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Four Skulls Crusade Tournament<br />

The following battle report was sent in by Kenneth Hutchinson.<br />

He recently played the game as part of a tournament at a<br />

convention. Games were played with 500-point armies and the<br />

scenario rules are below.<br />

The agents of Semai have managed to gather up the three<br />

activation keys that will allow entry into the fortified bunker where<br />

the Skulls reside. Agents of Semai were transporting the keys<br />

when a Cressentian Saradon Pack shot down their craft. The<br />

keys are now scattered across the terrain with the wreckage of<br />

the craft. While the keys do not reveal the location of the bunker<br />

itself, it will allow access once it is found.<br />

You victory points will be determined by calculating the following<br />

factors:<br />

1. There are three objectives (keys) worth up to 100 points<br />

each; these are placed along the center of the table. A<br />

model can pick up an objective for one action. He may hand<br />

off the objective to another model for one action so long as<br />

the two models are in base-to-base contact. If the model is<br />

killed, the objective will be dropped where the model fell.<br />

Possession of the objective at the game end will be worth 75<br />

points. Retreating the model carrying the objective off the<br />

deployment zone table edge will secure the objective and be<br />

worth 100 points.<br />

2. You will be awarded points for killing the enemy equal to<br />

their point value. Models killed by enemy action will be<br />

added up after the game. This will be worth between 0 and<br />

500 points.<br />

56<br />

3. You will receive points for your troops who survive the battle<br />

equal to their point value. This will be calculated by<br />

subtracting the amount killed by your opponent from the<br />

total you started with. This will be worth between 0 and 500<br />

points.<br />

4. Possession of all three objectives at the end will be worth an<br />

additional 50 points.<br />

The Capitol Force:<br />

The Bauhaus Force:<br />

The Hurricanes (Heavy Infantry)- consisting<br />

of 8 grunts, one heavy weapon specialist<br />

and Big Mojo as the sergeant.<br />

The Frank's Raiders (Heavy Infantry)consisting<br />

of 6 grunts, and Evil Frank as<br />

the sergeant.<br />

Titan's Hammers (Assault Marines)consisting<br />

of 5 grunts, one heavy weapon<br />

specialist, and Titan as the sergeant.<br />

Ducal Squad- 8 grunts, 1 heavy weapon's<br />

specialist and one sergeant.<br />

Hussar Squad- 4 grunts, one heavy<br />

weapon's specialist and one sergeant.<br />

Jeager Squad- 5 grunts and one sergeant.<br />

My strategy was to give up one key and cut the board in half with<br />

massive firepower while sneaking in and claiming one key<br />

myself. I had hoped the center would hold allowing lay down a<br />

hail of fire that would allow me to claim the<br />

remaining key.<br />

DEPLOYMENT (LEFT)<br />

Jack won the initiative, so I deployed<br />

first. I deployed the Hurricanes,<br />

squad 1, in the middle. They were to<br />

act as the suppression squad. Jack<br />

deployed his Ducal squad just off<br />

center to the right of my Hurricanes<br />

on his side of the board. Next I<br />

deployed squad the Frank's Raider on<br />

my left. They were to take the key to<br />

the left then sweep in from the left<br />

and add fire support to the middle.<br />

The Jack deployed his Hussar squad<br />

to my far right. I assumed in a position<br />

to take the key to my right. But, in<br />

doing so, it overloaded my right side.<br />

Way too much fire power for the wellarmored<br />

assault marines to try and<br />

handle alone. So, I opted to deploy

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