There was only one course open – take the storehouse before the Lions' ships reached orbit, bombarded the Steel Dogs into nothing, and escaped with their troops and incalculable quantities of munitions and technology. Many might die in the resulting battle, but many more would die should the Lions escape.
Esca massed his forces, and prepared the final assault. But even as the first Steel Dog stepped out of the earthworks, the gates of the storehouse began to open. Lions of Alba poured out, taking up defensive positions amid the rubble surrounding the fortress. And behind them, most terrifying of all, walked a God-Machine – a Reaver Titan…
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Scenario 6: Final Strike.
The loyalists have prepared to launch a final strike on the heart of the Lions of Alba- the ancient cache of imperial technology. This fighting was the most bitter of the war, and drug on for several days before the full weight of their forces came to clash.
Suggested Forces: 3500+pts
Choose forces as per the Apocalypse rules up to a maximum value agreed on by both players. No additional strategic assets may be purchased, and the only super-heavy vehicles that may be purchased are Thunderhawks.
Deployment:
The player who rolls highest on a d6 may choose to begin deploying first or second. Each player then alternates placing units until all forces have been deployed. For every 4 units in their army, rounding up, a player may place one unit in reserve (which counts as a deployment). They will enter play using the normal reserve rules, rather than the rules from Apocalypse.
Terrain:
The Lions receive the Bunkers and Obstacles strategic assets for free. Place these bunkers, razorwire, and traps on the field before deployment.
Otherwise the battlefield should be littered with ruins, craters, and a broken roadway leading into the heart of the renegade‘s deployment area.
Objectives:
Choose a single bunker or ruin in the Lions of Alba deployment zone- this is the one and only objective in the game. Holding it counts as 9 Kill Points. Otherwise, follow the normal rules for Kill Points. The victor in this scenario gains 6 Campaign Victory points. Whoever has the most Campaign Victory points in total at the end of this scenario wins the campaign.
First Turn and Game Length:
On the roll of a 3+, after deployment, the loyalists will take first turn. The game lasts five turns of hard bitter fighting. At the end of turn five, roll a d6 – on a 5+ play a sixth and final turn.
Special Rules:
Resources of Old: The Lions have the Vortex Grenade asset for free and may choose an additional Front Line or Space Marine asset for free. This represents the plundered relics and ancient caches they’ve brought back to the world of the forty-first millennium. Additionally, the Lions of Alba player may field a single super-heavy of three structure points or less from the imperial or chaos datasheets.
If the Lion player wishes, The Lion player may sacrifice up to five campaign victory points to field correspondingly larger super-heavies (for example, sacrificing three would allow the player to field a single super-heavy of up to six structure points).
Fury of the Righteous: The Steel Dogs and Heralds of Light are bringing the full weight of their forces to bear in a final push to destroy the Lions of Alba. To represent this they may make use of the Orbital Strike Strategic Asset each turn, and in addition may select one additional Support or Space Marine Strategic Asset.
Introduction
Well, the Imprint needed a battle report to be complete, and I was drafted. Since I already had an Epic Steel Dogs force underway, I decided to add some Lions and Heralds and do an Epic report.
A quick run-down of how Epic: Armageddon works, for those unfamiliar with it.
Epic: Armageddon is the small-scale version of 40K. Tiny models, more of them. It doesn’t work much like 40K, however – players alternate actions each turn, activating units with dice rolls against their initiative (which, in Epic, represents their strategic abilities). Each activated formation can choose to take different actions which allow them to do different combinations of moving, shooting, and special actions.
Blast markers, which represent confusion and attrition, are a big deal in Epic. Shooting, screw ups and losses all produce blast markers, and a formation that takes too many Blast Markers is in serious trouble – it breaks, and is a lot more vulnerable. Epic shooting is relatively sparse – only heavy weapons get to shoot outside of assaults, and the battlefield’s a lot bigger proportionally.
Epic Assaults are remarkably similar to 40K, only you can shoot as well as hit people in the face. Almost everyone gets only one attack, which is based on their Firefight or Close Combat stats,
depending on whether or not they’re in base-to-base contact. Nearby formations can use their Firefight stats to support assaults that are close enough to them.
Victory is decided first and foremost by achieving goals, which depend on