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

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!!

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)

Friday, September 10, 2010

Back to Chaos...


Last Saturday was the last week for my planetary empires campaign and wow was it full of surprises... Overall with almost 13 titles our local Eldar player took it beating out both a blood angels and space wolf player for the top spot, maybe their is something to this idea that its the player that makes the list and not the list that makes the player.

The missions varied as well and not all objective based so these wins were not easy. Of the 8 players I thought that it would come down between the Blood angel, the Space Wolf, or the Chaos player who plays a solid Slaaneshi themed list and who in fact tied the eldar player who besides the tie went undefeated. I unfortunately wasn't able to play as yet again all of the players showed up. No pick up games either as all the tables were being used.
Oh well, this week began with me concentrating on getting back to my Chaos/Space Wolves army and actually finishing my first 20 Grey Hunters/Chaos space marines. Now I need to concentrate on my 15 man Bloodclaws squad, my 2 Long Fangs squads, and my 4 HQ's which I already started on.

I have a 2000 pt tourney that I might be a part of and I would love to take this army, but we shall see as I would like to have more of it done before I take it for a test drive. Pics are of my Finished Chaos marine/Grey Hunters (just got to do the trim around the bases). Let me know what you think...

Thursday, August 12, 2010

Plantery Empires...


This weekend is the 2nd round of my Planetary Empires Campaign. I asked the GW manager if he would allow me to run a Plantary Empires campaign several weeks ago and he loved the idea. I purchased the tile set about a year ago and have only got to use it once since then, a campaign in which I tried to do a team based one failed miserably as I had a huge issue with getting 12 players to "show up" to play. I decided to run this one without some of the complications in team games and opened it up to 8 players who will fight it out in a 4 week campaign. I modified the rules as well, basically the rules for the buildings I kept the same such as getting a USR for each command bunker for a unit, 50 additional points for each manufactorum, etc. I did create some specific scenarios however kept them pretty simple as to not confuse the players or myself.

The Map is just great for keeping track of wins and losses and inspires players to try their best at winning as with each loss, they lose one of their precious tiles. The games have been surprising with the supposed "good" players losing to the mediocre players in some games and supposed top codex's losing to non competitive ones. All in all the campaign has been fun to run and I can't wait to start another one, I will just make it a point to play in the next one as in this one everybody is showing up to play with no chance to play the "ringer" unlike the last time I ran it. The next time will also have more of a theme, Imperium vs. Chaos/Xenos or something like that. We shall see..