MACROMUNDA
Allegiance
Imperial Guard Death Korps Of Krieg
Codex / Scenarios
Codex · Imperial Guard

Scenarios2

Hold The Crater scenario
Attackerthe opposing gang (assaulting a Krieg-held siege line, trying to force the penitents off ground they will not leave)
DefenderKrieg (dug into a fortified trench-line with entrenching tools and a Mortar Team, holding to the last)
DeployKrieg deploys inside a fortified trench/crater zone in the centre, digging cover markers before the battle; the attacker deploys along one board edge and must take the position
Objectivethe attacker wins by clearing the Krieg from the crater; Krieg wins by still holding it when the battle ends, whatever the cost
VictoryKrieg wins if at least one Krieg fighter remains in the crater zone at the end (it never Bottles, so it plays to the last man); the attacker wins only by taking every Krieg fighter in the zone Out of Action
RewardsKrieg gains reputation for each full round it holds the crater below half strength; the attacker gains reputation scaled to how quickly it clears the position
Control Tracka Krieg hold locks its Control-Track claim on the district (the line that could not be shifted); an attacker clearance seizes the marker outright

ATTACKER & DEFENDER The defender is a Death Korps gang, dug into a fortified trench-line and holding to the last. The attacker is the opposing gang, assaulting a position the penitents will not leave.

BATTLEFIELD A fortified trench and crater zone dominates the centre of the board, ringed by the open ground the attacker must cross.

DEPLOYMENT The Krieg gang deploys inside the crater zone and, before the battle begins, digs in — placing cover markers throughout the fortified ground. The attacker then deploys along one board edge and must take the position.

OBJECTIVE The attacker seeks to clear every Krieg fighter from the crater. The Krieg gang seeks to still hold it when the battle ends, whatever the cost.

ENDING THE BATTLE The battle ends when no Krieg fighter remains in the crater zone, or when the attacker withdraws. The Krieg gang never Bottles and plays to the last man.

VICTORY The Krieg gang wins if at least one of its fighters remains in the crater zone at the end. The attacker wins only by taking every Krieg fighter in the zone Out of Action.

REWARDS The Krieg gang gains reputation for each full round it holds the crater while below half strength. The attacker gains reputation scaled to how quickly it clears the position.

THE SIEGE A Krieg hold locks its claim on the district's control track — the line that could not be shifted. An attacker clearance seizes the marker outright.

The Grinding Advance scenario
AttackerKrieg (walking forward in lockstep under a creeping mortar barrage, into the enemy's guns)
Defenderthe opposing gang (dug in across a fortified line, trying to break the advance before it arrives)
Deploythe defender sets up anywhere in its half of the board, in and behind cover; Krieg deploys along its own board edge in a single lockstep line. Objectives sit along the defender's line and at its rear
ObjectiveKrieg wins by walking the line into contact and taking the fortified ground; the defender wins by breaking the advance or bleeding it dry before it crosses
VictoryKrieg wins if it holds more objectives on the defender's half at the end than the defender does, OR takes the rearmost objective; the defender wins if Krieg fails to reach the line, or the defender holds all objectives when the battle ends
RewardsKrieg gains bonus reputation for each objective taken while still below half strength (the advance that did not stop); the defender gains reputation for every Krieg fighter taken Out of Action beyond half the gang
Control Tracka Krieg win advances its Control-Track claim on the district by one step (the ground taken by bodies); a defender hold pushes the marker back toward the defending faction

ATTACKER & DEFENDER The attacker is a Death Korps gang, walking forward in lockstep beneath a creeping mortar barrage. The defender is the opposing gang, dug in across a fortified line and trying to break the advance before it arrives.

BATTLEFIELD A fortified defensive line runs across the defender's half of the board, with objectives set along it and at its rear.

DEPLOYMENT The defender sets up anywhere in its own half, in and behind cover. The Krieg gang deploys along its own board edge in a single lockstep line.

OBJECTIVE The Krieg gang seeks to walk the line into contact and take the fortified ground. The defender seeks to break the advance or bleed it dry before it crosses.

ENDING THE BATTLE The battle ends when the Krieg gang holds the defender's line, when its last fighter is taken Out of Action, or when the defender is broken. The Krieg gang makes no Bottle checks.

VICTORY The Krieg gang wins if it holds more objectives in the defender's half than the defender does at the end, or if it takes the rearmost objective. The defender wins if the Krieg gang fails to reach the line, or if the defender still holds every objective when the battle ends.

REWARDS The Krieg gang gains bonus reputation for each objective taken while below half strength — the advance that did not stop. The defender gains reputation for every Krieg fighter taken Out of Action beyond half the gang.

THE SIEGE A Krieg win advances its claim on the district by one step on the control track — ground taken by bodies. A defender hold pushes the marker back toward the defending faction.