Saturday, October 22, 2011

Campaign Phase2 update Week 2...


Time for an update. Battle continued this week with the remnants of the Eldar loyal to the fallen captain eager to avenge their loss at the hands of the forces of the imperium. Seeing their opportunity, they pounced on a Grey Knight force who were on patrol and wiping them out with only 2 battle brothers and a dreadnought left to tell the tale. The Eldar under the command of a talented Farseer anticipated every move and destroyed the mighty knights. With this victory, the forces of disorder are back in the lead. Below is this tally of both forces in phase 2.

Forces of Disorder - 5 points
Forces of the Imperium - 3 Points


Also be aware that next week, the manager at our local shop will be conducting Halloween festivities and so will be using all of the tables. She asked that I let you all know as this might not interest you and there will probably not be any tables available for us to play on. You are welcome to play games at another store, during the week, or we can postpone games this week until the following week. Let me know what you guys think of this

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 Campaign 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)

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)

Wednesday, October 12, 2011

First Phase Conclusion...


The first phase of the campaign ended last Saturday and with it victory to the evil forces of the fallen Captain in this phase. In a surprise attack against a Crimson Fist detachment containing 3 of their leaders heavily involved with the campaign, the forces of disorder led by the fallen Captain himself managed to nearly decapitate the Crimson Fist leadership. Heroics on the part of both their Liberian and their Captain saved what was left of their forces to fight once again as vengeance was sworn over the bodies of their fallen brothers.

With victory going to the Forces of Disorder, for Phase Two of the campaign, they will gain the ability to re-roll any Deep Strike scatter rolls for the entire phase. Below are the rules for phase 2

Phase II - War in Earnes
t
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)

And as always, I will post the rules for each phase on every update.

Saturday, October 1, 2011

Campaign Update Week #2 and #3


Time for another update to our campaign - after another 2 weeks of fierce fighting, the forces of the fallen space marine captain have once again held off the forces of the glorious Imperium. In a Void battle which culminated in a massive boarding action by a force of Grey Knights, the combined forces of the fallen captain's forces were able to repulse the attack and claim victory for their Lord. The captain's Eldar allies also took the brunt of a large Imperial Guard regiment and fought it to a Bloody stalemate!! Space Marine allies of the Fallen Lord also fought a Crimson Fist company to a stalemate with both armies losing a lot of battle brothers as each side fought to the death!! It appears that the Fallen Captain forces are ready and able to combat the armies of the Imperium and win. Hope for the Imperium however came with the combined forces of a Grey Knight Brotherhood led by Draigo himself, allied with Skyrar's Dark Wolves who took the fight to an allied coalition of Dark Eldar and Space Marine allies and finally got a hard fought win for the Imperium!!

With the first real blow dealt to the Fallen Captain in the first phase of the campaign, the first phase will come to an end next week (Oct. 8) with our Special Mission game. The tally for both teams are below -

Forces of Disorder - 7 points
Force of the Imperium - 2 points

Remember teams, you must choose a champion for your team who will fight for your team. Rules for the game are below along with the rules for the entire first phase.


Campaign Rules - Phase 1
In order to make it easier for all of the players of the campaign, I am going to list the rules for each phase on my blog in order for all of the players to have easy access to the rules.

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)

Campaign Phase 1 -
Storm Clouds gather
With the Imperium starting to build up its presence around the Fallen Space Marine companies Base planet, the captain reaches out to anybody for aid. He feels that he will just use them to keep the Imperium off of his back long enough to plead his case to the High Lords of Terra. Unfortunately for him, the fact that he going to xenos and heretics for aid just makes him look even more guilty -


Victory in a Boarding Action (1000 pts or more a side) is worth 3 Campaign Points
Victory in a Team battle (500 pts each player or more (no more then 1750 per player) is worth 2 Campaign Points
Other types of games (regular 40K games, etc.) is worth 1 Campaign Point.

Special Mission - The Massacre at Bellerophon's Fall - is worth 4 Campaign Points - Remember, this game can only be played once. Each team must select a Phase Champion to play this special mission.

The forces of Disorder have managed to isolate and encircle forces of the Imperium on the ruined industrial moon of Bellerophon's Fall. Here they hope to decapitate the enemy's force leadership in a single devastating blow before they can bring in reinforcements.
This game is a 2000pts games on each side, chosen as normal. The Imperial forces however need to take 3 HQ selections as these will play the part of objectives in the mission. For every one that is killed or leaves the battlefield (run off), the forces of disorder gain an objective point. For anyone that survives, the Imperial forces gain an objective point. Kill points are also used, the one with the most kill points count as having gained an extra objective. If they choose, the forces of disorder may trade in a heavy support slot to run an additional fast attack slot.

This mission uses a 6' by 4' playing area with a 12" border area around the edges. Terrain is setup as normal with the insides of building or ruins counting as both difficult and dangerous. The imperial forces deploy first, deploying their forces into the central area of the table. Unless they have ability to deep strike, no imperial units can be held in reserve. The forces of disorder deploy second anywhere along the the 12 inch border but not closer then 6" of an enemy model. They can keep as many units in reserve as they wish. Unless deep striking, their forces may enter from any table edge.
First turn is roll off, whoever wins gains first turn however if the forces of disorder have fewer units on the table then the Imperial forces, they gain +1 to their roll's result.

Special rules - Twilight Assault: Roll a D6 at the beginning of each game turn. On a result of 4+, the rest of the game is played using Night Fight.
Game Length is 6 turns only, however at the end of the 5th turn, players must roll to see if the game continues to turn 6.

If the Imperial forces win the phase, they will have +1 to all reserve rolls for the next phase. If the Fallen forces win, they can re-roll Deep Strike scatter dice in the next phase.