RELIEF OF BASTOGNE
Imperial forces have been engaged in a long grueling
campaign against the Orks on the planet of Wallonia. The Imperial advance
has been slow and difficult. In a surprise winter counter-offensive, the
Orks managed to push back the Imperial lines in the Ardennes Forest. In
the process, the Imperial garrison at Bastogne has been isolated and
surrounded by Orks. The Imperium is now desperate to break the Ork forces
and bring relief to the Bastogne garrison. Bastogne is located on the
opposite corner of the map from the player 1 deployment zone. A small
Imperial Guard garrison is encamped on the outskirts of the city near a
This map is designed for 5 players, using team-play and
fixed starting positions. Team 1 should consist of players 1 and 2, and
it should consist of Imperial forces (any combination desired of Space
Marines, Sisters of Battle, and/or Imperial Guard). Team 2 should consist
of players 3, 4, and 5, who should all be Ork players. Team 2 has an
obvious advantage in the mission, having 3 Ork clans arrayed against only
2 Imperial armies. Additionally, Bastogne is located behind Ork lines at
the opposite corner of the map from the Imperial deployment zones.
Consequently, player 1 is provided with a small advantage with which to
start the mission; he will begin with control of an Imperial Guard
infantry command building and a single squad of Imperial Guardsmen that
will be encamped on the outskirts of Bastogne.
Tactical note: due to the density of the woods, ground
vehicles are restricted in movement to clearings and the icy pathways amid
the forest. Infantry units can move into and through the forest, where
they can take advantage of the light cover.
Although designed for team-play, the map is suitable for a
free-for-all battle against live opponents. It is also suitable for a
single player to fight against the computer AI. Although scripted as a
conflict between Ork and Imperial forces, the map is designed so that you
can use any combination of armies you prefer (keeping in mind that player
1 will always have a squad of Imperial Guardsmen at his disposal as an
ally). The map is enormous, 1024 x 1024 in size. Consequently, it may be
slow to load the mission. If the game runs in a sluggish manner, you may
need to upgrade the RAM in your computer and/or your video card. The map
contains no critical locations, so it cannot be played with the “take and
hold” victory objective; however, any combination of other victory
objectives desired can be employed. The map contains a total of 5 relics,
5 slag deposits, and 31 strategic points.
* * * *
* * *
Nitbit nervously gazed through the trees. Like most
Gretchin, he was hyper-vigilant amid strange surroundings, but he tended
to relax when near to Rotgut, his big Ork companion.
“Where’s we goin’?” Nitbit queried.
“Da Boss wants us to take back dis here forest from
da humies,” Rotgut answered.
“Have you ever seen da forest?” Nitbit asked.
“Nope,” Rotgut replied. “Can’t see da forest. Der
is always too many trees blockin’ my view.”
“Soooo, then” Nitbit reasoned, “how is we gonna know
when we got da forest?”
“Little buddie,” Rotgut spoke with assurance, “da
Boss will let us know when wez got da forest. Jus keep lookin’ up to me
Nitbit cranked his neck back as far as he could on
his slender body. “I always looks up to youz, Rotgut. Youz is good at
zoggin’ da humies.”
“Yep, and I is gonna zog a buncha da humies here
soon,” Rotgut boasted. “Now, go fetch my blasta.”
Nitbit ran a short distance to where the Ork had left
his weapons. For a brief moment, he thought he detected the faint scent
of a humie in the wind. Suddenly, a thunderous noise bellowed behind him,
accompanied by a bright flash of light and a cloud of smoke. Nitbit
turned around to see what had happened, but all he could observe through
the fumes was a crater. In the middle of the crater, a pair of empty
boots remained where Rotgut had stood a moment earlier.
“Zot!” Nitbit exclaimed when he stared down into the
empty shoes. “I guess now youz will be lookin’ up to me!”
* * * *
* * *
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