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Warhammer 40K: ‘Fall of Kasr Myrak’ Mission Looks Tactically Challenging

4 Minute Read
Jul 19 2023
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It’s always nice to see Games Workshop get creative with missions and the “Fall of Kasr Myrak” looks like a challenge for both sides.

While the title of the missions kind of gives away the ending the mission itself is all about making the advancing attackers pay dearly for every inch. With some special rules to make things interesting and a set of shifting objectives this mission will really stretch both sides of the battle.

via Warhammer Community

…the Warhammer Studio has also created a free downloadable battleplan you can play, which gives you a chance to retell the Fall of Kasr Myrak and make the forces of Chaos pay in blood for every inch of Cadian territory they take… before the inevitable end, of course.

Download The Fall of Kasr Myrak Battleplan Here

Fall of Kasr Myrak Mission Details

The first thing to note is that this mission is designed for either Incursion or Strike Force Missions sizes. That’s also true with the board sizes — but refer to the Core Rules pg. 49-52 for more details on that. Now, if you’re playing the game as the “historical” battle then the Astra Militarum would be the defender while Chaos forces would be the attacker. But if you just want to give this one a go with other armies you can roll off for attacker/defender in this mission. It’s also worth mentioning that the defender will get the first turn as well.

Now, let’s get to the more interesting part of the mission rules…

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The defender has a special rule in this scenario called Ordered Retreat. This allows them to fall back and still shoot but at a penalty:

Again, this is a neat nod to the “historical” battle. It’s also very handy as they get to go first and claim those important objectives. Speaking of which, the objectives and scoring are really where the challenge comes into play:

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Starting from round two onwards the objectives will be worth 5 VP each. You’ll score them at the end of each player’s Command Phase. But notice how they will shift throughout the battle. The number of objectives also fluctuates during the game, too. This can make snagging those VPs tricky if you’re not planning for it. There’s also one last kicker for the attacker:

If the attacker can manage to take Gamma objective markers by the end of the game each is worth 10 VPs. That could be enough to swing it one way or the other!

The deployment is another way this mission will really challenge players. The defender will want to be able to move out quickly to snag those four Alpha objectives before the first turn ends because they’ll start to score on the next turn. But that’s going to force them out of their more defensible spot. On the flip side, how does the attacker split their forces so they can threaten all four starting objectives. And then have enough concentrated material to push in as the game progresses?

If you’re looking for a non-standard game with a lot of tactical challenge I would check this mission out. It might look simple on paper and you might have a plan in your head, but once the dice start rolling be prepared to change things up!

 

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What do you think of this mission? Would you give it a shot instead of a non-standard mission?

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Author: Adam Harrison
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