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Made in us
Devastating Dark Reaper





Ohio

***NEW CAMPAIGN. Click to skip down a few posts to check out the beginnings of a new campaign.***


Hey. Just as a warning, this is most certainly a huge block of text, enter at your own risk. I'm longtime player of 40k and lurker here on the forum. I play very regularly with 2 friends of mine which as you can imagine presents a problem with 3 people. More often than not we play 1v1 games and the third person is the rules lawyer. These are fairly laid back games with quite a bit of drinking involved. Anyway, I got the grand idea a few weeks back to try and bring a little excitement into the games. Our armies and lists have gone through a sort of arms race as they each become more refined and competitive over time. As fun as the game is, the lists have become sort of static. Even with multiple armies each, the small pool of players has seen most match-ups played out many many times. We have been trying to get this campaign off the ground for a few weeks now, but conflicting schedules have made it extremely difficult at best. Hopefully the first battle will be this weekend and I thought I'd share my ideas and look for a little insight before this Friday.

To try and introduce a little more variety into the games I came up for the idea for a 5 mission campaign. Each of the missions is a little bit different, but are based on existing rules, and slight modifications of scenarios from older rulebooks. The main goal for was to allow each mission to affect the following missions in the scenario in some manner. The first method I used is that I have adopted a kind of attacker and defender feel to the missions much like older editions. This will allow the victor of one mission a slight advantage of choosing deployment first or taking first turn which is always a welcome benefit, but not debilitating to the opponent by any means. For those interested in a detailed version, the Campaign Outline is included in the spoiler tag.
Spoiler:

Name - Deployment Type - Mission Objectives - Point Limit. If you don't recognize them, check the 3rd and 4th Edition 40k rulebook scenarios.

Battle 1 - Initial Confrontation - Pitched Battle - Objectives Take and Hold (3) - 1000 Points
Surface scans have revealed strange energy signatures at 3 distinct sites. Landing party sent to investigate.

Objectives on the center line every 18". Each objective controlled may provide additional Awards to the unit that controls it.

Battle 2 - This Means War - Spearhead - Capture and Control - 1500 Points
Opposition encountered by landing party. Attack contingent sent to displace the enemy.

Winner of Battle 1 may choose to take first deployment and turn. If there was no winner, roll as normal for first deployment but the opponent may Seize the Initiative on a roll of 5+. In the event of a tie, the player with the most killpoints is the winner.

Battle 3 - Down But Not Out - Dawn of War/Sabotage - Sabotage - 1500 Points (Night Fight)
Primary attack repelled. Secondary forces sent under cover of darkness.

One objective at the center of the board. Winner of battle 2 deploys as Dawn of War within 8" of the objective (Defender). Loser of Battle 2 chooses a long board edge and deploys as Dawn of War (Attacker). All units must deploy at least 20" from enemy units. The Defender's board edge is opposite the Attacker's chosen deployment. All remaining forces enter as Dawn of War reserves from the corresponding player's board edge. Whomever has the mos scoring units within 6" the single objective wins. Attacker may choose to take the first turn. After each game turn starting with turn 2, roll as if for reserves to end Night Fight.

If the Winner of Battle 3 also won battle 2, play Battle 4A
if the Winner of Battle 3 was NOT the winner of Battle 2, play Battle 4B

Battle 4A - Cut Off the Head - Ambush - Blockade - 1500 Points
Sabotage successful. Press our advantage, cut them down as they flee.

Cataclysmic Storms - A huge storm has rolled in right at the onset of the battle with extremely high winds. Units able to move faster than 12" may not as the winds make navigation at those speeds impossible. Additionally, units may not Deepstrike or Outflank due to communication interference.
Loser of Game 3 is the Defender and goes first. Defender chooses a short board edge. Defender deploys in a convoy 12" inches wide along the center line longways up to the center line shortways. Attacker may deploy anywhere within 12" of their short board edge. Attacker must prevent enemy units from escaping off his board edge. Defender must attempt to break through the enemy lines. Double experience for killing/saving HQ.

Battle 4B - Cut Off the Head - Strongpoint - Assassination - 1500 Points
Opposition is tenacious. If the leader is slain the rest will fall.

Seismic Instability - While there is an abandoned fort here, the ground is remarkably unstable. At the end of each Game Turn, 2 Seismic Ruptures occur. Each Seismic Rupture is fired as a small blast marker centered on the Strongpoint and scatter as normal. Non-vehicle units hit by the template must pass an initiative test or be removed from the game with no saves of any kind (See Jaws of the World Wolf Space Wolves rules). For the remainder of the game, treat the area covered by the blast marker as both difficult and dangerous.
Loser of Game 3 is the Attacker and goes first. Objective is to kill the most expensive Defender HQ. If it is killed the Attacker wins, otherwise the Defender wins.

Battle 5 - This Planet is Ours - Pitched Battle - Annihilation - All Remaining Forces
Now we crush the stragglers.

Winner of Game 4 may choose to take first deployment and turn. If no winner roll as normal for first deployment but the opponent may Seize the Initiative on a roll of 5+


Another way I have tried to link the missions together are Attrition and Battle Honors which are both outlined below. In order for both of these mechanics to work I needed what I am calling a Force Roster. Before the campaign begins, I have asked both my friends to submit a 3k point roster for their armies. These armies do NOT have to follow the FoC limitations and are intended as a pool from which to draw units for the missions themselves. The one limitation I have added additionally, is the Force Roster may not include more identical units than would be allowed in a single FoC. This is to prevent spamming and "hot swapping." The idea is that a Space Wolf/Ork contingent arrives at the planet and these are all the forces they can muster. For each mission a legal battle list of specific size must be taken from this larger pool. My intent was to promote the inclusion of some specialized units that may not be very useful in all scenarios, but in specific settings can really excel. Additionally these squads may not be enlarged reduced, or have their wargear modified in any way from how they appear in the Force Roster.

The first reason I need this persistent roster is what I'm calling Attrition. I want to represent the wear and tear of repeated battle engagements on a static force and so not every model will survive from mission to mission. I have come up with a manner in which most units will be replenished from fight to fight, but those that were extremely damaged may not return with everyone still intact. For those interested in a detailed version, Attrition rules are included in the spoiler tag.
Spoiler:

Attrition
In order to represent the effects of prolonged conflict on a limited force, not every individual will live from one battle to the next. Infantry and Vehicles are treated differently. Infantry, Bikes, Cavalry, and Monstrous Creatures are all subject to the following levels of Attrition.

Infantry - Weakened - For each unit ending the battle at more than 50% of it's original strength, each model killed in the previous battle is replaced, and the squad returns to fighting strength.

Infantry - Crushed - For each unit ending the battle at 50% or less of it's original strength, after the game they may attempt to Resupply as detailed below.

Infantry - Annihilated - For each unit ending the battle at 25% or less of it's original strength, after the game they may attempt to Resupply as detailed below. Additionally this unit will NOT be available for active duty in the following battle.

Resupply - For each model killed in the previous battle, roll a single D6. On a roll of 3+, the model is sufficiently healed or a replacement is found, otherwise they are removed from the Force Roster for the remainder of campaign.

NOTES
-Multiwound models return to full strength following every battle.
-The original strength of a unit is determined by its strength at the beginning of the battle and not the number of models in the original Force Roster entry. You will not be penalized for running a smaller squad that has seen previous battle.
-Units with models lost for the remainder of the campaign must still pay the cost listed in the Force Roster even if that includes models, weapons, or powers which they no longer posses.

Vehicles will be subject to the following levels of Attrition

Vehicle - Battered - For any vehicle which has suffered a permanent damage result of Destroyed - Wrecked, or Damaged - Immobilized, repair crews are able to get the battered hulk moving again removing these damage results. In addition the vehicle may make Field Repairs as detailed below.

Vehicle - Critical - For any vehicle which has suffered a permanent damage result of Destroyed - Explosion, roll a single D6. On a roll of 3+, the repair crews are somehow able to piece the wreckage back together and additionally the vehicle may make Field repairs as detailed below. On a roll of 1 or 2, the vehicle is beyond repair and removed from the Force Roster for the remainder of the campaign.

Field Repairs - Repair crews are too busy salvaging whole tanks to worry about each individual weapon system and some must be left unrepaired. For each permanent damage result of Damaged - Weapon Destroyed roll 1D6. On a roll of 3+ the weapon is pieced back together as good as new, otherwise it is removed from the vehicle for the remainder of the campaign.

NOTES
-Vehicles with weapons lost for the remainder of the campaign must still pay the cost listed in the Force Roster even if that includes a weapon which they no longer possess.

Named Characters, whether infantry or vehicles, are still subject to Attrition. To denote their heroic abilities, they may reroll any failed Resupply, or Field Repair rolls but must accept the second.


Now the first thing you'll notice is the units do not decrease in price and obviously decrease in effectiveness as they lose members. In order to try to counteract the mentality of swapping an identical fresh squad in for a weary one (hot swapping), I am using what I call Battle Honors. Battle Honors is a method to award experience to the units. If anyone is familiar with the 3rd edition Rulebook I have pilfered quite a bit from their experience section. I put together a list of Awards that a unit can earn for certain accomplishments during a battle. These Awards can then be traded in to roll on a Battle Honors table of USRs and upgrade the squad in question. At the moment they are awarded randomly as some are quite powerful but this may change. As you can imagine some Long Fangs or Lootas with Relentless would be an extremely powerful unit. I am open to suggestions for a better way to determine which USR is given. My hope is that squads can generate Awards rapidly enough that there will be a very clear benefit to using these "veteran" squads instead of just reaching for a brand new unit. I also encouraged my friends to both come up with names for at least their HQs if not for individual squads to try and get them invested in the narrative of the campaign and add flavor. For those interested in a detailed version, Award and Battle Honors rules are included in the spoiler tag.
Spoiler:

AWARDS
-Battle Hardened - Take part in any battle.
-We Are Victorious - Take part in a winning battle.
-Objective Achieved - Complete the objective at the end of the game.
-Let Them Run - Break an enemy squad in assault or with shooting casualties.
-Crush the Enemy - Eliminate an enemy squad in assault or with shooting casualties.
-Unprecedented Valor - Vote for most influential squad of the battle. All 3 of us will vote for an MVP unit of the game.

NOTES
-Only squads in the Battle Roster count as taking part in a battle.
-Dedicated Transports which do not take up a FoC slot do NOT earn experience. Generic transport crews are not special.
-If mutliple squads are involved in a combat which breaks or eliminates an enemy squad, the experience point will be randomly applied to one of the eligible squads (See Dark Eldar Pain Token rules for clarification).
-If mutliple squads are in place to claim an objective, the experience point will be randomly applied to one of the eligible squads.
-If a squad is wiped or flees due to being inside or near an exploding transport, the squad which caused the explosion earns the experience point.
-If a squad runs off the board, it does NOT award an experience point.

Battle Honors Tables - Trade in 5 Awards for 1 single roll on the following tables.

INFANTRY
-1 Guerrilas - Move Through Cover
-2 Urban Fighters - Stealth
-3 Hardened Fighters - Stubborn
-4 Fire Team - Relentless
-5 Demolition Specialists - Tank Hunters
-6 Combat Specialists - Furious Charge

BIKES/CAVALRY
-1 Skilled Riders - Skilled Riders
-2 Rapid Deployment - Scouts
-3 Hardened Fighters - Stubborn
-4 Resolute - Reroll Morale checks, second result stands
-5 Demolition Specialists - Tank Hunters
-6 Lightning Strike - Hit and Run

VEHICLES
-1 Bulldozer - Reroll Dangerous Terrrain Test
-2 Terrifying - -2 Modifier to Tank Shocks
-3 Reinforced Armor - Reduce damage rolls for Glancing hits by an additional 1
-4 Hardened Crew - Treat Crew Stunned as Crew Shaken
-5 Ornanance Specialists - Tank Hunters
-6 Skilled Gunnary - Treat 1 Weapon as Twin-Linked


As you may guess I have put a lot of thought and work into this campaign so far and it is very much a labor of love. I will be playing the part of the "GM", rules lawyer, keeping track of Battle Honors, and Attrition information, and taking pictures and notes for battle reports. If you have any suggested changes please feel free to let me know. I will get finalized Force Rosters for each army posted when I get them to add to this thread, and as I have time I'll get the battle reports written and link to them. Thanks for reading.

This message was edited 10 times. Last update was at 2013/07/22 15:50:53


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Made in us
Fresh-Faced New User




Fantastic! I think you have a great few games ahead of ya. And l may just borrow a few elements of this for myself.
   
Made in us
Devastating Dark Reaper





Ohio

Added a small new change to the campaign. I don't want anyone getting screwed by poor rolling in clutch situations so I have given each of the two participants a Fate Point at the onset of the campaign, and will award another one at the beginning of Battle 3. If you are familiar with the 40k RPG Fate Points, these work very similarly, and can be spent for rerolls. The reroll encompasses all rolls in a specific phase, so all to hit, all to wound, or all armor/cover/invulnerable save rolls for a single unit in a single phase. These may be used for any statistic tests including morale, pinning, etc. Additionally they may be used for the Resupply roles in between battles. These rerolls represent an epic change of fate, and are not bound by the normal rules limiting to a single reroll, for instance, a unit of Boyz, that fails leadership and uses the Boss Pole to reroll the test, may expend the fate point to try a third time if they fail the second.


Automatically Appended Next Post:
Here are the Force Rosters for both armies. I will post the Space Wolf list when I get a finalized copy as it has been changing every 20 minutes as the player is nuerotic =P.

Ork Force Roster - 3000
Spoiler:
HQ 405
Big Mek (Kustom Force Field, 'Eavy Armor) 90
Big Mek (Kustom Force Field, 'Eavy Armor) 90
Ghazghkull Thraka 225

Elites 450
Lootas [10] 150
Lootas [10] 150
Lootas [10] 150


TROOPS 1610
Nobz [7] ('Eavy Armor, 3x Power Klaw, Kombi-Rokkit, Kombi-Skorcha, Waaagh! Banner, Bosspole, Painboy, Battlewagon) 425
-Battlewagon (Grot Riggers, Armor Plates, 2x Big Shoota)
Meganobz [6] (Battlewagon) 355
-BattleWagon (Grot Riggers, Armor Plates, 2x Big Shoota)
Ork Boyz [10] (Rokkit Launcha, Nob {Power Klaw, Bosspole}, Trukk) 155
-Trukk (Rokkit Launcha, Boarding Plank)
Ork Boyz [10] (Rokkit Launcha, Nob {Power Klaw, Bosspole}, Trukk) 155
-Trukk (Rokkit Launcha, Boarding Plank)
Ork Boyz [10] (Rokkit Launcha, Nob {Power Klaw, Bosspole}, Trukk) 155
-Trukk (Rokkit Launcha, Boarding Plank)
Ork Boyz [10] (Rokkit Launcha, Nob {Power Klaw, Bosspole}, Trukk) 155
-Trukk (Rokkit Launcha, Boarding Plank)
Ork Boyz [10] (Rokkit Launcha, Nob {Power Klaw, Bosspole}, Trukk) 155
-Trukk (Rokkit Launcha, Boarding Plank)
Gretchin [15] (Runtherd) 55

FAST ATTACK 535
Warbuggies [3] (Rokkits) 105
DeffKoptas [1] (Twin-Linked Rokkit, Buzzsaw) 70
DeffKoptas [1] (Twin-Linked Rokkit, Buzzsaw) 70
Warbikers [8] (Nob {Power Klaw, Bosspole}) 290

Complex Nobz
1. Pain Boy
2. Waaaugh! Banner
3. Bosspole
4. Powerklaw
5. Powerklaw + Kombi-Skorcha
6. Normal Nob
7. Powerklaw + Kombi-Rokkit


Space Wolves Force Roster - 3000
Spoiler:
HQ: 635
Bjorn, The Fell-Handed (Plasma Cannon) 270
Wolf Lord (Thunderwolf Mount, Wolf Claw, Storm Shield, Rune Armor, Saga of the Bear, Meltabombs) 255
Rune Priest (Living Lightning, Murderous Hurricane, Chooser of the Slain) 110

ELITES 519
Wolf Guard [3] (3x Power Fist, 3x Combi-Melta) 129
Wolf Scouts [5] (Meltagun) 85
Dreadnought (Plasma Cannon, Heavy Flamer, Wolftooth Necklace) 135
Lone Wolf (Terminator Armor, Chainfist, Storm Shield) 85
Lone Wolf (Terminator Armor, Chainfist, Storm Shield) 85

TROOPS: 905
Grey Hunters [8] (Meltagun, Wolf Standard, Mark of the Wulfen) 185
-Rhino
Grey Hunters [8] (Meltagun, Wolf Standard, Mark of the Wulfen) 185
-Rhino
Grey Hunters [5] (Meltagun) 155
-Razorback (Twin-Linked Lascannon)
Grey Hunters [5] (Meltagun) 155
-Razorback (Twin-Linked Lascannon)
Grey Hunters [5] (Flamer) 150
-Razorback (Twin-Linked Lascannon)
Grey Hunters [5] (Flamer) 75

FAST ATTACK 465
Land Speeder Tornado (Multi-Melta, Heavy Flamer) 70
Land Speeder Tornado (Multi-Melta, Heavy Flamer) 70
Thunderwolf Cavalry [4] (Thunder Hammer, 3x Storm Shield, Meltabombs) 325

HEAVY SUPPORT 475
Long Fangs [6] (5x Missile Launcher, Razorback w/ Twin-Linked Lascannon) 215
-Razorback (Twin-Linked Lascannon)
Long Fangs [6] (5x Missile Launcher) 140
Predator Destructor (Autocannon, Lascannon Sponsons) 120


And here are links to the Battle reports. These will be filled in as they are played.
Battle 1
Battle 2
Battle 3
Battle 4
Battle 5

This message was edited 6 times. Last update was at 2012/04/02 06:58:46


Night Lords Renegades 2.5k
Ulthwe Craftworld 10k
Kabal of the Shattered Star 5k
Grey Knights 5k
Order of Our Martyred Lady 5k

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Made in us
Speedy Swiftclaw Biker




Texas

I love this campaign idea. I am going to try and play it with my brother

Fenrys Hjolda

3500 pts Space Wolves
1500 pts Tau
1500 pts Grey Knights
2000 pts Eldar Corsairs

2500 pts Dwarves  
   
Made in us
Waaagh! Warbiker



USA

This is great. I am going to beat the space wolves-waaaaagh!
   
Made in us
Nigel Stillman





Austin, TX

I gotta say I really like this. There are both a Spacewolf and Ork player in my group so this definitely needs to be tested out!

Kind Regards,
Vladsimpaler
   
Made in us
Devastating Dark Reaper





Ohio

Played another game this past Friday. Finally had time to get everything posted. Battle 2

UPDATE:

Just for ease of use I am creating a summary here of the Awards, Resupply and Readiness as currently stands for the full campaign. The units are listed in the order they appear in the Force Roster.

Following Battle 2,

Unit Name - Awards - Battle Honors (if any)
-[Current Strength], Readiness
--Dedicated Transport Readiness

Space Wolves Award, Honors, and Readiness - 1 Fate Point remaining
Spoiler:

HQ:
Bjorn - 0
-Unchanged, Available
Wolf Lord - 4 - Resolute
-Unchanged, Available
Rune Priest - 4
-Unchanged, Available

ELITES:
Wolf Guard - NA
-Unchanged, Available
Wolf Scouts - 2
-Unchanged, Available
Dreadnaught - 0
-Unchanged, Available
Lone Wolf (1) - 3
-Unchanged, Available
Lone Wolf (2) - 0
-Unchanged, Available
TROOPS:
Grey Hunters (Wolf Standard 1) - 4
- [5], Available
--Rhino Destroyed
Grey Hunters (Wolf Standard 2) - 2
- [2], Unavailable
--Rhino Destroyed
Grey Hunters (Meltagun 1) - 3
-Unchanged, Available
--Razorback Available
Grey Hunters (Meltagun 2) - 2
-Unchanged, Available
--Razorback Available
Grey Hunters (Flamer 1) - 3
-Unchanged, Available
--Razorback Available
Grey Hunters (Flamer 2) - 3
-Unchanged, Available

FAST ATTACK:
Land Speeder (1) - 2
-Unchanged, Available
Land Speeder (2) - 2
-Destroyed
Thunderwolf Cavalry - 3
- [3], Unavailable

HEAVY SUPPORT:
Long Fangs (1) - 0
-Unchanged, Available
--Razorback Available
Long Fangs (2) - 3
- [4], Available
Predator - 2
-Unchanged, Available


Orks Award, Honors, and Readiness - 0 Fate Points remaining
Spoiler:

HQ:
Big Mek (1) - 1
-Unchanged, Available
Big Mek (2) - 1
-Annhilated
Ghazghkull Thraka - 2
-Unchanged, Available

ELITES:
Lootas (1) - 3
-Unchanged, Available
Lootas (2) - 1
- [6], Unavailable
Lootas (3) - 0
-Unchanged, Available

TROOPS:
Nobz - 0
-Unchanged, Available
--Battlewagon Available
Meganobz
- [5], Unavailable
--Battlewagon Available
Boyz (1) - 1
- [9], Available
--Trukk Available
Boyz (2) - 1
- [6], Available
--Trukk Destroyed
Boyz (3) - 1
- [8], Available
--Trukk Available
Boyz (4) - 1
- [8], Unavailable
--Trukk Available
Boyz (5) - 2
- [4], Unavailable
--Trukk Available
Boyz (6) - 1
- [6], Unavailable
--Trukk Available
Gretchin - 2
-Unchanged, Available

FAST ATTACK:
Warbuggies - 0
-Unchanged, Available
DeffKopta - 0
-Unchanged, Available
DeffKopta - 0
-Unchanged, Available
Warbikers - 1 - Resolute
-Unchanged, Available

This message was edited 3 times. Last update was at 2012/04/05 00:13:40


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Cultist of Nurgle with Open Sores




Ohio

Vladsimpaler wrote:I gotta say I really like this. There are both a Spacewolf and Ork player in my group so this definitely needs to be tested out!

Kind Regards,
Vladsimpaler


Note that you really don't have to use exactly the lists that we (the Ork and SW players) have put together. The campaign rules should function appropriately for any army, assuming the units taken are relatively competent choices.

I'm finding that its somewhat hard to work the Wolf Guard into the lists from game-to-game, and in retrospect probably shouldn't have taken them. But so far, the games have been very close, and lots of fun. I dread game three, as my larger GH squads have been cut down severely, while wanderinpeon has yet to really suffer any major losses to his forces.

Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle. 
   
Made in us
Devastating Dark Reaper





Ohio

As we continue to play through this campaign I am noticing that experience isn't awarded nearly fast enough. As it stands now most squads only have 1 or 2 Awards and some of them are in pretty rough shape. The foremost example of this is Grey Hunter (Wolf Standard 2) which has only 2 marines remaining and no transport. Even considering I allow the player to choose which models are currently killed, paying 185 points for a Meltagun marine and a MotW marine isn't cost effective by an stretch of the imagination. On the other side of the coin however, certain assault elements such as the Wolf Lord and the Warbikers are cleaning up and earning Awards very quickly. This means that a simple drop in the price of Battle Honors is not the answer. The change I want to make for the next playthrough is to use an incrementing price structure. This will make the first few Honors cheaper and easier to obtain rewarding the continued use of unit.

Under the new system Honor rolls would cost 2 Awards, 4 Awards, 6 Awards, 8 Awards, etc as compared to 5 Awards for each. Obviously this quickens the pace they are earned as 2+4 or 6 Awards grants the first 2 rolls on the table for only slightly more cost than the single first roll at 5 under the existing system. Additionally, because of the increasing nature of cost, after the first few Honors they become harder and harder to obtain. 2+4+6+8 or 20 Awards to purchase 4 Honors costs exactly the same as 5x4 or 20 Awards to purchase those same 4 rolls in the current system. This will mean that it's much easier to obtain some neat USRs on your troops that don't see much action while at the same time not making the Deathstar units greatly imbalanced.

Additionally, I want add a provision for Honor rerolls. Obviously I can't make a unique Honors table for each individual unit, or even each army. It's just too much effort and far too complicated to easily keep track of. I do understand however that not every special rule is worthwhile to every single unit out there. One of the first instances of this occurred even while the rules were in the planning stages. Originally Counter-attack was one of the USRs that could be awarded, but most Space Wolves already have Counter-Attack included in their profile. I swapped it out for Furious Charge without it even occurring to me that it puts the Orks at the same disadvantage. The simple solution I cam up with is paying for rerolls. At any time a player may repay the initial cost of a Battle Honor roll, to reroll that roll.

In practice these two rules together would look like this. A unit of Space Marine Devastators takes part in a battle and wins earning 2 Awards even though they didn't do an ounce of good all game. The player spends his 2 Awards for the first Honor Roll and gets a 6 - Combat Specialists. Furious Charge is pretty crummy for a squad of heavy weapon marines. At this point the player has two options. He can wait to earn 4 additional Awards, and purchase his second Battle Honor hopefully rolling well this time. OR he could wait to earn 2 additional Awards, and purchase a REROLL of his first Battle Honor. This new roll would replace the Combat Specialists, removing the Furious Charge from the unit. In this way you can sort of "fish" for the Battle Honor you really want but it is less efficient ass far as Award cost, or you can wait it out until you earn it normally, and save some Awards in the process. Back to are example of Devestators, lets say that on the second roll they roll something nice like Demolition Specialists granting the Tank Hunters USR. In the first case, the marine would have spent 6 Awards for Furious Charge and Tank Hunters. In the second scenario, they would have spent 4 Awards for Tank Hunters. Obviously the second option allows you to get the better Award more quickly, but it ends up costing more Awards total in the end.

I am not sure if I want to implement these changes immediately or wait until our next campaign, but I'll probably run them by my guys this weekend. Let me know what you think. Thanks.

This message was edited 1 time. Last update was at 2012/04/05 00:58:01


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Made in us
Nigel Stillman





Austin, TX

This is pretty intense. I'm surprised that the Spacewolves have lost so many men but have won all of the battles so far. Pretty pyrrhic if you ask me!

As towards the ideas for experience, I like your new system more. Let us know how it works out!

Kind Regards,
Vladsimpaler
   
Made in us
Devastating Dark Reaper





Ohio

Took a weekend off of 40k for the Easter holiday but we were able to play Battle 3 this past Friday. Brutal, brutal game but I think everybody had fun. I have been absolutely swamped with schoolwork. Semester ends in 3 weeks so I am buried in projects and exams. CHE for the lose. I will try to get the Battle Report posted tonight or tomorrow depending on how work progresses. Worst case it will be up before the next game this coming Friday.

As far as I am concerned Bjorn was MVP when he tried to walk over a barricade, rolled a 1, and got his fat ass stuck. Definitely changed the dynamic of the game when 200 some points was tar-pitted by his own feet. I have a contingency plan if things get extremely one sided in the next fight in order to preserve some balance in the final battle. I have an Autarch and his Warp Spiders sent to twist the strands of fate should the Orks get out of control, and if the Wolves need to be put in their place, I have an Archon and his Incubi who would love to collect some trophy spines. The Webway is such a great narrative element.

In other news, I was talking briefly with the Space Wolves player about a means to reconstitute forces. It does seem kind of silly when you think about it that squads would not combine in a prolonged battle situation such as this campaign. My initial thoughts are that a player would be allowed to "sacrifice" a squad to shore up another, example being say 3 Grey Hunters beat to near uselessness could forfeit their Awards and any wargear to add 3 Grey Hunter bodies to a second different squad. Of course this would have some stipulations to prevent abuse. You could not exceed the original strength of the squad being bolstered whether that new size is codex legal or not, it must be the larger squad that absorbs the smaller squad, and it would be an all or nothing trade. If there are more bodies available than spaces to fill, the rest are just wasted.

It seems it would work very well for Space Marines and Orks as aside from a few outliers most everything is a "Space Wolf" or an "Ork" and could even see it being extended to let normal Orks replace Lootas or Grey Hunters to become Long Fangs as their stat lines are very very similar sans wargear/weaponry. When I start considering the other armies, especially my own, it becomes a problem. I don't know how I feel about Aspect Warriors swapping between shrines or even Guardians starting out on the Path of the Warrior. Dark Eldar, Tyranids, and Chaos have similar issues. I'd really hate to murder the fluff for campaign functionality. If anyone has some suggestions on making it work I am all ears. This is very much a trial and error type endeavor and hopefully it can only improve campaigns in the future. Thanks again for taking the time to read and I hope you'll come back for more.

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Rampaging Carnifex




West Coast, Canada

No more games? This looks neat!

   
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Regular Dakkanaut





I have tried to run something kinda similar to this before and have a couple suggestions if they help. I used a veteran upgrade list with USR's like you have but found that I made them a little bit more taylored to what function a unit has. One example is I have a melee, ranged and defensive chart to roll on depending what that unit could use.

I was thinking of also running an attrition style campaign and had the idea of the starting point totals would not include any upgrades, only the actual models and what size they start at. That way you could taylor you list better into a point value you want to play at and I always imagined that you had an armory that marines could swap out gear with anyways.

More Dakka!  
   
Made in us
Speedy Swiftclaw Biker





Low Orbit over Prospero

This was a serious awesome read and super well thought out and put together! Thanks for this!

Fenrys Hjolda!

"There are no Wolves on Fenrys."
- Magnus the Red, Primarch of the Thousand Sons

Well Magnus, there is no longer life on Prospero! Hjolda!

"It takes a great deal of self control to be this dangerous!" -Ogvei Ogvei Helmschrat, Jarl of Tra 
   
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Food for a Giant Fenrisian Wolf




Fenris

If I could afford this I would do this campaign

Space wolves rockin mah Long Fangs 
   
Made in us
Devastating Dark Reaper





Ohio

***NEW CAMPAIGN. Rules and such begin here.***

Well the original campaign kind of got sidetracked. Real life came in and took over and then 6th edition came and ruined everything. Who would have ended up winning depends on which player you ask. I am trying to start up a new campaign, updating my rules for the new edition, and adding a little twist. There will be four of us playing this time around for starters. The two players from the last campaign AreTwo and wanderingpeon along with my brother Point_and_Laugh and myself will be playing a risk style multiplayer campaign similar to the Planetary Empires stuff. As of this moment I do not know the armies each of the mon'keigh will be playing, though I will most likely be playing my Eldar with the shiny new book.

For those unfamiliar with the last campaign I hope you will enjoy this as much as we do, and hopefully some of the old fans will read along again too. I will be trying to create a variety of missions depending on the circumstances of the battle and which "round" of play we are in. Unfortunately with four players instead of two it is unlikely we will finish a full round every week but we will do the best we can to move the campaign along. We will start by choosing territories from a planetary system map much like a Risk game or, if you are familiar, the Crusade of Fire book. Each week, every player will be allowed to make a move to capture an empty territory or to attempt to wrest an already controlled territory from a foe. Players can also use their action to impede other players from adjacent empty spaces and the winner will end up earning control. Additionally, if the player is attacked himself, he will have to defend his territory or lose it to the enemy.

The basic Campaign Rules for force building are in the spoiler tag below.

Spoiler:

Campaign Force Roster

Each player will have a Force Roster. Treat this as an army list where you may spend up to 3000 points. Normal FoC restrictions do not apply to this list. This list represents the forces at your disposal when you enter the planetary system. For each mission, you will create a new smaller list called a Battle Roster to fit the confines of the mission's point allowance. This Battle Roster must follow the normal FoC limitations and must be made entirely from units in your Force Roster. You may not change unit size, weapons, or wargear from what is listed in the Force Roster so choose wisely.

Allies

You may include up to one Allied Detachment in your Force Roster. You may spend up to 1000 of the 3000 points towards this Allied Detachment. You must follow the normal FoC restrictions for allies if you choose to use them in any mission.

Fortifications

You may include one Aegis Defense Line with upgrades as normal in your Force Roster for your Primary Detachment, and one for your Allied Detachment should you choose to make use of one. No other fortifications may be used. Any gun platforms will roll for resupply as normal for infantry if they are killed during a mission. In any mission that the Aegis Defense Line is used, should the owner lose the battle, the Fortification must Resupply as though it were a wrecked vehicle.

Warlord Traits

At the beginning of each mission, you will roll for a new Warlord Trait. You may choose one of the Warlord traits corresponding to the dice roll from any table available to your character. Characters with obligatory Warlord Traits may not choose a different Trait.


In addition there are some special custom rules we will be using for the campaign to add character. For those who watched the first campaign these will seem very familiar with some small updates.

Awards and Battle Honors
All units and characters involved in the campaign may earn Awards and purchase Battle Honors. Awards denote heroic deeds performed on the fields of battle during a mission. Battle Honors represent specific skills a unit has acquired through the rigors of combat. Awards and Battle Honors are described in detail below.

Spoiler:

Awards
-Battle Hardened - Take part in any battle.
-We Are Victorious - Take part in any winning battle.
-Objective Achieved - Complete the objective at the end of the game.
-Let Them Run - Break an enemy squad in assault or with shooting casualties.
-Crush the Enemy - Eliminate an enemy squad in assault or with shooting casualties.
-Unprecedented Valor - Vote for most influential squad of the battle. All four players will vote for an MVP unit of the game.

Notes
-Only squads in the Battle Roster count as taking part in a battle.
-Dedicated Transports which do not take up a FoC slot do NOT earn experience. Generic transport crews are not special.
-If multiple squads are involved in a combat which breaks or eliminates an enemy squad, the experience point will be randomly applied to one of the eligible squads (See Dark Eldar Pain Token rules for clarification).
-If multiple squads are in place to claim an objective, the experience point will be randomly applied to one of the eligible squads.
-If a squad is wiped or flees due to being inside or near an exploding transport, the squad which caused the explosion earns the experience point.
-If a squad runs off the board, it does NOT award an experience point.

A unit may spend 2 Awards to roll on the Battle Honors tables below. Each subsequent Battle Honor increases in cost by 2 Awards. Once a Battle Honor has been earned, any subsequent rolls of the same Battle Honor may be re-rolled. Once a Battle Honor table has been chosen by a unit, that unit must continue using the same table for the remainder of the campaign.

Battle Honors

Assault Specialist Infantry/Monstrous Creature
-1 Battle Hardened - Stubborn
-2 Guerrillas - Move Through Cover
-3 Unyielding - Counter Attack
-4 Battle Forged - Preferred Enemy
-5 Unflinching - Feel No Pain
-6 Frenzied - Rage

Ranged Specialist Infantry/Monstrous Creature
-1 Battle Hardened - Stubborn
-2 Urban Fighters - Stealth
-3 Fire Team - Relentless
-4 Battle Forged - Preferred Enemy
-5 Ordnance Specialists - Tank Hunters
-6 Superior Tracking - Skyfire

Bikes/Beasts/Cavalry
-1 Battle Hardened - Stubborn
-2 Placeholder - Skilled Riders
-3 Rapid Deployment - Scouts
-4 Battle Forged - Preferred Enemy
-5 Unnatural Agility - Fleet
-6 Lightning Strike - Hit and Run

Vehicles
-1 Bulldozer - Re-roll Dangerous Terrain Tests
-2 Skilled Gunnery - Choose 1 Weapon, this weapon counts as being Twin-Linked
-3 Reinforced Armor - Reduce Damage Rolls for Penetrating Hits by 1
-4 Hardened Crew - Ignore Crew Stunned on a roll of 5+, Ignore Crew Shaken on a roll of 3+
-5 Ordnance Specialists - Tank Hunters
-6 Superior Tracking - Skyfire


Attrition, Resupply and Readiness
All units and characters involved in the campaign are subject to the Attrition, Resupply and Readiness rules detailed below. Attrition represents the effects of prolonged conflict on a limited force. Not every individual will live from one battle to the next. Unit's may use Resupply rolls to recover from the affects of Attrition. Certain Attrition conditions also affect a unit's Readiness. Readiness represents how able a unit is to fight in an upcoming battle. If a unit is not Ready, it may not participate in any battles in the subsequent Round of the campaign.

Spoiler:

Infantry, Bikes, Cavalry, and Monstrous Creatures are all subject to the following levels of Attrition.

Infantry - Weakened - For each unit ending the battle at more than 50% of it's original strength, each model killed in the previous battle is replaced, and the squad returns to fighting strength.

Infantry - Crushed - For each unit ending the battle at 50% or less of it's original strength, you may attempt to Resupply the unit as detailed below.

Infantry - Annihilated - For each unit ending the battle at 25% or less of it's original strength, you may attempt to Resupply the unit as detailed below. Additionally this unit is no longer Ready.

Resupply
For each model killed in the previous battle, roll a single D6. On a roll of 3+, the model is sufficiently healed or a replacement is found, otherwise they are removed from the Force Roster for the remainder of campaign. The player may choose which model is removed as a casualty. It is assumed that most individuals in a unit are similarly trained and can make use of special wargear dropped by their squad mates.
The only models who MUST take their own Resupply rolls for themselves are the characters such as Sergeants, or any model with a differing stat profile from the basic rank and file trooper. These characters may take a Look Out Sir! roll before attempting to Resupply as normal. It is assumed that any medical care would be focused on the veterans and leaders after the battle at the expense of the more generic unit members.

Notes
-Multiwound models are returned to their maximum Wounds statistic following every battle.
-The original strength of a unit is determined by its strength at the beginning of the battle and not the number of models in the original Force Roster entry. You will not be penalized for running a smaller squad that has seen previous battle.
-Units with models lost for the remainder of the campaign must still pay the cost listed in the Force Roster even if that includes models, weapons, or powers which they no longer posses.

Vehicles are all subject to the following levels of Attrition

Vehicle - Battered - For any vehicle which has suffered a permanent damage result of Damaged - Immobilized, repair crews are able to get the battered hulk moving again removing these damage results. In addition the vehicle may make Field Repairs as detailed below.

Vehicle - Critical - For any vehicle which has lost sufficient Hull Points to become a Wreck, roll a single D6. On a roll of 3+, the repair crews are somehow able to piece the wreckage back together. On a roll of 1 or 2, the vehicle is beyond repair and removed from the Force Roster for the remainder of the campaign. In addition the vehicle may make Field Repairs as detailed below.

Vehicle - Annhilated - For any vehicle which has suffered a permanent damage result of Destroyed - Explosion, roll a single D6. On a roll of 6+ the repair crews cobble something back together from the scattered debris. On a roll of 5 or less, the vehicle is beyond repair and removed from the Force Roster for the remainder of the campaign. In addition the vehicle may make Field Repairs as detailed below.

Field Repairs
Repair crews are too busy salvaging whole tanks to worry about each individual weapon system and some must be left unrepaired. For each permanent damage result of Damaged - Weapon Destroyed roll 1D6. On a roll of 5+ the weapon is jerry-rigged back together as good as new, otherwise it is removed from the vehicle for the remainder of the campaign. This weapon is not eligible for Field Repairs following any of the remaining missions.

Notes
-Vehicles with weapons lost for the remainder of the campaign must still pay the cost listed in the Force Roster even if that includes a weapon which they no longer possess.

Named Special Characters, whether infantry or vehicles, are still subject to Attrition. To denote their heroic abilities, they may reroll any failed Resupply, or Field Repair rolls, but MUST accept the second.


So that concludes the first of hopefully many walls of text. I will try to get planetary maps made up over the weekend, and hopefully I'll have some definitive Force Rosters for you as well. Thank you for reading.

This message was edited 3 times. Last update was at 2013/07/22 15:44:24


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Devastating Dark Reaper





Ohio

Quick update. I worked up a starmap and planetary game boards for the campaign so far, modeled in some fashion after the Crusade of Fire book. There will be a point on each planet that connects to each other planet much like the continents in a game of Risk. In addition each of these "spaceports" will be able to attack any of the the tiles on the asteroid. For the moment I am devoid of a fluff reason why they can only move from these tiles but I'm sure I'll come up with something eventually. If you have any ideas please feel free to post them below. Another idea stolen from Risk is additional score for controlling an entire planet. Each tile will be worth a point as well as the additional points for controlling a planet.

To start the campaign we will be having a free for all four way 1000 point game. This will not have objectives and will just be a bloody brawl to death without much attachment to the story and none of the campaigns penalties for failure. To prevent any teaming up or punishing only one opponent to either side, if you wipe out a unit of the player opposite you diagonally rather than the ones on either side, you earn two kill points. Most kill points at the end wins the game and in the unlikely event of a tie I'll think of something. The winner of the game will choose one of his territories first, and the remaining players will follow in order of their score. This will continue until each player has four territories, leaving five of them empty to start.

In each round, every player will have a chance to make an attack. The attacks will be taken in turn according to score. For their attack, a player may take an empty space adjacent to one of their territories If another player is also adjacent to the empty space, they may use their attack for the round to try to head them off at the pass. This will result in a smaller battle between the two players as their scouting parties clash, and the winner will take control of the space. If the player wishes, they may directly attack a different players space in an attempt to seize control of it. This will result in a larger battle between the two players as they bring their full forces to bear for the assault. I have plans for different scenarios for each of these two attack cases, and the objectives, deployment, and associated story will change in subsequent rounds of the campaign.

After all four players have made an attack the round is over and anyone who conquered a new territory gains a Fate Point which is discussed in the Campaign rules above. For the next round, instead of the free for all winner going first again, the player with the largest Territory Score will make the first attack. I had originally planned for five rounds but depending on how enjoyable this is we may play for longer.

And now on to our system. Be warned the remainder of this post is image heavy. Click the spoiler tag to continue reading.

Spoiler:

First the starmap of the system.

Not what I originally had in mind as it doesn't show the planets on the map only their orbits but it does the job well enough. It also doesn't include the connections between planets but that can come later. I have not finalized their positions.

Here is Atrocis Primus.

I have plans for this planet to be a royal pain for ground vehicles, hindering their movement speed, and increasing the risk of being immobilized in the lava flows. Also, I planned for random magma geysers hot enough to melt ceramite and deadly to infantry of all types. This planet is worth 3 points if completely controlled by one army.

Next is Atrocis Secundus.

This planet is basically one huge desert and a big pain for skimmers and flyers, hindering their maximum movement speed and forcing dangerous terrain tests for clogged engines. I'm going to include quicksand traps liable to pull a squad to their deaths. Models will be required to pass a Strength test to avoid being pulled under. This planet is worth 5 points if completely controlled by one army.

This used to be Atrocis Tertius.

Caementum is little more than rubble held together by weak gravity at this point surrounded by smaller shard of the former planet. This planet will be fairly devoid of terrain which makes it a deadly battlefield. In addition the ground is unstable and prone to collapse. Models will required to pass an Initiative test to avoid plummeting to their deaths. Even though the asteroid is small, the limited terrain will make it an unfavorable choice for conquest. To counter this it will be worth as many points as a much larger planet if fully controlled. The asteroid is worth 4 points if completely controlled by one army.

Finally we have Atrocis Quartus.

This planet is a thick, wet jungle with sentient, carnivorous vegetation. Models will be required to pass a Toughness test to avoid being crushed by the living vines of the jungle features. I also have plans to implement some hostile predators of some sort but this will be finalized later. If you have any good ideas feel free to post them below. This planet is worth 4 points if completely controlled by one army.


I also have a tentative Force Roster for myself. Might not be the most competitive list I've ever made, but I'm in a Biel-tan style kind of groove and don't really care. Should be a lot of fun and gives me lots of opportunity for storytelling.
Spoiler:

-HQ- 300

Farseer [1] 100

Farseer [1] 100

Farseer [1] 100

-TROOPS- 1040

Dire Avengers [10] 130

Dire Avengers [10] 130

Dire Avengers [10] 130

Dire Avengers [10] 130

Dire Avengers [10] 130

Wave Serpent [1] (Twin-Linked Scatter Laser, Shuriken Cannon)

Dire Avengers [10] 130

Wave Serpent [1] (Twin-Linked Scatter Laser, Shuriken Cannon)

-ELITES- 741

Striking Scoprions [10] 220
-Exarch [1] (Scorpion's Claw, Crushing Blow)

Fire Dragons [8] 211
-Exarch [1] (Firepike, Fastshot)

Wave Serpent [1] (Twin-Lined Shuriken Cannon, Holo-Fields) 130

Howling Banshees [10] 180
-Exarch [1] (Executioner, Disarming Strike)

-FAST ATTACK- 387

Swooping Hawks [10] 200
-Exarch [1] (Sunrifle, Hit & Run)

Warp Spiders [8] 187
-Exarch [1] (Spinneret Rifle, Fast Shot)

-HEAVY SUPOORT- 530

Dark Reapers [6] (Starshot Missiles) 250
-Exarch [1] (Eldar Missile Launcher, Fast Shot)

Fire Prism [1] (Holo-Fields) 140

Fire Prism [1] (Holo-Fields) 140

2998


Whelp, that's all for now. Hope you like these ideas and continue to stop in and read. Hopefully we can get this campaign off the ground in the next few weeks and start posting some battle reports of the carnage. If you have any suggestions please feel free to post them and if it's an idea I like I wont hesitate to steal it and put it to good use. See you next time.

This message was edited 1 time. Last update was at 2013/06/21 02:45:45


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Cultist of Nurgle with Open Sores




Ohio

For this new campaign I was originally considering some mostly Nurgle-themed Chaos Space Marines, but since I haven't really used my Imperial Guard in a while, I think I'd like to try them out and see how the Hammer of the Emperor fares in the Atrocis System. My Force Roster is as follows:

Spoiler:

Phobos 77th Regiment - "The Unnerved"

HQ:

Commissar Crane - 185
-Counts as Commissar Yarrick

Originally raised on research station Purgatory, Jon Crane was fortunate enough to escape the attack on the small world by the renegade Night Lords before the defense force was overrun. He never forgot the look of the attacking force, nor their fear-based tactics. Later, after completing his training in the Commissariat, he spent a large amount of time researching and determining ways for troopers to master their fear. While he is well decorated and respected in his old age, he refuses to retire, and continues to both inspire and terrify the men beneath him.

Company Command Squad [5] - 90
-Company Commander Carmack
-4x Meltagun

Commander William Carmack is known and feared by many men throughout Segmentum Solar. After successfully fighting off a small Chaos Daemon incursion on Phobos, he faced down the sole remaining Chaos Daemon Prince by himself, deep within the ruined barracks of the 77th. Right before he executed the vile creature with his chainsword, he taunted the beast with the memorable line: "Seems your buddies are dead."

Company Command Squad [6] - 135
-Company Commander Hayter
-Astropath Emmerich
-Camo Cloaks
-Lascannon
-Regimental Standard

The past deeds of Commander James Hayter are shrouded in mystery; however, many men throughout the 77th believe that their Commander is a veritable one man army. He is an exceptional sniper, close quarters battle specialist, stealth infiltrator, demolitions expert, and weapons aficionado. He is often found in the company of his adviser, friend, and confidant Emmerich, an Astropath of considerable talent.

ELITES:

Ogryn Squad [5] - 210
"The Fist of Bob"

Led by Bone'ead Jim, these 5 abhumans are all that remain from a massive Slaaneshi incursion on the Pleasure World Mannec. Originally from a tribe on Barakak, these Ogryn were taken and trained in the traditional fashion by the Imperial Guard; however, after the war on Mannec, they remembered their involvement with another Ogryn Bone'ead, who kept on charging the enemy lines and shouting "SMASH 'EM FER BOB!" While none of them can quite remember who Bob or the other Ogryn was, they have taken the name "The Fist of Bob" for their squad. The fact that they have actually equated the number of 5 fingers to a hand to the 5 members of their squad is astounding to some, while others consider this to be mere coincidence. Despite their fear of dark places, they are frequently coerced into the transports with promises of potato peels, which they consider to be a delicacy.

Ratling Squad [6] - 60
"The Vermin"

No record exists of these six abhumans ever officially joining the Phobos 77th Regiment. They seemed to have found their way to the moon of Mars via a Rogue Trader vessel, most likely as stowaways, and from there self appointed themselves to be cooks, servants, and eventually, snipers. Lacking a "true" sniper unit, Commissar Crane has allowed the six to remain with his regiment so long as they abide by two rules: they continue to distill their unique brand of amasec for the officers, and they make an attempt to shower in order to curb their atrocious body odor. So far, the former has been followed more often than the latter.

Stormtroopers [5] - 105
-2x Meltagun
"Omega Squad"

The men selected for service in Omega Squad are

+++RECORDS EXPUNGED+++

+++Commissarial Authority or Higher Security Access Required+++

Heretic Corteswain - 65
-Counts as Guardsman Marbo

Originally detained and questioned by the Magi of the Omnissiah for Tech-Heresy on Mars, Heretic Corteswain was "liberated" and "rehabilitated" by the 77th Imperial Guard regiment of Phobos for use in the most dangerous environments and missions. He survived partial mind-scrubbing, various implants, and drug infusions which have since turned him into a killer almost on par with that of an Eversor Assassin. Commissar Crane and his advisors deny all claims of stealing or copying training methods from the Eversor temple.

TROOPS:

Veteran Squad [10] - 210
-Veteran Sargent Kepler
-Counts as Gunnery Sargent Harker
-Forward Sentries
-Autocannon
-3x Plasma Gun

Veteran Sargent Kepler is a large but quiet man. Most people would probably find him quite unremarkable, were it not for his ability to wield a Heavy Bolter by himself, and yet somehow remain relatively quiet and undetected to all but the most trained eyes and ears. He has named his personal Heavy Bolter "Kepler's Problem", as he has found that wielding it in battle is both a righteous privilege and a terrible burden. Members of Kepler's Veterans frequently refer to the Veteran Sargent using his Heavy Bolter on a squad of unassuming enemies as "Solving the Problem."

Veteran Squad [10] - 100
-3x Meltagun
-"Squad Keres"

Named after death spirits from ancient Terran mythology, this Veteran squad follows closely with Commander Carmack's squad for frequent anti-tank duty.

Veteran Squad [10] - 100
-3x Meltagun
"Squad Makhai"

Named after spirits of battle and combat from ancient Terran mythology, this Veteran squad follows closely with Commander Carmack's squad for frequent anti-tank duty.

Veteran Squad [10] - 115
-3x Plasma Gun
-"Squad Polemos"

Named after a war god from ancient Terran mythology, this Veteran squad carries plasma weaponry for dealing with enemies with the heaviest of armor.

Infantry Platoon - 265

-Platoon Command Squad [5] - 40
-Platoon Commander Homados
-Autocannon

-Infantry Squad [10] - 75
-Lascannon, Flamer

-Infantry Squad [10] - 75
-Lascannon, Flamer

-Infantry Squad [10] - 75
-Lascannon, Flamer

Infantry Platoon - 265

-Platoon Command Squad [5] - 40
-Platoon Commander Kydoimos
-Autocannon

-Infantry Squad [10] - 75
-Lascannon, Flamer

-Infantry Squad [10] - 75
-Lascannon, Flamer

-Infantry Squad [10] - 75
-Lascannon, Flamer

Homados and Kydoimos were twin brothers born on Phobos, and known from their early years for their loud temperaments. They have since brought their composure (or lack thereof) to their platoons, all of whom scream and shout constant obscenities at the enemy while being charged. The men with the loudest and most creative insults are frequently promoted.

FAST ATTACK:

Vendetta Gunship - 130
"Fear"

Vendetta Gunship - 130
"Terror"

Named after the ancient translations for Phobos and Deimos, the two Vendetta Gunships of the Phobos 77th Regiment were "gifts" from some of the tech-priests of Mars to Commander Carmack after the "Doom of Phobos" incident.

HEAVY SUPPORT:

Leman Russ Battle Tank - 150
"Paranoia"

Leman Russ Battle Tank - 150
"Panic"

Manufactured in the factories on Mars, these tanks were similarly “gifted” to Commander Hayter after he single-handedly solved a cultist insurgent problem for the Adeptus Mechanicus on Musa Nyx. Despite carrying the marking of the Phobos 77th Regiment, they are also embossed with a unique mark of this particular sect of the Mechanicus, which resembles a small metal gear.

Manticore Rocket Launcher - 160
"The Spear of Mars"

Personally requisitioned by Commissar Crane, the Manticore “Spear of Mars” has seen a fair share of battles while in the service of the Phobos 77th. Each Storm Eagle Rocket is painted before each battle with depictions of what might distract the enemy most, whether it be holy inscriptions of the Ecclesiarchy in the face of Chaos, blasphemous Slaaneshi sigils in the face of Eldar, or simply something shiny in the case of the Orks.

DEDICATED TRANSPORTS:

Chimera Armoured Transport [5] - 275
-Multi-Laser
-Hull Heavy Bolter

FORTIFICATION:

Aegis Defense Line - 100
-Quad Gun

TOTAL: 3000


For the Campaign, I'll be coming up with new names for the Characters, and perhaps some of the vehicles as well, just to give the army little more flavor.

*EDIT* - Updated the army list with a few changes, as well as names and backstory for some of the characters of the Phobos 77th Regiment.

This message was edited 5 times. Last update was at 2013/08/05 21:26:39


Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle. 
   
Made in us
Devastating Dark Reaper





Ohio

Got my final army list together and wrote up some story to accompany it. Enjoy.

Spoiler:

Bahzhakhaim - Biel-tan Warhost

The seers of Biel'tan have foreseen that control of the Atrocis system will become pivotal in the future. While the benefits are not yet known, the consequences of inaction would be disastrous for the Craftworld, and the dying race as a whole. The warhost was raised, and under the leadership of Autarch Rhaidd “Helabaharr”, with the guidance of Farseers Heliwr, and Arwain, any opposition will be crushed under Eldar heels.

HQ:

Autarch Rhaidd “Helabaharr” - 100
-Eldar Jetbike, Banshee Mask, Laser Lance

Rhaidd who is called The Penetrating Wind, spent time in the shrines of both the Howling Banshee and Shining Spear Aspect Warriors. His riding skills are unmatched by even the most accomplished Eldar jetbike pilots, and his lance has been the death of innumerable mon'keigh foolish enough to stand against him. The strategic abilities of any Autarch are irrefutable, and many maiden worlds have been purged for the rebirth of the Eldar Empire under the leadership of Helabaharr.

Farseer Heliwr "Brylidassian" - 120
-Eldar Jetbike, Singing Spear

Heliwr has acquired quite a name for himself as a seer. His lineage was not known for being attuned to the skeins of fate, but Heliwr's skill at commanding the runes was apparent at even a young age. He has gained a fearsome nickname which literally translates to "Opener of the Gates of Doom". Doombringer, as he is commonly called, whittles the enemy defenses to nothing with his exceptional Psychic abilities. He and Rhaidd have seen many combats together, and over time hes has taken to the art of the Eldar Jetbike riding himself. The two leaders make a deadly pair.

Farseer Arwain Angaur'fari - 100

Arwain was born of a long line of talented seers. His family name Angaur'fari loosely translates to “Watcher of Destiny”. His preternatural abilities allow him to peel apart the skeins of fate and know the near future as well as he remembers the past. With his leadership, Aspect Warriors aim their blows into spaces where the enemy will be, rather than where they are. Arwain is relatively young for a Farseer, and mostly untested in battle, but he has seen the past atrocities the lesser races have wrought upon Eldar holdings and will not stand by as it happens again.

Warlock Council [2] - 120
-Warlock [2] (Eldar Jetbike, Singing Spear)

These Warlocks come to guide their Guardians into battle. Mounted atop fierce machines, they keep pace with the much faster mounted elements of the strike force. Their Psychic ability can be used to bolster their own or to dismantle the defenses of their targets.

TROOPS:

Dire Avengers [10] – 130

Dire Avengers [10] – 130

These EsikCaman as they are called in their native tongue, are methodical in their advance, moving from cover to cover, firing their weapons with precision. Belonging to the ancient Shrine of Piercing Hail, they operate primarily on foot and stick to the traditional battle strategy laid forth by Asurmen himself. Each warrior has spent more time steeled in battle with the war mask of his path than many of his opponents have drawn breath. With pinpoint application of Shuriken weaponry, they will work their craft to keep it that way.

Dire Avengers [5] - 65

Wave Serpent - “Karan” - 145
-Twin-Linked Scatter Laser, Shuriken Cannon, Holo-Fields

Dire Avengers [5] - 65

Wave Serpent - “Meokan” - 145
-Twin-Linked Scatter Laser, Shuriken Cannon, Holo-Fields

It is unsurprising that followers of Asurmen would be more numerous than many of the other Aspects. Those that belong to the Shrine of Raining Blades practice a different art of war than their brothers. These Dire Avengers work in smaller tight knit teams that almost exclusively operate out of Wave Serpent transports. With the obscene speed of the Wave Serpents “Hunting”, and “Striking”, each dropship stays true to it's name and delivers the force of these Dire Avengers from the skies exactly where they are needed to break the backs of the enemy and pin them against the advance of their foot born brothers in arms.

Windrider Jetbike Squad [6] 122
-Windrider Guardian [2] (Shuriken Cannon)

Windrider Jetbike Squad [6] 122
-Windrider Guardian [2] (Shuriken Cannon)

Desperate times call for desperate measures. These Guardians are all civilians called to service for the good of the Craftworld. Mounted atop Eldar Jetbikes, they are accompanied by Warlock seers and dart between the graceful Grav-Tanks. They are fierce warriors, but cannot stand up the prowess of dedicated fighters. They are often used to hunker down and protect key objectives as the battle lines push past and apply key fire support where needed.

ELITES:

Fire Dragons [5] – 110

Wave Serpent - “Cait” - 145
-Twin-Linked Scatter Laser, Shuriken Cannon, Holo-Fields

From the Shrine of Smoldering Ash come the KiamKurom. Aptly named, they leave ash and slag in their wake as they root out the most durable targets ahead of the advancing warhost. They use their Wave Serpent whose name means “Punishng” to dart across the battle field and apply their fury as metered application of their fusion guns. Should the opponent be so unfortunate as to run out of hardened targets, they will soon find their infantry reduced to superheated vapor. Fire Dragons are known for their savage delight at spreading destruction and those of the Shrine of Smoldering Ash are no stranger to this. While few in number, this squad is honed to near perfection, each warrior having narrowly escaped death many times. Their fury for their lost kin still burns hot when the hold of the war mask is on.

Striking Scorpions [10] - 220
-Exarch (Scorpion's Claw, Crushing Blow)

Howling Banshees [10] - 180
-Exarch (Executioner, Disarming Strike)

Rhaidd wears a mask he earned in the Shrine of the Paralyzing Wail. The Howling Banshees have long been a part of the Warhosts under his command and Rhaidd knows exactly what the warriors are capable of. These SuinMure work together with another staple of the Warhost, the MeanTokath from the Shrine of Silent Pursuit. With the deafening call of the Howling Banshees, the Scorpions can easily slip past the the distracted defenders in the shadows. By the time the enemy turns to flee, they are surrounded by a deadly wall of previously unseen Aspect Warriors and cut to ribbons.

FAST ATTACK:

Warp Spiders [8] - 152

The QuasNanar of the Glittering Void Shrine are peerless warriors. With Warp Jump Generators, they blink in and out of existence on the battlefield, letting lose monofilament death wherever they choose to reappear. While tanks are less vulnerable to these weapons, Should a Warp Spider find even the smallest chink in the vehicles armor, the molecule thin wires can find their way in and mince the crew inside.

Swooping Hawks [10] - 160

The warriors of the Shrine of Swift Descent are known as MearNovas in their native tongue. Dropping to the battlefield from above, they land with unparalleled precision, always hitting their mark. Darting around behind enemy lines, they apply pressure to the vulnerable rear units of their adversaries. Left alone, their Haywire grenades will make short work of even the strongest heavy armor.

Shining Spears [6] - 185
-Exarch (Star Lance, Hit & Run)

Rhaidd was once an Exarch of the Shrine of the Unrelenting Squall and is often accompanied by his successor into battle. These noble YirrikShad ride their jetbikes with such skill they can feel the terrain passing underneath as minute changes in the vibrations of their anti-grav engines. They spend most of their lives as Aspect Warriors upon their mounts and it is said that they can fly with their eyes closed. When Rhaidd and his elite Shining Spears flank an enemy, it can quickly spell doom for an entire battle line.

HEAVY SUPPORT:

Dark Reapers [5] – 212
-Starshot Missiles
-Exarch (Eldar Missile Launcher, Fast Shot)

An long forgotten shrine of OtBuanna, Shrine of the Smothering Eclipse has begun filling it's ranks once again. A warrior from another shrine became trapped upon the Path and unable to escape the lure of battle. He was cast out by his Exarch to seek his own path and maintain his own shrine. Deep in the darkest recesses of Craftworld Biel-Tan, the new Exarch found his ancient armor and the wisdom of those who wore it before him. Teaching his craft, in a short time, he has seen many called to service of the War God Khaine, and they all now sow destruction as taught by the first of their kind, Maugan Ra.

Fire Prism “Fury of Khaine” - 140
-Holo-Fields

Fire Prism “Gift of Vaul” - 140
-Holo-Fields

These two ancient weapons of war have worked in tandem for millenia, leaving craters to replace whole squads, and piercing holes through the thickest of armor. Quick as lightning on anti-grav generators and crafted of the smooth Wraithbone typical of the Eldar race, these killing machines deal hot death as the laser of their prism cannon is focused perfectly for maximum effect on each target.

TOTAL: 2998

This message was edited 6 times. Last update was at 2013/08/02 20:42:29


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Devastating Dark Reaper





Ohio

Greetings everybody. Last update before the Campaign begins. Players have been out of town and preoccupied but things should finally get rolling this coming Friday. If all goes well I will hopefully have a battle report up by the end of the weekend.

I have finalized the rules for the hazards on each of planets and they are included in the spoiler below.
Spoiler:

Random Planetary Effects
Before the deployment phase, each player may place up to 4 Terrain Markers. These Terrain Markers are placed much like Objective Markers and must be at least 12" from another Terrain Marker, and at least 6" from Objective Markers and the board edge. At the beginning of each Game Turn, roll a D6 for each Terrain Marker in play. On a roll of 5+, the Terrain Marker becomes active. See the specific rule for how to resolve active Terrain Effects.

Primus -
Volcanic Terrain
Vehicles that do not have the Skimmer or Flyer special rule move 3" less than normal. This means a vehicle may travel up to 3" at Combat Speed, and up to 9" at Cruising Speed.
Lava Flows
This terrain counts as both Difficult and Dangerous. A vehicle attempting to cross a lava flow fails its Dangerous Terrain test on any roll of 1 or 2. Vehicles which fail in this manner are counted as Wrecked instead of Immobilized. At the beginning of the controlling player's turn, roll for each vehicle wrecked in this manner. On a roll of 6+ the vehicles explodes as the heat finally reaches the fuel tanks or ammunition reserves.
Magma Geyser
Magma Geysers use the rules for Random Planetary Effects. When active, Magma Geysers erupt spewing molten rock and ash around them. Center a Large Blast Template on the Terrain Marker. Each model underneath suffers an automatic hit with no armor saves allowed. For the remainder of the Game Turn, the area under the Large Blast Template counts as area terrain granting a 5+ cover save to models in or behind it. For the remainder of the game, the area under the Large Blast template counts as a Lava Flow.

Secundus -
Hazardous Winds
Vehicles that have the Skimmer or Flyer special rule move 3" less than normal. This means a vheicle may travel up to 3" at Combat Speed, and up to 9" at Crusing Speed.
Sand Storms
A Skimmer or Flyer will fail any Dangerous Terrain tests on a roll of 1 or 2. Vehicles which fail in this manner are counted as Wrecked instead of Immobilized. If a Skimmer or Flyer moves faster than Cruising Speed, they must take a Dangerous Terrain test regardless of where they begin or end their movement as the choking sands clog their engines.
Quicksand
Quicksand uses the rules for Random Planetary Effects. When active, Quicksand sucks unsuspecting units to their death. Center a Large Blast Template on the Terrain Marker. Each model underneath must take a Strength test or be removed as a casualty with no saves of any kind. For the remainder of the game treat the area underneath the Large Blast Template as both Difficult and Dangerous terrain. Any units remaining in, or moving into the terrain will be subject to the same Strength test.

Caementum -
Low Gravity
Blast weapons are incredibly dangerous under low gravity conditions and can send infantry sailing off into space even if they survive the munition itself. To represent this, any successful saves against Blast or Large Blast weapons must be rerolled.
Unstable Ground
Unstable Ground uses the rules for Random Planetary Effects. When active, Unstable Ground crumbles underneath the feet of those occupying it. Center a Large Blast Template on the Terrain Marker. Each model underneath must take an Initiative Test or be removes as a casualty with no saves of any kind. For the remainder of the game treat the area underneath the Large Blast Template as Impassible to any units without the Skimmer or Flyer special rule.

Quartus -
Thick Vegetation
It is extremely difficult to see through the dense underbrush and jungle terrain. Treat all non-template weapon ranges as 6" shorter than normal. This change does affect both Rapid Fire and Melta ranges. Grenades, Pistols, and any other weapons with a range of 12" or less are not affected.
Unnatural Sounds
The wildlife of the planet is extremely dangerous and stalks infantrymen from the shadows. This everpresent threat takes its toll on morale. All units without the Fearless, or Stubborn special rules treat their Leadership as 1 less than normal.
Strangling Vines
Strangling Vines use the rules for Random Planetary Effects. When active, Strangling Vines wrap and constrict anything nearby. Center a Large Blast Template on the Terrain Marker. Each model underneath must take a Toughness Test or be removed as a casualty with no saves of any kind. For the remainder of the game treat the area underneath the Large Blast Template as both Difficult and Dangerous terrain. Any units remaining in, or moving into the terrain will be subject to the same Toughness test.


I am using the three rulebook deployments, Dawn of War, Vanguard Strike, and hammer and Anvil. In addition, we will be using the Spearhead deployment from 5th edition, and a modified version of the Ambush/Sabotage, and Strongpoint Attack deployments from 3rd edition. This will give us six total deployments. Images in the spoiler.
Spoiler:





As far as mission objectives, we will be using a similar format to Bay Area Open missions. We will roll up two rulebook missions to play simultaneous. One will be the Primary worth 4 points, and one will be a Secondary worth 3 points. In addition, the Secondary objectives from the book, Slay the Warlord, First Blood, and Linebreaker will be used as Tertiary Objectives worth 1 point each. This leaves the opportunity for 10 total Victory Points for the winner. I am currently toying with the idea of adding secret missions which are not revealed to the opponent before the game and would award 1 or 2 Victory Points, but I have a little while to come up with them yet. We will NOT be using Mysterious Objectives, Mysterious Terrain, or Variable Game Length but will be using Nightfight, and Reserves as normal.

To start, this Friday we will be playing a four way free for all. Each player will be playing a 1k list drawn from their Force Roster. The casualties taken in this mission will not effect the campaign in any way. The one and only mission will be kill points. Each unit will be worth a single kill point. We will be drawing lots for starting positions one player in each corner. To help prevent ganging up on a weaker target between two players, units from the player opposite will be worth two kill points each instead of one. Turn order will start with the highest roller and move clockwise. Deployment map is in the spoiler below. Assaults will be fought in each player turn, but only assaults which contain a unit controlled by that current player. In addition, players may fire into a melee in which they have no participants. For this purpose, the entire melee will be treated as a mixed unit, using majority toughness and removing nearest models as normal. Template and Blast weapons both small and large will be allocated against the separate units appropriately.
Spoiler:




Whelp, that's all for now. Hopefully I'll have some real meat for you soon. Thanks for reading and I hope you enjoy.

This message was edited 3 times. Last update was at 2013/07/22 15:51:42


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