Secondly a brief interlude from the designing a planet series, this mission I created as a sample article for the Shell Case staffing up competition, and I'm waiting to hear back from him on whether or not I can post what I create for this or not, so if he doesn't want me to I'll just create another one. Thought I would share this narrative based mission with the rest of you, hope you enjoy!
- Call
in the Artillery!
Every player turn the player whose turn it is places one large blast template of Strength 8 AP2 anywhere on the board (potentially even over their own models!). This blast scatters 3d6 in the direction indicated by the scatter die, if a hit is rolled then roll 3d6 if you did not already with the scatter die. The blast scatters whatever the highest result was of the 3d6 rolled in the direction of the arrow on the to hit result on the scatter die. Cover comes from the direction of the center of the blast marker (as if ordnance barrage). This large blast template is to represent the constant artillery fire that soldiers dread so much in trench warfare, and in the confusion of the battlefield it is hardly ever accurate, oftentimes claiming the lives of the gunners' own comrades! - The
men are tired and morale is low. We
need reinforcements. You can't just
keep them out there fighting for weeks on end.
Every troops choice that was deployed on the table at the start of the game (dawn of war troops coming on rolls a d6 at the beginning of the controlling player's turn 4. On a 5+ that unit reduces its WS, BS, and Ld by 1 due to exhaustion. Continue rolling every turn after this if the unit did not roll a 5+, though the roll does not change in value. Note that this change in statistic does not change the stat line of any attached characters that are not troops choices. For instance a Tyranid Warrior squad will still use the values given by the attached Alpha Prime, Space Marine Tactical Marines will still use the Leadership value of their captain if he is attached when necessary. Ork boyz still use the Mob special rule and so count as fearless if still over 11 models are in the squad. - If
you ever have the chance to go out into the no-man's land don't take
it. That place is a killing ground,
the most brutal place on this whole bloody battlefield. Men just seem to die faster there…
Any models that are in the no-man's land count as 1 toughness lower for the purposes of wounding (not for instant death though) and feel no pain rolls replace the 4+ for a 5+ for any wounds caused to a unit with models in the no-man's land, vehicles fail dangerous terrain rolls with a roll of 1 more than normal (on a 1 or 2 if normal, a 1,2, or 3 if special case such as in Necron Codex). Cover saves made in the no-man's land are base 5+ (instead of the normal 4+) even from normal LoS blocking items due to everything being weakened by the constant shots from either side. - Will
this war ever end?
The game goes to round 7 automatically, no turn length rolls necessary.
Neither
side had wanted the war to come to this, both wanted a quick and easy fight,
in and out with their own side in victory.
That hope is now in tatters as the soldiers are forced to dig in and
prepare for a long and brutal campaign.
The recruiters never talk about this part of warfare, the waiting and
the awful conditions. Yet it always
seems to devolve into trench warfare.
The men are tired, morale is low, trenchfoot is amok, ammunition is
running low (when is it not?), and no end is in sight. All that is left to us is to keep your head
low and hope the other guy makes a mistake before the commander sends you on a
suicide charge. But with the odds of
the guard… we're all dead.
Pre-game: Design lists specifically with this
mission in mind, otherwise an assaulting army will not have any fun and the
narrative that resulted would only involve the complete slaughter of the
assault-type army. Considering this is
supposed to be during a grueling campaign both sides would know what they were
in for and have troops designed for this kind of battle.
Set up: Place two long trenches of about 3
feet wide in each deployment zone 12" from the long board edge. At each far side of the trench place a pill
box (a bunker) of capacity 15 whose entrance is in the trench. These buildings count as Front armor 13,
side armor 12, rear armor 10 with the front armor facing the area between
deployment zones. Intersperse large
quantities of barbed wire and crumbling walls between the two deployment
zones. Place two large building ruins
somewhere between the two zones as well, any other terrain is rubble. All terrain beyond the deployment zones
count as difficult and dangerous to represent unexploded munitions rounds and
mines as well as the barbed wire everywhere.
Even though the area between the objectives is difficult and dangerous except
for that given by true lines of sight (LoS) (in other words that space is not
area terrain)
Mission:
3 Objectives, 1 in each deployment zone and 1 in between them (dubbed
no-man's land from here-on). The
objective in the opponent's deployment zone is worth 3 objectives, the middle
is worth 2, your own is worth 1.
Special Rules:
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