Showing posts with label 40K Campaign. Show all posts
Showing posts with label 40K Campaign. Show all posts

Monday, June 25, 2012

Week 3 40K escalation league, some more thoughts..

With the 3rd phase of the escalation league come and gone, my daemons are still going strong. At the 1000 points level, I wanted to add in another big threat to the army that is both scary and imposing. I decided to go with a Nurgle daemon prince with wings, noxious touch, cloud of flies, and iron hide. Expensive when it comes to Chaos Space Marine daemon princes for sure but with the ability to wound anything on a 2+ regardless of toughness and getting both defensive and offensive grenades, makes him quite a threat on the battlefield. So far my daemons are undefeated in the league with my latest opponent being a tyranid player. Great player who I wish I can get to play more games with, this game was just plain fun. He brought to the a field a tooled up hive tyrant with 2 guards, a big squad of genestealers with broodlord, 2 big squads of warriors, and a tooled up Trygon prime. We rolled capture and control and dawn of war with me going first. The game went on to Turn 5 with me winning the game 1-0 as I had killed all of his scoring units by turn 4. Props to the Tyranids though, I underestimated his genestealers who ended up taking out my horrors (of course) but also a squad of bloodcrushers. I had to multi-assault the genestealers with another bloodcrusher squad, my deamonettes, and my daemon prince to finally take them out. My deamon prince then went on a tear who with my fiends ended up taking out both warrior squads and his Hive tyrant who had a tyrant guard with him!! He just couldnt wound the daemon prince as I kept making my 5up invul saves. His Trygon finally got into combat with him and at the end of the game had put 2 wounds on him. I had the Trygon with 3 wounds left and probably would have killed him off if it had gone one more turn. More definitely happened in this game but as it happend several weeks ago, I forgot a lot of what happened, suffice to say my opponent and I had a great time which in the end, is all I am truly looking for though it nice when you win... lol. My daemons are still undefeated in this league but with the local FLGS closing (I am truely sad about this)it seems as if the league will end at this point. This brings me to my next thoughts or thought, (whatever) and the timing of this closure. I had wished that the store (GW store by the way) had stayed open to account for 6th edition as I had hoped they would do an all night gaming session to kick off 6th edition like it did with 5th. The closing of this store will also impact where we gather and play as the only other gamestore in town tends to close a little bit early. The good news is we and a bunch of the guys are busy building tables at our homes so we can keep the community alive and maybe host tourneys, etc. I would have loved to finish the escalation league and have a complete 2000 pt daemon army painted so now its on me to continue the momentum to get this done. With 6th edition on the horizon who knows where my attention will be. Pics are of my finished Daemon army at 1500 points, (2000 of course but not finished painted yet). Let me know what you guys think.

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!!

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
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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.

Sunday, September 11, 2011

Campaign Phase 1 Results First week -



Time for a quick update on the Campaign, as part of my on going posts, I will always copy the campaign rules of the phase that we are on so players will not have to look for an old post containing the rules. Also, for the players that already rolled for their special abilities for their units, please email me the unit that has the ability, and the ability that you rolled for them at ivanacobian@gmail.com as I would like to track this. For all other players, please do not roll for the ability until your next game. Also, remember that each team will need to select a Team champion for the phases special mission game. The special mission will need to be played no later then 9/30. Also, remember games can be played any day of the week, just keep track of the type of game and who won so I can include the results in the updates. If you need to reach me to see if I am available during the week for a game, just email me or post a message on the blog.

We finalized the teams for both sides with the following break down -
The campaign will have 12 players, with 6 players to a side

Forces of Disorder
Matt - (Playing Tyrants Legion)
Jeremy - (Playing Dark Eldar)
Alex - (Playing Tyranids)
Matt - (Playing Eldar)
Sean - (Playing Evil Space Marines)
Thomas - (Playing Drop pod Marines)

Forces of the Imperium
Brian - (Playing Crimson Fists)
Ivan - (Playing Skyrar's Dark Wolves)
Clayton - (Playing Ultra Marines)
Manuel - (Playing Grey Knights)
Daniel - (Playing Imperial Guard)
Geoff - (Playing Salamanders)

Campaign Update -
The first day of gaming was a dire day for the forces of the Imperium. Both coalitions fighting for the Imperium were crushed by the the forces of the traitorous Space Marine captain. In game 1, the Ultra Marines and Grey Knight forces were crushed by a team of Eldar and Tyranids and so scored 2 points for there side. In game 2, the Crimson Fists and the Dark Wolves were bloodied by forces of Dark Eldar and the Tyrants legion who also scored 2 points for their side.

Final Tally -
Forces of Disorder - 4 points
Forces of the Imperium - 0 points

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. I will list the rules per phase and will update the status of each side so we know who is in the lead, armies being played by players, and the special mission that will need to be played by the phase champions. After speaking to the group today, we have decided that each team will have 3-4 members, one team playing the Imperium, and the other playing the forces aligned with the falling Space Marine Battle Company (Forces of Disorder)that I eluded to during my last post. Matt has agreed to play the fallen space marine army and if he likes has access to play the Tyrant's legion from Imperial Armor 9. We still need to decide on teams so hopefully we can get that sorted out next week and start the campaign. Like the campaign that the former manager of our local FLGS did, we agreed to have Unique HQ's, squads, and vehicles the ability to gain veteran skills after each game.
I will be using the table detailed in the 40K main rule book for this and it will be based on the following -
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.

Lets get gaming!!

Saturday, September 3, 2011

Campaign 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. I will list the rules per phase and will update the status of each side so we know who is in the lead, armies being played by players, and the special mission that will need to be played by the phase champions. After speaking to the group today, we have decided that each team will have 3-4 members, one team playing the Imperium, and the other playing the forces aligned with the falling Space Marine Battle Company (Forces of Disorder)that I eluded to during my last post. Matt has agreed to play the fallen space marine army and if he likes has access to play the Tyrant's legion from Imperial Armor 9. We still need to decide on teams so hopefully we can get that sorted out next week and start the campaign. Like the campaign that the former manager of our local FLGS did, we agreed to have Unique HQ's, squads, and vehicles the ability to gain veteran skills after each game.
I will be using the table detailed in the 40K main rule book for this and it will be based on the following -
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.

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