The Kessel Run: Rearguard

Here is the next mission in my mini-campaign, The Kessel Run.  Play this one if the attacker in the first mission (Breakout) wins and opens a corridor back to their lines.

Game 2: Rear Guard.  To be played if attacker wins game 1.

Piercing through the ring surrounding your forces is only half the battle. Now you must effect a withdrawal under fire to get as many units as possible free from the trap.

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In this game the defender must withdraw units before they are destroyed by the enemy.

Deployment: Hammer and Anvil.

The defender must set up all their units on the table unless a unit special rule states that they must start in reserve (e.g. flyers).  At least half of the defender’s units must be more than 12” from their short table edge and less than half way.  Other units can be set up anywhere in their table half.

The attacker sets up normally, anywhere within 24” of their table edge. The attacker may place units in reserve if they choose.

Mission special rules: Night Fight, Slay the Warlord, Reserves, Variable Turns,
Fire Support Mission, Fighting Withdrawal. In your face

Fire Support Mission: the attacking player receives one fire support mission. After deployment but before turn one the attacking player gets 3 S8 AP3, ordinance, barrage, large blast attacks. Due to the fluid and confusing situation in the kessel these shots are subject to mishap. Roll scatter: hit= hit; otherwise scatter 2d6” but on doubles the opposing player gets to move the target up to 24” and roll scatter again (to hit or scatter 2d6″). This second result is final  .

Fighting Withdrawal:  the defender can choose to withdraw units along the short table edge. These units do not count as destroyed but may not return to the battle.

In your face: the usual restriction on charging during the first turn is not in play. Units that use a scout move or infiltrate may not charge on the first turn as normal. Nor may units charge from outflanking as normal (unless they have a special rule that allows this).

Victory: the defender gets 1VP for each scoring unit withdrawn. Scoring units for the defender are all units except dedicated transports or flyers. Units that flee because they are falling back count as destroyed rather than withdrawn.
The attacker gets 1VP for each scoring unit destroyed.

Note: Sudden death victory (40K rules pg 133) is still in play until the end of Turn 4. While the rear guard must successfully withdraw, it must also buy sufficient time for the rest of the army to escape. For this reason they cannot fully withdraw until at least turn 5.

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Rather than repeat the opening barrage mission special rule from Breakout, I wanted to reflect the chaotic and fluid situation in the kessel as the breakout occurs and both sides scramble to respond to the new situation.

Unlike Breakout, I think 1VP for a successful withdrawal is right, as moving away from the enemy is generally easier than going forward. Sudden death victory forces the defender to keep units on the board, allowing the attacker time to accrue victory points.  The task of the defender is made harder by forcing them to deploy some units forward, with added complications from In your face allowing assaults from the first turn.

I’m not so sure about In your face, I would love to hear your thoughts on whether it should be included or not.

Either way, nobody said life in a kessel was easy.

cheers,
D.

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2 thoughts on “The Kessel Run: Rearguard

  1. Pingback: The Kessel Run: Last Stand | Faith&Steel

  2. Pingback: The Kessel Run: Genesis | Faith&Steel

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