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Road to Damascus Week 1 - Narrative

  • sgodding123
  • Aug 8, 2024
  • 3 min read

For those of you familiar with our leagues you will know that I accompany it with a blog calling results and commentary on the aftermath, and that will continue for the Standard League. For the Narrative League I won’t be predicting results but posting the overarching narrative and the mission details, before the games commence and then talk about how this impacts the narrative after the games have been played.


The setting is the Damascus system, after the discovery of a novel ore, named Timorium. Timorium seems to have some sort of “living metal” properties that holds great interest to both Imperial forces and the nefarious factions opposing them. Week 1 has the Imperial garrison forces besieged by forces of Chaos, who have arrived almost immediately after the discovery. How were they so prepared to launch an assault? Is there other forces at play here?


Setting the Scene


There has been a great Incursion into the Damascus System, a loosely held Imperial territory, by the scheming factions of the Dark Gods. A recently discovered vein of unknown ore, on the planet Acre, has clearly drawn the interest of several dangerous factions.

Whispers of the Aeldari working behind the scenes are starting to reach the ears of the Lord Commander of the Ultramarines and Imperial Guard. Calls for aid have been sent out as the minimally stationed forces cannot be expected to hold out for long. Every minute counts.


MISSION ONE – HOLD THE LINE


Taken by surprise several outposts on Acre have come under siege by forces of Daemons, Aeldari and those sons of the Emperor who discarded their loyalty many years ago. The Ultramarines and Imperial Guard must hold out for extraction as they currently hold the only mined samples of the mysterious new ore, named Timorium.


Please ensure you understand the mission rules and build your armies appropriately for the wildness that may be present.


Set Up


Place a half square set up of ruin around the corner of the board, starting 18″ up the edges of the board. The Order defenders will have two edges to defend, facing the rest of the board. One Objective is placed in the home corner of the board for the defenders. Scattered ruins should be set up across the rest of the board, around 6 pieces with most between 18″ of the defenders fortifications.


There is a turret (detailed below) set up at each of the three points of the fortification on the board.


The Order defenders set up 1000 points of their forces within this area.


The Disorder attackers do not deploy anything but bring on up to 500 points of their army at the START of their movement phase every turn. Anything that arrives by Deep Strike still arrives as per the core rulebook e.g. at the end of the movement phase AND cannot arrive WITHIN the fortification at any time.


Objective

The defender wins if they control their home objective at the end of the Turn 5 battleround.

The attacker wins if they control the home objective at the of the Turn 5 battleround.


Special Rules


Attackers must arrive no closer than 18″ of the fortification Turn 1. 15″ Turn 2, 12″ Turn 3, 9″ Turn 4, 3″ Turn 5. They can then move and continue as normal.


Defenders always have the benefit of cover whilst being shot at from outside of the fortification.


Defenders always have Fights First while situated on the ruins forming the outside of the fortification.


Half of the ruins are LoS blocking on the ground floor and half are not. Please set it up so they are alternating.


Turrets: These three turrets are controlled by the defender and can be targeted by the attacker. They do not benefit from army, detachment or stratagem rules.


Movement: 0″. Toughness: 11. Save: 2+ (no cover ever). W: 14. LD N/A. OC N/A

Ranged Weapons:

Firestorm Flak Cannon: A: 6. BS: 3+. S 10. AP -2. Dam 2. Lethal Hits. Anti Fly 2+Twin Lascannon: A: 2. BS 4+. S 12. AP -3. Dam D6+1. Twin Linked.



Go nuts lads.



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