Setup & Game I: The Last Stand of Lakonia | Trench Crusade Campaign

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​In the year 1915, amidst the rugged mountains of Karyes in Lakonia, Greece, a dire battle unfolds. Hell-spawned entities, unleashed upon the world centuries prior, have now reached the Peloponnese, leaving devastation in their wake. Amidst this chaos, the resilient warriors of New Antioch stand as the last bastion of hope, determined to repel the infernal tide and protect their homeland. Opposing them are the malevolent forces of the Court of the Seven-Headed Serpent, orchestrators of Hell’s war against Creation, seeking to corrupt and annihilate all in their path. The stage is set for a confrontation that will determine the fate of Karyes and perhaps all of Greece.​

Scenario: Clash at the Mountain Pass (First Battle)


Background:
The Court of the Seven-Headed Serpent has pushed deep into the Peloponnese, and the Greek defenders of New Antioch are holding the line near the rugged Karyes Mountain Pass. The battlefield is a brutal trench system, where each side fights desperately to survive and claim victory. The Greeks must hold their ground while the Serpent’s forces attempt to break through their defenses.

Objectives:


  • Primary Objective: Command Bunker (Center of the Map)
    • +1 VP at the end of each round for controlling it.
    • +2 VP at the end of the game if still controlled.
  • Secondary Objectives: Ruins (Left & Right of No Man’s Land)
    • Each ruin is worth +1 VP per round if controlled.
    • Each ruin is worth +1 extra VP at the end of the game if still controlled.
  • Victory Condition:
    • The player with the most total Victory Points after Turn 5 wins.

Setup:

Map Layout:

  • The battlefield is 4’x4′ with two opposing trench lines and 12″ No Man’s Land in between.
  • Trenches (Defensive Positions) provide Cover (-1D ranged attacks) to units inside.
  • Ruins provide provide Cover (-1D ranged attacks) to units inside and act as key objectives.

Deployment Zones:

  • New Antioch (Defenders): Deploys within 12 inches of their battlefield edge, positioned inside a trench system.
  • Court of the Seven-Headed Serpent (Attackers): Deploys within 12 inches of their battlefield edge, prepared to assault the Greek positions.

Terrain Features:

  • Trenches: Provide Light Cover and allow units inside to fire with protection.
  • Ruins: Provide Light Cover, making them valuable defensive positions and provide victory points.
  • Command Bunker (Central Objective): A fortified position contested by both sides.

Special Rules:

  1. Game Length: 5 rounds
  2. No Man’s Land (Hazardous Terrain):
    • Models that move through No Man’s Land (the center 12 inches of the battlefield) must roll a D6 when they enter it. On a 1, they suffer 1 Blood Marker due to enemy fire or hazards in the environment.
  3. Trench Warfare:
    • Models in trench lines gain Cover for ranged attacks.
    • Difficult Terrain: Movement through craters and other rubble areas is halved.

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.