Playing a Great Khan Hunt Crusade Mission
A Great Khan Hunt battle is waged by following the Sequence below
A Great Khan Hunt battle is waged by following the Sequence below
Players must first select the battle size they wish to play: Incursion, Strike Force or Onslaught.
| Select Battle Size | |
|---|---|
| Battle Size | Points Per Army |
| Incursion | 1000 |
| Strike Force | 2000 |
| Onslaught | 3000 |
Next players determine which mission will be used for the battle; they can choose from the missions presented in the tables (see below) for their chosen battle size. This will determine the deployment map that is used, as well as the specific mission briefing. Players can either simply agree which they will use with their opponent, or they can roll a die to randomly select a mission (Or click the random mission button on the Missions page).
When rolling to determine an Incursion or Strike Force mission, roll one D6 and consult the Incursion/Strike Force table to determine one mission to play. For Onslaught missions, roll one D6 to determine which mission to play on the Onslaught table.
|
Objective Marker |
|---|
| Incursion/Strike Force | |
|---|---|
| D6 | Mission |
| ⚀ | Arcane Divination |
| ⚁ | Drop Assault |
| ⚂ | Catastrophic Collapse |
| ⚃ | Casventi Hunt |
| ⚄ | Siegecraft |
| ⚅ | Convoy Ambush |
| Onslaught | |
|---|---|
| D6 | Mission |
| ⚀⚁⚂ | Hidden Bunker |
| ⚃⚄⚅ | Eye of the Storm |
Each mission has a mission briefing that will detail the aims of the battle. Each mission will list one or more additional mission rules that will apply for the duration of the battle and a series of objectives, which may be different for the Attacker and the Defender. Players should read and familiarise themselves with these before proceeding.
Note that there is an additional special rule for the mission that depends on what Biome Tile this battle is fought on.
If this conflict was caused by a Marching Token moving onto a claimed tile, the player representing the coalition of the claimed tile is the Defender.
Otherwise, players roll off and the winner decides who will be the Attacker and who will be the Defender.
Each player must then muster a Crusade army and provide a copy of their Army Roster for their opponent to read through. Ideally each army should be something narratively suited to the mission.
Players now set objective markers up on the battlefield. Each mission's deployment map will show the players how many to set up and where each should be placed.
Next players create the battlefield and set up terrain features. The size of the battlefield depends on the battle size selected, as shown in the table below (the table shows the minimum size of the battlefields).
| Battlefields | |
|---|---|
| Battle Size | Minimum Battlefield Size |
| Incursion/Strike Force | 44" X 60" |
| Onslaught | 44" X 90" |
Unless otherwise stated, when setting up terrain features, use the guidelines detailed in the Core Rules. Players must use the rules presented in the Core Rules for the terrain features.
Terrain features should not be set up with any impassable sections (such as the walls of a ruin) within 1” of any objective markers.
If you have access to any Requisitions that are used before a battle, you can spend RP to use them now. If any of these upgrade one or more of your units for the coming battle, make a note of that upgrade on your Army Roster.
Each player then secretly selects two Agendas for the battle and writes them down. Each can award Experience points to certain units in that player's Crusade army, as described on the Agenda itself (You can find Campaign-specific Agendas Here). Once both players have selected their Agendas, they reveal their selections to their opponent.
When two Crusade armies battle each other, it is likely that one or the other will be more experienced. To determine this, both players should compare the combined Crusade points total of all the units that are on their Army Rosters.
If there is a difference of at least 5 between the players' Crusade points totals, the player whose Army Roster has the lower total number of Crusade points is the Underdog and gains a number of Crusade Blessings to use in that battle, depending on the difference. This represents high command funnelling additional resources to the Underdog to help them combat a more experienced foe.
The Crusade Blessings available depend on the war zone the battle is being fought in - if the battle is being fought in the Great Khan Hunt use the ones described Here.
Note that due to Undercover Operations, the amount of Crusade Blessings might change, as described in the Unable to Play section of the Rules PDF.
In the order stated below, both players now secretly note down:
When both players have done so, they declare their selections to their opponent.
In Great Khan Hunt Crusade missions, Reserves units cannot arrive during the first battle round, and any Strategic Reserves or Reserves unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed, as do any units embarked within them (this does not apply to units that are placed into Strategic Reserves after the first battle round has started).
Players now alternate setting up their remaining units one at a time, starting with the Defender. A player's units must be set up wholly within their deployment zone - the Attacker's and the Defender's deployment zones are shown on the deployment map of each mission. If one player finishes deploying all their units, their opponent then deploys the remainder of their units.
Unless the mission briefing says otherwise, players roll off and the winner takes the first turn.
Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.
The first battle round begins. Players continue to resolve battle rounds until the battle ends.
The battle ends after five battle rounds have been completed. If one player has no models remaining in their Crusade army at the start of their turn, the other player may continue to play out their turns until the battle ends.
If either or both players are unable to complete the mission, they can end it early by calling Retreat. If they do the following happens:
At the end of the battle, the player with the most Victory points is the winner. If players are tied, the battle is a draw. Note that there is no bonus in victory points for painting models to a Battle Ready standard. The reward is playing with a fully painted army.
The victor of the mission can then claim the Victor bonus listed on that mission. If the game is a draw, neither player can claim the bonus.
The players must now update their Crusade cards for all the units they used in the battle by taking Out of Action tests for any that were destroyed, and selecting a unit to be Marked for Greatness. If this results in any units gaining a rank, before the next battle they can gain Battle Honours.
Increase your Battle tally and Requisition points by 1, and make any notes that you wish to record following your battle. If you wish to add any units to your Order of Battle or spend any Requisition points, do so and update your Order of Battle accordingly before your next battle.
Report in writing to the Campaign Master what mission you played, what the outcome of the battle was, and any narratively notable events that happened during the game.
Additionally, if the Victor's Coalition had a Marching Token involved in the Conflict, the winner must choose an Aftermath Action to be taken by that token in the Aftermath of a Conflict in the Aftermath Phase of the Campaign Round. This must also be included in the report to the Campaign Master.
The possible Aftermath Actions are:
You'll find certain Coalition Actions are marked as being available for Aftermath Actions.
Your forces can attempt daring battlefield tasks to turn the conflict in your favour.
Some missions feature Actions that certain units can perform. Each Action states which units can perform it, when it is started and completed, and what the effects of completing it are.
A unit cannot start to perform an Action if one or more of the following apply to that unit:
If a unit starts to perform an Action, until the end of the turn, that unit is not eligible to shoot or declare a charge, unless it is a TITANIC CHARACTER unit, in which case, until the end of the turn, that unit cannot start to perform another Action and is not eligible to declare a charge.
If a unit performing an Action makes a move (excluding Pile-in and Consolidation moves) or leaves the battlefield, that Action cannot be completed.
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