2.06.2008

The Scouring of the Suburbs

















The sprawl of settlements surrounding the hive city harbors many pockets of survivors despite heavy Ork infestation. The number of desperate distress calls from this region has increased tenfold. The remnants of local militias are creating openings in the Ork lines such that a force could punch through and secure a firebase in one of the outlying urban areas. The humans there might know something about Ork activity in the area.


Begins: 2/20/2008

Expires: 6/1/2008

Limits: This mission can be attempted by any number of players until the Orks capture a grand total of 13 buildings. After each attempt the Campaign Master will note how many buildings were flagged by the Orks for the primary objective. When/if this number reaches 13 the special mission ends as the Orks have eliminated all hope of securing a foothold.

The sprawl of settlements surrounding the hive city harbors many pockets of survivors despite heavy Ork infestation. The number of desperate distress calls from this region has increased tenfold. The remnants of local militias are creating openings in the Ork lines such that a force could punch through and secure a firebase in one of the outlying urban areas. The humans there might know something about Ork activity in the area.

Assemble a 1250 point force to invade the area and establish a firebase. You must obey your current force org chart. There are no prerequisites.

Objectives

Primary: Firesweep

Secondary: Refugees*

Tertiary: High Ground**

*After setup but before turn 1 place an objective marker in the ruin closest to the center of the table. Roll a d6 for each remaining ruin. On a roll of 5+ place an objective marker in the ruin. These markers represent pockets of refugees, or possibly puppies and kittens, hiding in the ruins. Regardless of your army's alignment the refugees are worth more to you alive (even if only so you can slaughter them later.) If the Orks flag a building (for the primary objective) with refugees it is assumed they kill them all. Remove the objective marker. At the end of the game any ruin with a player flag and a refugee marker counts as a rescue. To decide the objective score the number of rescues versus the number killed by the Orks. If the player manages to rescue ALL of the refugees they may be entitled to campaign assets and so forth.

**You have to have a scoring unit in the building ruin to own it for the tertiary objective. Planting a flag in it is NOT enough.

Special Rules: Cities of Death Gamma (4x4 table, 2 Stratagems per side,) Dusk and Dawn

Incentive:

Victory in this mission will uncover plot details to ALL players. Some special intelligence will be revealed only to the player who finished the mission.

Any victory gives you control of one tile adjacent to the Hive City as if you had spent 2 CP to occupy it. You also gain a stronghold in said tile. In addition you gain other perks depending on your margin of victory.

Victorious Slaughter: You gain 2 CP in addition to the perks associated with a crushing victory. You may use the points to conquer an additional tile adjacent to the one you take for winning the mission.

Crushing Victory: The massive success of this operation has provided you with ample intelligence regarding enemy activities. You gain a Decisive Action Asset.

Solid Victory: No extra perks

Defeat: If you are defeated you gain 0 CP. The Orks gain 1 WAAGGH point for any victory. If the Orks manage a Victorious Slaughter they get to ruin a tile in the vicinity of the Hive City.

How to undertake the mission: Schedule a game against the Campaign Master

2 comments:

m1ke said...

I don't know- I'm not sure CoD against Orks is suicidal enough... can you add some Genestealers to your army list?

Brian said...

No but I could give all my Orks the Rending special rule for one battle.

I wonder how many sixes I could roll out of 48 attack dice.