Scenario III: The Serpent’s Advance | The last Stand of Lakonia | Trench Crusade Campaign

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📜 Thematic Background:

After their successive victories, the Court of the Seven-Headed Serpent continues its relentless push into the heartlands of New Antioch. Utilizing ancient subterranean passages—remnants of forgotten wars—they aim to bypass the frontlines and strike deep into enemy territory. New Antioch’s forces must hold the line and prevent the Court from breaching their defenses.

đŸ—ș Scenario Overview

📌 Scenario: Breakthrough

After rolling for setup type, and just before starting the Setup Warbands step, the players roll off and the winner picks any of the four table edges for their opponent to escape from. Then the opponent does the same, but they cannot pick the same table edge picked by the first player.

Any model that moves into contact with the ‘extraction point,’ which is the point in the exact centre of the chosen table edge, is removed and counts as escaped. If enemy models are placed to block the extraction point, models can escape as near as possible to the extraction point, on either side of the blocking models.

At the end of the game, each player totals up the ducat value of their own models that have escaped the battlefield and divides the number by 100, rounding any fractions up to find the number of Victory Points each player has scored. Troops bought with Glory Points are worth 30 ducats per Glory Point for this calculation. The highest scoring player wins.


đŸšȘ Deployment: Tunnels

  • Tunnel Marker Placement:
    • Players roll off. The winner places a 1″ Tunnel Marker anywhere on their side of the battlefield, more than 6″ from the table’s middle line and not on impassable terrain.
    • The opponent does the same on the opposite side of the middle line.
  • Model Deployment:
    • Not all models are set up on the table at the start of the game. Players must leave half of their models in reserve (rounding down).
    • On the first turn of the game, the remaining models enter the battle through tunnels
      • when one of these models is Activated, it is placed anywhere within 6” of its Tunnel Marker, though not in melee combat.
      • Models that enter the battlefield this way cannot Dash in the first turn of the game.
  • Infiltrators:
    • Models with the INFILTRATOR keyword are deployed as normal troops in this deployment type.

⏳ Game Length

  • The game lasts for 6 turns, or until one warband is entirely routed.

Glorious Deeds

To determine the Glorious Deeds for the scenario, each player rolls two D6, one after the other. If a player rolls the same result on both dice, roll one of the dice again until it shows a different result. Match each player’s results to their table below.


Finally, every scenario shares a fifth Glorious Deed: “Victorious: Win the Battle.” Completing any of these Glorious Deeds earns the player 1 Glory Point. Once a Glorious Deed is completed by a player, it cannot be completed again by either player.

RollDie Result – Player 1
1Reaper: Take at least three enemies Out of Action with one of your models during the battle with any ACTION
the model has.
2Sharpshooter: Take out an enemy in Cover while shooting from Long Range. Auto-hit weapons, grenades and
weapons with a blast radius do not count.
3Bloodletting: Inflict a sixth BLOOD MARKER on any enemy with an attack from one of your models
4Feigned Retreat: Retreat from Melee Combat and then shoot and hit the enemy you escaped from during the same
Activation.
5Fickle Luck: Use 2+ BLOOD MARKERS on a single enemy to give one of their ACTIONS -2 DICE (or more).
6Head-hunter: Take two enemies Out of Action with Ranged attacks with a single model.

RollDie Result – Player 2
1Risk It All: Succeed in two or more RISKY ACTIONS with one model during a single Activation.
2Live Dangerously: Retreat from Melee Combat twice with one model during the game.
3Killer Instinct: Take two enemies Out of Action with one model in melee during the battle.
4No Escape: Successfully charge an enemy you cannot see.
5Cast Them Down: Make an enemy fall from a height of 3”+ due to your action (shooting, melee, Supernatural Power etc).
6Show of Mercy: Retreat from Melee Combat with an enemy that is Down.