation in his wake as he carved a path to his besieged brothers.
The night vision sensors on his jet bike lit up with the distant targets. He growled into the comm link, “Engage at will. Take no prisoners. Purge the betrayers.”
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BATTLE:
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Game map highlighting the four objectives. The traitors chose the near table edge, leaving the far edge for the Loyalists to enter the table from on turn 1. |
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View of the Traitor facility from the east. |