Sunday, October 16, 2011

Campaign Phase 2 week one updates


The first week of phase 2 brought along a lot of bloodshed amonst the 2 factions. In the first openning battle, the fallen captain took to the field of battle and crushed a Grey Knights detachment who were sent out along with a full Assassin team to silently take him out. A battle also broke out between a space marine company allied to the fallen captain with some Dark Eldar allies against a loyal space marine company and their Grey Knight allies who fought each other to a stalement with both sides bloodying each other in furious combat! The battle raged for hours until both sides decided to leave the field of battle to lick their wounds. Hope however arose for the Imperium as Skyrar's Dark Wolves tore into the Eldar allies of the Fallen Captain slaughtering all before them to the anger of the the Fallen Captain.

A total of 3 games were played for the first week of phase 2 culminating in the following tally for both Teams -

Forces of Disorder - 3 points
Forces of the Imperium - 3 points

As always, I will be posting the rules for the campaign with every post for convenience.


Phase II - War in Earnest
There is no turning back now as the Fallen space marine commander pulls all of his forces to engage the forces of the Imperium. Sin and Heresy, betrayal and treachery most foul are revealed as the forces of the Imperium fight back against this powerful enemy.

Games of Warhammer 40K of 2000pts a side are scored as follows
-
Victory for the Imperial forces - 3 campaign points
Victory for the Forces of Disorder - 2 Campaign points
Any Draws and Ties - 1 Campaign point for the Forces of Disorder only

1500pt games of Boarding Action - Victories for any side - 2 Campain Points

Other Types of Games - 1 Campaign Point for any victories

Special Mission for the phase - Betrayal at Sounds Fall - 4 Campaign Points

This game is played using the Boarding Action Rules - After 2 years of battle a Parley between an Imperial Commander and the Fallen Captain on a ruined Space Station ends in Murder and Betrayal. Amid the fire and confusion of a void battle happening on the outside, Imperial Forces with revenge on their minds attempt to retrieve the body of their fallen Lord. The Forces of Disorder have other plans however, to make an example of any force that opposes them. The Imperial side has 1000 points of forces available to them using the usual restrictions of an attacking force in a Boarding assault game. They also get the services of a mighty Librarian with his honor guard for free (see me for the rules). The Forces of Disorder get 800 points of forces following the rules of the defender in a Boarding action mission.

Objective - The objective of this battle is simple, the recovery of the fallen imperial commander's body. This objective is mobile but may only be moved by imperial models. Any imperial model in base to base with the objective may move it with them as long as they move no more then 6 inches that turn (no running,, jump moves, etc.); they can also not assault while carrying it. They will defend themselves however if they are assaulted with their normal attacks. If the model carrying the objective is killed, the objective is simply left where it falls. In order to win, the Imperial forces must end the game in possession of the objective or if an imperial model "leaves" the table with the objective via their deployment zone. If this happens during the game, the game automatically ends with an imperial victory. On any other result, the forces of disorder win (they have the objective or nobody has the objective)

Setup - This game is played on a 4'by 4' table cut into 4 quarters with a 12 inch circle in the center of the table where the objective is placed; no models maybe placed within the 12 inch circle and at least 6 inches away from it. The Forces of Disorder pick any table quarter and deploys first following the boarding action rules for defender, the Imperial player then picks any table quarter they like and deploys there. First turn is always given to the Forces of Disorder however the Imperial forces may seize the initiative on a roll of 6. Game length is 6 turns with no roll needed after turn 5 or when the Imperial forces move the objective off of the table.

Game Special Rules - Death before Dishonor - Any Imperial unit with in 6 inches of the objective is fearless.
Night Fighting - Night Fighting is in affect through out the entire game
The Catastrophic Damage table is in affect the entire game, however rolls for this are done at the beginning of every player turn and not game turn!!!

Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)

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