Defend the Shrine

Source: Codex: Witch Hunters, p. 38

DEFEND THE SHRINE

The shrine of an Imperial saint is in danger of being defiled by a surprise attack from an enemy force. Such a desecration cannot be allowed and the Witch Hunters must spare no effort in defending it.

ATTACKER'S OVERVIEW

Forward scouts have detected that a small force has detached from the main army you are facing to journey to a remote Imperial shrine. In all likelihood there will be a high-ranking commander with this group and the chance to destroy them and the shrine is too good an opportunity to pass up. You must direct all your efforts at destroying this force before it can summon reinforcements.

DEFENDER'S OVERVIEW

While engaged in destroying the Emperor's enemies, the commander of a Witch Hunters army has taken the opportunity to make his obeisance at the shrine of an Imperial saint. Though not without risks, the blessings the saint may bestow upon the Witch Hunters' sacred task more than warrants any such risk.

SCENARIO SPECIAL RULES

Defend the Shrine is a new Raid mission that uses the Reserves and Deep Strike rules.

SET-UP

  1. Set up the terrain in any mutually agreeable manner with the building representing the shrine set up in the exact centre of the table. The shrine should be roughly 6" x 6".

  2. The defender sets up one Troops choice and one Heavy Support choice anywhere within 12" of the shrine, and one HQ choice inside the shrine. The remainder of his army is placed in reserve.

  3. The attacker then splits his entire army into two forces of roughly equal points value. Each force must include whole units and units may not be split between forces. The attacker then deploys one force anywhere within 12" of one of the short table edges and the other anywhere within 12" of the opposite short board edge. None of the attacker's units may deploy within 18" of any of the defender's units.

  4. The defender always has the first turn.

MISSION OBJECTIVE

The attacker is attempting to capture the shrine; the defender is trying to prevent this. If only one player has models within the shrine at the end of the game, then that player is the winner. If neither player has models within the shrine then the game is a draw. If both players have models in the shrine then a special round of close combat is fought to decide who controls it. During this special round of close combat, all models in the shrine fight in the combat with their full number of attacks, no matter how far away they are from the enemy. No models count as charging or as being in cover. If one side is wiped out then the opposing side captures the building and wins the game. If neither side is wiped out then the winner of the round of close combat captures the shrine and wins the game. If the combat is tied then another round of combat is fought, and so on until one side or the other is wiped out or wins a round.

RESERVES

The defender's reserves can move on from either of the long board edges.

GAME LENGTH

The game lasts for six turns.

LINE OF RETREAT

Units forced to fall back will do so towards the board edge they deployed from. Defending units deployed in or around the shrine before the game began will fall back to the nearest long table edge.