Crusage: The Battle of The Rift

The forces of Hell freshly emerge from the great rend in reality where the city of Jerusalem once stood. Now they begin their own damned crusade against mankind. Can the splintered forces of humanity rise to the occasion and save the world?

Rolling a D12 and consulting the Bolt Action 2 Rulebook led me to Envelopment. Basically Hell needs to break through the Templar lines. Makes sense given my little prologue.

Strategically I thought it would be best for all of Hell’s forces to form a single wave maybe taking a flank and smashing it, so I chose not to split them up.

The Templars formed a battle line:

Here are the rules and stats:

Obviously in this instance I’m ignoring the victory conditions and using the Bolt Action scenarios ones instead.

The Templars get 2 victory points per destroyed enemy unit.

Hell gets 1 victory point per destroyed enemy unit, 2 for each unit within 12” of the enemy table edge at the end of the game, and 3 points for each unit that makes it off of the enemy table edge.

At the end of turn 1 Hell had emerged on the right flank and the Templars shifted across to counter.

The first clash saw the Red Dragon pushing back the Pegasus Templars:

The flank almost crumbled under the Dragon’s onslaught!

While the forces of evil did well in their push a somewhat stranded Golem was battered and blasted to rubble by the Rocket Battery:

Evil countered by slaying a Nephilim. A Hellknight armed with a flamethrower set him ablaze and then Pirate pistols and Necromancer curses finished him off:

The Green Dragon also fell to the Sauracens;

The remaining Pegasus Templar made a valiant charge into the Red Dragon but was slaughtered!

Humanity pressed in but were beginning to look shakier and shakier.

The Rocket Battery finished off the Red Dragon.

And the Shining Templars pulled down the Hellmaster and beat him to a pulp.

But the Devildogs broke through!

The battle as it came to its close had devolved into a few mad scraps, and it seemed the Templars had mostly held.

The Templars and Hexaphim surrounded and slew the heretical Necromancer.

Here’s where things ended on turn 6:

The Templars had come out victorious slaying 6 enemy units and scoring 12 points. Hell had destroyed 5 units and only 1 had made it through the Templar lines meaning they scored 8.

Humanity seems to have been saved, for now…

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