Playing a Great Khan Hunt Crusade Mission

A Great Khan Hunt battle is waged by following the Sequence below

<1> Select Battle Size

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

<2> Determine Mission

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
Only used in Strike Force Games


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

<3> Read Mission

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.

<4> Determine Attacker and Defender

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.

<5> Muster Crusade Armies

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.

<6> Place Objective Markers

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.

<7> Create the Battlefield

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.

<8> Purchase Requisitions

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.

<9> Select Agendas

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.

<10> Select Crusade Blessings

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.

<11> Declare Battle Formations

In the order stated below, both players now secretly note down:

  • Which of their Leader units will start the battle attached (they must specify which Leader unit is attached to which Bodyguard unit).
  • Which of their units will start the battle embarked within TRANSPORT models (they must specify which units are embarked on which models).
  • Which of their units will start in Reserves (including Strategic Reserves).

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).

<12> Deploy Crusade Armies

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.

<13> Determine First Turn

Unless the mission briefing says otherwise, players roll off and the winner takes the first turn.

<14> Resolve Pre-Battle Rules

Players alternate resolving any pre-battle rules units from their army may have, starting with the player who will take the first turn.

<15> Begin the Battle

The first battle round begins. Players continue to resolve battle rounds until the battle ends.

<16> End the Battle

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.

Retreat

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:

  • One by one pick one unit that remains on the battlefield and roll a D6. For each result of 1, that unit is destroyed. Roll separately for Leader and Bodyguard units, and for Transport units and the units embarked within them. Units in Reserves fail on a 2 as well, and automatically fail this roll after the 3rd battle round.
  • End Game Objectives are scored as if it is the end of the 5th battle round.
  • Progress to the Determine Victor step

<17> Determine Victor

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.

<18> Update Crusade Cards

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.

<19> Update Order of Battle

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.

<20> Resolve Conflict

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:

  • March. The Marching Token moves to an adjacent tile, chosen by the victor. That tile cannot be one claimed by another Coalition.
  • Claim. The Marching Token claims the tile of Conflict.
  • Interact. The Marching Token interacts with the tile of Conflict.

You'll find certain Coalition Actions are marked as being available for Aftermath Actions.


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:

  • It is an AIRCRAFT unit.
  • It is Battle-shocked
  • It has an Objective Control characteristic of 0
  • It is within Engagement Range of one or more enemy units (unless it is a TITANIC CHARACTER unit).
  • It Advanced or Fell Back this turn.
  • It is not eligible to shoot this phase (including units that have already been selected to shoot this phase).

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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