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.

Lets get gaming!!


Thursday, August 25, 2011

Going On Campaign ..


Its that time again to run another campaign. I've been reading through the Badab War Imperial Armor books and got inspired to run another campaign with my local group. Like the Badab war campaign I plan on making it based on points where each type of game is worth different points from playing boarding actions to apocalypse games. I might do a unique character mechanic where your HQ will gain experience points for each game played with the added benefit of getting to buy USRS with their experience. Below are the details I'm thinking of including..

- Make this a team campaign with teams of 3-6 a side
- Basic sides would be the forces of the Imperium vs. the forces of Chaos/Xenos
- The back story I was going for is of a Space Marine chapter or Battle company that has turned its back on the imperium who they feel turned their back on them. As the imperium starts closing in around them with superior odds, the captain looks to anybody for aid including Xenos and the forces of chaos. So one of the players will need to play a space marine army who will play the role of the fallen battle company. If nobody will take up this role, I could definitely take it using my Chaos space wolves or even fallen Black templars, but I leave it open to anybody.
- The campaign will have 4 phases with each phase lasting 2-3 weeks. During each phase, players are allowed to play games with other players (as many as they like)and as mentioned above, depending on type of mission/game, they are worth a different amount of campaign points. Each phase will have a special mission though that needs to be played by a chosen champion from each team. This mission will be worth the most and can only be played once per phase.
- winning a phase grants a benefit to the winning team for the next phase. For example if Team A wins phase 1, then in phase 2, Team A gets a minus 1 to all reserve rolls etc.

Thats pretty much it, my goal is to keep it simple in order for the campaign to basically run itself with only needing me to keep track of campaign points and not maps, territories, etc so that I can play. Let me know what you guys think...

Tuesday, August 16, 2011

The Forces of Chaos...


ADD and wargaming goes hand in hand with me. Every week I get the itch to play a different army just because I might be reading an old battle report or looking through a codex. With the Nightlords Terminator Commander done, to continue with my Nightlords kick, I started on stripping some of my old metal raptor models to redo them as since these were some of my first models that I painted, they dont look as good as the rest of my army. You would think that after I stripped them, I would then re-base them, prime them, and paint them. The answer is nope as I started with updating my Chaos Daemons army first. The Daemon army needed to have some work done on them as right now I really didnt have much painted for them and still had models that I needed to put together. Among these models, Fateweaver himself which I bought about 2 years ago when he first came out in metal and just never got to putting him together and a squad of Pink horrors which again I bought and just forgot about. I took the time and actually worked on both sets of models, getting them together and actually painting them. Since the daemon army as a whole is more "organic", I went with a fast and quick way to paint them which would still give me the results that I wanted. I decided to use a "staining" technique and primed all my horrors white. Once they were primed I just took a red wash and "washed" the models multiple times to get the desired pink color that I wanted for them. After picking out the details with graveyard earth, bleached bone, and boltgun metal, these models were done. With Kairos Fateweaver, as he is meant to be the center point of the army, I took a little longer with him. Instead of staining, I went with a series of blues which I applied in layers at first and then dry brushed to pick out the details. As you can see from the pics, i just need to finish their bases and they will be done. The list I am running is pretty much a Slaaneshi/Tzeentch themed list with some bloodcrushers as my hammer unit. Below is my list at 1750 points -

1750 Pts - Chaos Daemons Roster -

HQ: Fateweaver, Oracle of Tzeentch (1#, 333 pts)
1 Fateweaver, Oracle of Tzeentch, 333 pts ((C:CD, pp.49 & 78); Unit Type: Monstrous Creature; DG: Daemonic Flight; rDG: Boon of Mutation; rDG: Breath of Chaos; rDG: Daemonic Gaze; DGT: Master of Sorcery; DGT: We Are Legion; rDGT: Bolt of Tzeentch; DGT: Soul Devourer; sW: Power Weapon; S: Oracle of Eternity; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

HQ: Herald of Khorne (1#, 125 pts)
1 Herald of Khorne, 125 pts ((C:CD, pp.32 & 81); Unit Type: Infantry; S: Independent Character; DG: Iron Hide; DGK: Hellblade; sW: Power Weapon; DG: Unholy Might; DGK: Blessings of The Blood God; DS: Juggernaut of Khorne; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Elite: Fiends of Slaanesh (5#, 150 pts)
5 Fiends of Slaanesh, 150 pts ((C:CD, pp.37 & 82); Unit Type: Beasts; DGS: Rending Claws; DGS: Soporific Musk; sW: Rending; S: Hit & Run; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Elite: Bloodcrushers of Khorne (2#, 85 pts)
2 Bloodcrushers of Khorne, 85 pts ((C:CD, pp.40 & 83); Unit Type: Infantry; DG: Iron Hide; DGK: Hellblade; sW: Power Weapon; DG: Instrument of Chaos x1; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Troops: Daemonettes of Slaanesh (10#, 145 pts)
10 Daemonettes of Slaanesh, 145 pts ((C:CD, pp.33 & 84); Unit Type: Infantry; DGS: Aura of Acquiescence; DGS: Rending Claws; sW: Rending; DGS: Transfixing Gaze x1; S: Fleet; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Troops: Daemonettes of Slaanesh (10#, 140 pts)
10 Daemonettes of Slaanesh, 140 pts ((C:CD, pp.33 & 84); Unit Type: Infantry; DGS: Aura of Acquiescence; DGS: Rending Claws; sW: Rending; S: Fleet; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Troops: Pink Horrors of Tzeentch (10#, 170 pts)
10 Pink Horrors of Tzeentch, 170 pts ((C:CD, pp.42 & 85); Unit Type: Infantry; rDGT: Warpfire; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Troops: Pink Horrors of Tzeentch (10#, 175 pts)
9 Pink Horrors of Tzeentch, 175 pts ((C:CD, pp.42 & 85); Unit Type: Infantry; rDGT: Warpfire; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)
1 The Changeling ((C:CD, pp.50 & 80); rDGT: Warpfire; S: Glamour of Tzeentch; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Heavy Support: Daemon Prince of Chaos (1#, 235 pts)
1 Daemon Prince of Chaos, 235 pts ((C:CD, pp.46 & 87); Unit Type: Monstrous Creature; DG: Daemonic Flight; DG: Iron Hide; MC: Mark of Nurgle; DGN: Cloud of Flies; DGN: Noxious Touch; rDGN: Aura of Decay; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Heavy Support: Daemon Prince of Chaos (1#, 190 pts)
1 Daemon Prince of Chaos, 190 pts ((C:CD, pp.46 & 87); Unit Type: Monstrous Creature; DG: Iron Hide; MC: Mark of Tzeentch; rDGT: Bolt of Tzeentch; rDG: Daemonic Gaze; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

The bloodcrushers were a gift to me by the old store manager at my local FLGS who gave me the unit after I painted them for his store. After playing the army for several weeks now, I can say that the army isnt bad. In my last 4 games, I have won twice, tied once, and lost once to Grey knights.

I am definitely going to get more bloodcrushers and maybe a unit or 2 of bloodletters as these guys certainly can take anybody apart and seeing that I am facing more grey knight armies as well, opting for some flesh hounds as well who with the blessing of the blood god are pretty much unstoppable unless dark excoummincation is cast. I might have to pick up skulltaker as well as his stats are just awesome for his points cost. This weekend GW is also releasing a herald of tzeentch on a disc of tzeentch so I will also be picking him up to add more shooting to my army. Let me know what you guys think of the list and if you have some more pointers on using the army, I would love to hear them.

Monday, July 18, 2011

an Update... Plus the Nightlords first loss


Hey guys, time for an update. So far I have been having a lot of fun running my Nightlords army again. Though the army against certain lists is very outclassed, it still puts out a lot of hurt. My first loss came about 2 weeks ago against a very cool all terminator Space Wolves Logan wing with over 30 terminators in 2000 pts. Its funny to think, but I was outgunned from turn one with all of my termie stopping power having a 12 inch range (melta guns)which of course would lead to my squads being mauled by 10 man terminator squads. We rolled up kill points and pitched battle and I played the game as befit a True Nightlord, by running away and being sneaky. My army actually excelled at this as all of my non stationary units are able to move 12 inches. I played the refused flank (I think thats what its called) and deployed all of my army to the right of the board.

He deployed his army to the right as well; with me getting first turn I basically took all my units that could move 12 inches and re-deployed it to the other side!! This took him by surprise as he spent most of the game re-deploying trying to get with in assault range or at least shooting range. I was holding my own until about turn 4 where the brutality of his list reared its ugly head. His 2 assault cannon termie squads along with awesome rolling started taking its toll on my army. I did have a few highlights though with my Termie hammer unit taking out his thunderwolf cavalry unit and a chosen squad holding off 2 termie squads shooting for 2 turns. Final tally, 6-3, was a great game and I really liked his list something that I might try with the Grey Knights.

Pics on this post are of my completed Nightlords Termie Lord. Like I stated in my last post, I wanted to paint up another leader for my list to either add to my assault potential or to run a "cheaper" lord. Believe it or not, the termie lord is cheaper as I dont have to run a retinue bike squad for him. I used some parts from the Grey Knights Terminator box like the helmet and the weapon blade and painted him in the pattern of my other terminators such as the terror markings on his helmet and the lightning bolt symbols on his one open shoulder. Let me know what you think...