Friday, August 7, 2009

CAMPAIGN: Destroy the Gargant introduction

Lone pilgrim, this is a series of after action reports from the Salazar systems of the Skolarii sector.

I have travelled to the world of Celebes as part of the retinue of Inquisitor Lord Severus. He is, of course, ignorant of our correspondence; I know you will do everything in your power to ensure that this remains so.


As you are no doubt already aware, Celebes is a civilised world of perhaps 10,000,000,000 souls. It processes minerals and promethium from the nearby planet of Luzon. During the Chaos incursion of 333.M41, led by Khârn the Betrayer, Celebes fell after a bitter fight. The Chaos victory was short-lived however, as less than a century later the world was conquered once again, this time by an Ork warlord. To this day the human population remains largely enslaved by Orks, bred to work in the mines and crude workshops of their cruel masters.


When I was contacted by Inquisitor Lord Severus to undertake a mission to Celebes I naturally assumed that our purpose would be to cast down the Ork enslavers and free the Imperial captives. On landing we encountered numerous Ork prisons and labour camps but Severus forbade us to stop, instead hurrying us on toward some unknown objective.


Campaign background

This campaign is based upon Graham McNeill's Destroy the Gargant campaign which was published on the Games Workshop website. It was just perfect for me and my long-term nemesis Gary. I was in the process of collecting a Daemonhunters army and Gary had just started on his Orks. Although there didn't seem to be any sort of obvious connection between the two forces this campaign was a great excuse to get a few games in.

Below you will find the rules and an overall outline for the campaign.

Fighting the campaign
To play this narrative campaign, get together with your opponent and start with the Cleanse mission. The result of this first game will determine which scenario you play next, by referring to the table entry that matches the result.

Each game has some text included with its description that develops the narrative of the campaign and tells you which mission to play as well as any special rules that apply to that mission. Follow the results of each game until you reach a conclusion, whether it ends up that the Daemonhunters force their way through to the Gargant and destroy it, or the Orks manage to drive off the Imperial forces. At the end of the campaign, you'll be able to see whether the Daemonhunters have succeeded in their mission or not, and claim gloating rights over your opponent.

This campaign has been developed with the idea of the Daemonhunters fighting Orks, but there's no reason you can't use different forces or employ others throughout the campaign as each side deploys mercenaries or reinforcements from elsewhere.

Mission 1 Cleanse
The Daemonhunters have made planet fall on the embattled world and are approaching the location of the Ork encampment. Ork forces are known to be operating in the vicinity and must be eliminated before the Daemonhunters can advance on the Gargant construction fields.
  • Daemonhunter win - mission 3, sabotage
  • Daemonhunter loss - mission 4, ambush
  • Draw - mission 2, patrol

Mission 2 Patrol
Alerted to the Daemonhunters presence, the Ork Warboss has despatched numerous patrols into the landscape around his campsite. As the vanguard of the Daemonhunters stealthily make their way deeper into Ork territory, they come upon one such patrol and must eliminate it before it can reveal their whereabouts.
  • Daemonhunter win - mission 7, sabotage
  • Daemonhunter loss - mission 6, ambush

Mission 3 Sabotage with Daemonhunters as the Attackers
Having smashed through the Ork patrols, the Daemonhunters come upon the outer edges of the Gargant construction fields. A series of bunkers protects the approach to the camp, but Auguries have revealed the existence of a nearby generator building, which if destroyed will provide a diversion that will allow the Daemonhunters to bypass the bunkers.
  • Daemonhunter win - mission 7, high ground
  • Daemonhunter loss - mission 6, bunker assault

Mission 4 Ambush with Orks as the Attackers
Ork patrols have carried word of the Daemonhunters attack to their Warboss and have massed to ambush them before they can reach their encampments.
  • Daemonhunter win - mission 3, sabotage
  • Daemonhunter loss - mission 5, breakout

Mission 5 Breakout with Daemonhunters as the Attackers
Reeling from the Ork attacks, the Daemonhunters find their escape route cut by fast moving Ork forces and the noose closing quickly. The Daemonhunters must smash their way out of the trap or all is lost.
  • Daemonhunter win - mission 3, sabotage
  • Daemonhunter loss - result, Daemonhunters major loss

Mission 6 Bunker Assault with Daemonhunters as the Attackers - play the first two turns using the Night Fight rules
Having failed to destroy the Orks' generator building, the Daemonhunters are discovered as they attempt to stealthily enter the Gargant construction fields under cover of darkness. Powerful lights blaze and the Orks manning the bunkers open fire. The Daemonhunters must fight their way past the bunker complex in order to reach the Gargant.
  • Daemonhunter win - mission 7, high ground
  • Daemonhunter loss - mission 5, breakout

Mission 7 High Ground (from Cityfight)
At last, the Daemonhunters are in sight of their objective, towering above them in the centre of the construction fields. Driving hard for the Gargant, they are discovered by a roving Ork patrol and make a break for their target before being intercepted by its guards.
  • Daemonhunter win - mission 9 terminate the Daemonvessel
  • Daemonhunter loss - mission 8, relief force

Mission 8 Relief Force with the Orks as the Attackers (from Cityfight)
Driven away from the Gargant by its guards, the Daemonhunters take refuge in the sprawling Ork encampment and vox for reinforcements from their reserves. Help is on its way, but the Daemonhunters must hold out until they can arrive.
  • Daemonhunter win - mission 9 terminate the Daemonvessel
  • Daemonhunter loss - mission 5, breakout

Mission 9 Terminate the Daemonvessel with the Daemonhunters as the Attackers
Having fought their way past the Gargant's guards, the Daemonhunters climb to its head section only to discover that they are too late and the Ork Warboss has been possessed by the Banelord's daemonic essence. The Daemonhunters must destroy its physical vessel before it can escape to wreak havoc on the galaxy.
  • Daemonhunter win - mission 10, breakout
  • Daemonhunter loss - mission 11, breakout

Mission 10 Breakout with the Daemonhunters as the Attackers
Having defeated the foul daemon lurking at the heart of the Banelord, the Daemonhunters must make their escape from the Gargant construction fields. Ork reinforcements are rapidly surrounding them and the Daemonhunters must break through the Ork lines to reach their rendezvous point.
  • Daemonhunter win - result, Daemonhunters major victory
  • Daemonhunter loss - result, Daemonhunters minor victory

Mission 11 Breakout with the Daemonhunters as the Attackers
Having failed in their primary mission, the Daemonhunters must now make their escape from the Gargant construction fields. Ork reinforcements are rapidly surrounding them and the Daemonhunters must break through the Ork lines to reach their rendezvous point.
  • Daemonhunter win - result, Daemonhunters minor loss
  • Daemonhunter loss - result, Daemonhunters major loss

Results

Daemonhunter Major Victory
The daemon has been prevented from manifesting and the brave heroes who defeated it and its foul minions have broken through the Ork lines to make their escape. The Gargant construction fields are in flames and without their Warboss to unite them, the Orks will quickly fall into the internecine warfare, so common in their race. Mission accomplished.

Daemonhunter Minor Victory
Though there are no survivors of the mission to prevent the daemon's manifestation, its escape into the material world was prevented and thus this portion of the galaxy remains safe from daemonic incursion. The heroes who died on this mission will have their names engraved upon the Wall of Heroes on Titan, their deeds listed and buried in the sacred soil of their Fortress Monastery.

Daemonhunters Minor Loss
The Daemonhunters were able to escape with their lives, but such were their losses, they are forced to withdraw from the planet, leaving the daemon free to manifest into the body of the Ork Gargant. For now the hard‑pressed Imperial forces will need to face the full might of the greenskins' horde until another mission can be attempted to destroy the daemonic essence empowering the Gargant.

Daemonhunters Major Loss
For a warrior there can be no greater crime than failure and not only has the mission failed, but every one of the Daemonhunters has fallen in battle. Hard-pressed Imperial forces will now have to face the might of a daemonically possessed Banelord Titan. The stain on the Chapter will remain for a thousand years and no honours shall be bestowed upon the fallen.

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