Thursday, November 17, 2011

Gaming this Saturday...

I was just made aware that this Saturday, our local flgs will be holding their annual tanksgiving event. As you know this will mean fewer choices for tables so I recommend we try playing somewhere else. We can try Pegasus if you like or can post pone until next week. Players, remember, you can play any day of the week so if some of you can meet up on any other day feel free to do so. I might try going to GW first to see how bad its going to be and then decide to move to Pegasus. We can try GMI as well if that will work.

Monday, November 14, 2011

Campaign Phase 3 - Week 1


Week one of phase 3 brought about a lot of interesting developments in the war against the Arch militant and his forces. After taking devastating casualties, the contingent of Crimson Fists were relieved of duty by the imperium to recup their losses, with more Imperial Guard forces being sent to support the imperial forces. A major battle broke out between a Kabal loyal to the arch militant allied with an ork waaaagh led by an ambitious mekboy against a space marine force led by the triumvirate, 3 of Skyrar's most able warlords. The 2 forces bloodied themselves to the point where both leaders decided to withdraw as no headway was being made. Both Factions then retreated back to lick their wounds. Whats odd is that the fighting on one of the worlds disturbed a nearby Necron tombworld. Angry by the Arch Militants intrusion, the necrons unleashed a force to do battle however as they were still in the first phase of coming online, they were destroyed by the Arch Militant in a furious battle. The necron overlord vowed vengeance learning never to underestimate the Arch Militant again. Seeing the Imperial forces as a tool to be used for now, the overlord decides to secretly support them in their war, as the old adage says, the enemy of my enemy is my friend...

After week one, the tally for the phase is as follows -

Forces of Disorder - 1 Campaign point
Forces of the Imperium - 0 Campaign point


We had 2 players switch out their armies, Matt will playing his orks instead of the Eldar and Brian will be using Necrons instead of his Crimson Fists. Remember, that we are allowing players to switch armies in this phase but after all players have okayed the move.

As always, I will post the rules for the phase in every post below.

Victory in a Battle Mission (1500 - 2000 pts a side, roll for battle mission used)is worth 2 Campaign Points
Victory in an Objective game (4 Objectives, 1000 - 1500 points a side, Roll for deployment as normal)is worth 2 Campaign Points
Victory in a Team Battle (1250-1500 per player/2500-3000 pts a side)is worth 3 Campaign Points
Other Victories are worth 1 Campaign Point

Phase 3 special mission - Genocide on Planet 483 is worth 4 Campaign Points

Special Mission - Genocide on Planet 483 -
With the momentum going to the Imperium at this point in the campaign, The Arch Militant in his rage resorted to using forbidden weapons in an effort to beat back the invasion of Planet 483. The Imperial forces discover this plan and organize a defense to prevent the forbidden weapons from being used by blocking the path of Transports carrying the weapons, knowing that they must not fail. This mission is a modified battle mission/City of Death game with the Imperials having 1500 points. The Forces of Disorder have 2000 pts for this game and in addition they have a number of modified Rhinos (4 additional) with self destruct devices carrying cannisters of the dreaded toxin-101 virus.

Deployment - This mission uses a 6 by 4 foot table with as much urban terrain as possible per the city of death rules. The table is divided into 3 sectors length wise with both ends being deployment zones. Choice of deployment zone goes to the winner of a roll off who chooses one side while the other player picks the opposite side. First turn goes to the winner.

Special Rules - Weapons of Mass Destruction - The Fallen Player begins the game with 4 additional Rhinos that are wired with self destruct devices. In all ways these are treated as normal Rhinos without any optional upgrades except that they can not transport any models. These Rhinos may be indistinguishable from other "normal" Rhinos so mark them in some way to avoid argument on which is which (label them secretly). The goal of the Fallen player is to detonate these Rhinos inside the Imperial deployment zone. This is done during the Fallen players shooting phase, the Rhino "explodes" and is removed from play and everything within 2D6" suffers a wound on a 3+ with an AP of 3, vehicles are unaffected, no cover saves are allowed. If the Imperial player is able to destroy a rhino in their turn, the bomb onboard will only detonate on a 5+. Each time a Rhino is destroyed, another bomb carrying Rhino may enter play from reserve the next turn for the Fallen Players table edge. The games lasts the normal 5 turns with rolls to continue to six on a 2+ instead of a 3+ and a roll of a 4+ to continue to turn 7. Each Rhino detonated by the fallen player is a point for them with the game ending in their victory if they detonate all 4 of the Rhinos in the imperial deployment zone. The Imperial player scores points by destorying the Rhinos in their turn. Game immediately ends if all 4 are destroyed. The Rhinos are the objectives fellas.

Cities of Death Stratagems - The fallen player may select 2 cities of death stratagems from the key building and armoury stratagems lists. The Imperial player may select 2 stratagems from the key building and dirty tricks stratagems lists. I have a cities of death book so please let me know if you need to borrow it.

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.
New rule for this Phase and beyond - Any unit that flees the table will lose 1 ability if they have more then 1. If they only have one, they will lose that 1 ability.
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)

Happy Gaming!!

Thursday, November 10, 2011

Campaign, Phase 3 Bloody Omens


Campaign Phase 3 - Bloody Omens

The war against the fallen captain has reached its zenith with nobody holding back in order to bring him to justice. Taking to calling himself the Arch Militant, the fallen captain shows his anger by giving the order to all of his forces to annihilate all before them. Whole worlds are laid to waste as both Imperial and Fallen fight tooth and nail in order to utterly destroy the other.


Below are the rules for this phase.

Victory in a Battle Mission (1500 - 2000 pts a side, roll for battle mission used)is worth 2 Campaign Points
Victory in an Objective game (4 Objectives, 1000 - 1500 points a side, Roll for deployment as normal)is worth 2 Campaign Points
Victory in a Team Battle (1250-1500 per player/2500-3000 pts a side)is worth 3 Campaign Points
Other Victories are worth 1 Campaign Point

Phase 3 special mission - Genocide on Planet 483 is worth 4 Campaign Points

Special Mission - Genocide on Planet 483 -
With the momentum going to the Imperium at this point in the campaign, The Arch Militant in his rage resorted to using forbidden weapons in an effort to beat back the invasion of Planet 483. The Imperial forces discover this plan and organize a defense to prevent the forbidden weapons from being used by blocking the path of Transports carrying the weapons, knowing that they must not fail. This mission is a modified battle mission/City of Death game with the Imperials having 1500 points. The Forces of Disorder have 2000 pts for this game and in addition they have a number of modified Rhinos (4 additional) with self destruct devices carrying cannisters of the dreaded toxin-101 virus.

Deployment - This mission uses a 6 by 4 foot table with as much urban terrain as possible per the city of death rules. The table is divided into 3 sectors length wise with both ends being deployment zones. Choice of deployment zone goes to the winner of a roll off who chooses one side while the other player picks the opposite side. First turn goes to the winner.

Special Rules - Weapons of Mass Destruction - The Fallen Player begins the game with 4 additional Rhinos that are wired with self destruct devices. In all ways these are treated as normal Rhinos without any optional upgrades except that they can not transport any models. These Rhinos may be indistinguishable from other "normal" Rhinos so mark them in some way to avoid argument on which is which (label them secretly). The goal of the Fallen player is to detonate these Rhinos inside the Imperial deployment zone. This is done during the Fallen players shooting phase, the Rhino "explodes" and is removed from play and everything within 2D6" suffers a wound on a 3+ with an AP of 3, vehicles are unaffected, no cover saves are allowed. If the Imperial player is able to destroy a rhino in their turn, the bomb onboard will only detonate on a 5+. Each time a Rhino is destroyed, another bomb carrying Rhino may enter play from reserve the next turn for the Fallen Players table edge. The games lasts the normal 5 turns with rolls to continue to six on a 2+ instead of a 3+ and a roll of a 4+ to continue to turn 7. Each Rhino detonated by the fallen player is a point for them with the game ending in their victory if they detonate all 4 of the Rhinos in the imperial deployment zone. The Imperial player scores points by destorying the Rhinos in their turn. Game immediately ends if all 4 are destroyed. The Rhinos are the objectives fellas.

Cities of Death Stratagems - The fallen player may select 2 cities of death stratagems from the key building and armoury stratagems lists. The Imperial player may select 2 stratagems from the key building and dirty tricks stratagems lists. I have a cities of death book so please let me know if you need to borrow it.

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.
New rule for this Phase and beyond - Any unit that flees the table will lose 1 ability if they have more then 1. If they only have one, they will lose that 1 ability.
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)

Happy Gaming!!

Tuesday, November 8, 2011

Campaign Phase 2, Week 3 Update


Time for a Campaign update -

The detachment of Grey Knights refused to let their honor suffer. After suffering a great defeat at the hands of the Eldar, In order to keep their honor intact they began the recovery of all of their Slain brothers to grant them the honor of a hero's burial back on Titan. Lost amongst their number was a Brother-Captain whose body had fallen into the hands of a Space Marine Force loyal to the Fallen Captain. These Marines were not just going to sit idly by and not use this as an excuse to bring even more death to the grey knights and so decided on ambushing them, to use the body of the fallen Brother-Captain as bait. Not to be outdone the Grey Knights fought and were able to recover the body of their Captain, but at great cost to their forces including the death of a mighty librarian hero.


With the special mission done for this phase, this brings about the closing of phase 2 of the Campaign and the final tally for both sides is as follows -

Forces of Disorder - 5
Forces of the Imperium - 7

With the Imperium taking this phase, they will be granted the following ability for the next phase - All Fast Attack Choices count as scoring. I will be posting the rules for the next phase in the next day or so including the special mission rules. I have had some requests from players of wanting to switch out armies. I for one am ok with this however all parties in the campaign need to be in agreement of the choices as we really want the teams to remain balanced as much as possible.

I have attached some pics of my finished Nightlord Terminators to show you what I am currently working on, these were old ones that I painted back several years ago however as I painted my new ones with terror markings and lightning bolts, I wanted to update these as well. Let me what you guys think...