Some of the rules to the campaign have changed a bit or been clarified things are heating up even more as we proceed into the Day Phase of Cycle 2.
Current Map:
Current Engagements:
Chaos (Traitor Guards, Daemons, CSMs) vs Necron @ R-6
Points:
• 2000 for Chaos Land force (Fast Attack Slots cost extra, see main campaign rules)
• 2000 for Necron Land force (Fast Attack Slots cost extra, see main campaign rules)
Limit on list: Max 1 Special Character
Mission: Seize Ground of Sector R-6, per standard mission.
Condition: Normal
Deployment: roll random
1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2)
2-3 Pitched Battle
4-5 Spearhead
6 Dawn of War (only Turn 1 is night fight as day break)
Result: Winner repels opponent's back and out to their initial sector. Loser must retreat back to their initial sector. The Winner will be able to claim the sector as their own as the loser clears out. In a Tie, both forces retreat back to their initial sector.
Chaos (Traitor Guards, Daemons, CSMs) vs Orks @ N-12
Points:
• 2000 for Chaos Land force(Fast Attack cost extra, see main campaign rules).
• 2000 for Ork Land force (Fast Attack Slots cost extra, see main campaign rules).
Limit on list: Max 1 Special Character
Mission: Capture and Control of Sector N-12, per standard mission
Condition: Chaos wins Tied
VP in this mission.
Deployment: roll random
1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2)
2-3 Pitched Battle
4-5 Spearhead
6 Dawn of War (only Turn 1 is night fight as day break)
Result: If Orks win, Chaos is removed from the Sector and have to retreat to an adjacent sector. If Orks Tie or Lose, they retreat to the initial sector where the attack originated. If Chaos Wins or Ties, they remain in their defending sector. If Chaos loses, they must retreat to an adjacent sector.
Eldar vs Orks @ I-4
Points:
• 2000 for Eldar Land force (Fast Attack Slots cost extra, see main campaign rules), with bonus 250 which does not use Force Organization
• 2000 for Orks Mobile force (Heavy support Slots cost extra, see main campaign rules)
Limit on list: Max 1 Special Character
Mission: Capture and Control of Sector I-4, per standard mission.
Condition: Orks win Tied
VP in this mission.
Deployment: roll random
1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2)
2-3 Pitched Battle
4-5 Spearhead
6 Dawn of War (only Turn 1 is night fight as day break)
Result: If Eldar wins, Orks are removed from the Sector and have to retreat to an adjacent sector. If Eldar Ties or Loses, they retreat back to the initial sector where the attack originated. If Orks Win or Tie, they remain in their defending sector. If Orks lose, they must retreat to an adjacent sector.
Orks vs Tau @ N-13
Points:
• 2000 for Orks Land Force (Fast Attack Slots cost extra, see main campaign rules)
• 2000 for Tau Land Force (Fast Attack Slots cost extra, see main campaign rules)
Limit on list: Max 1 Special Character
Mission: Capture and Control of Sector T2, per standard mission.
Condition: Tau wins tied
VP in this mission.
Deployment: roll random
1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2)
2-3 Pitched Battle
4-5 Spearhead
6 Dawn of War (only Turn 1 is night fight as day break)
Result: If Orks win, Tau is removed from the Sector and have to retreat to an adjacent sector. If Orks Tie or Lose, they retreat to the initial sector where the attack originated. If Tau Wins or Ties, they remain in their defending sector. If Tau loses, they must retreat to an adjacent sector.
Tyranids vs Orks @ G-4
Points:
• 2000 for Tyranids Land force (Fast Attack Slots cost extra, see main campaign rules), supported
• 2000 for Orks Land force (Fast Attack Slots cost extra, see main campaign rules), supported
• Since both sides are supported, the relative forces are the same.
Limit on list: Max 1 Special Character
Mission: Capture and Control of Sector N-12, per standard mission.
Condition: Orks win Tied
VP in this mission
Deployment: roll random
1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2)
2-3 Pitched Battle
4-5 Spearhead
6 Dawn of War (only Turn 1 is night fight as day break)
Result: If Tyranids wins, Orks are removed from the Sector and have to retreat to an adjacent sector. If Tyranids Ties or Loses, they retreat back to the initial sector where the attack originated. If Orks Win or Tie, they remain in their defending sector. If Orks lose, they must retreat to an adjacent sector.
UPDATED RULES
Planet Diplomacy in the 41th Millennium
This planet has recently unearthed some fabled xeno artifacts. It was a race to make landfall and capture the planet. The fleets of contesting races deployed their swiftest battle forces to the planet. Unfortunately, the planet soon was enveloped by a warpstorm cutting off further support from the orbital fleets. Luckily for those stranded, the forward bases have been set up and supplies are plenty… for now, anyways…
With the bases set up, each race now struggles to achieve dominance for the planet and the ultimate prize. With no clear superiority, temporary alliances will prove crucial in order for the final objective to be completed.
Aerial units are prohibited from taking the skies of the planet as a result of the warpstorm. The terrains on many part of the planet are rugged and hazardous. Some sections on the planet can only be traversed by specialized transport fleets due to its chemical oceans. Unfortunately, these transports cannot be operated deep inland. They must operate within these coastal region or open oceans.
Fortunately, there are portions of the planet where additional command centers can be setup for better coordination of the troops. Survey reports that there are roughly 34 suitable locations among 75 sectors. One could achieve total planetary superiority with control of 18 of these sectors.
Draw for drop sites randomly.
Drop Site-Alpha
Deploy Land forces at A-1 & A-2, Deploy Mobile forces at A-3
Drop Site-Beta
Deploy Land forces at B-4, Deploy Mobile forces at B-1 & B-5
Drop Site-Digamma
Deploy Land forces at F-1 & F-3, Deploy Mobile forces at F-2
Drop Site-Gamma
Deploy Land forces at G-1 & G-4, Deploy Mobile forces at G-5
Drop Site-Iota
Deploy Land forces at I-2 & G-4, Deploy Mobile forces at I-1
Drop Site-Rho
Deploy Land forces at R-1 & R-4, Deploy Mobile forces at R-2 & R-6
Drop Site-Tau
Deploy Land forces at T-1 & T-3, Deploy Mobile forces at T-2
Rules of the Campaign
Players: There are 7 players/factions in the game, one for each of the interested powers on the Planet.
Turns are divided: Night and Day phases with the game starting in Cycle 1 of the isolation on the Planet.
Players discuss their plans for their units privately at the beginning of the Night and Day moves.
You are not bound by anything you say or do with another player.
Players secretly write down their orders for their units and then they are revealed and adjudicated simulta¬neously.
Abbreviations in order writing are listed on the conference map with S for Support and C for Convoy.
When writing a support for a unit to move you have write where the target unit is moving to.
There is no discussion when players have to retreat or make adjustments to their positions.
The map is divided into different numbered sector spaces.
Sectors can be water or land. Land sectors may be coastal or inland.
Split Coasts exist in R-6, N-7 and N-14. A Mobile unit in those sectors must be on one coast or another.
There are 34 supply centers on the map (stars/dots) scattered in 75 named sectors.
To win you need 18 supply centers at the end of a Day move.
Players start with 3 or 4 supply centers; these are your drop zones in one of 7 regions.
There are two unit types: Land and Mobile.
Each unit represents the same amount of points in a battle force.
For every supply center you own at the end of the Day in the Cycle you may have one unit on the board.
If you are short of units, you rally new ones in unoccupied starting supply centers you control.
If you have more units than supply centers you must reduce your units to equal the number of supply cen¬ters.
Each unit has equal strength so it moves with a force of 1 plus 1 for each of its supports.
A supported unit may take an additional 250 points of units for each support it receives over the opposing unit. These support units does not count toward the Force Organization choice allotment.
A Land unit may move or give support for another unit to move into or hold an adjacent Land sector. The battle force also does not have any Fast Attack slots automatically.
A Mobile unit may move or give support for another unit to move into or hold an adjacent Water sectors or coastal Land sector or convoy a Land unit to a coastal land sector. The battle force also does not have any Heavy Support slots automatically.
Only one unit may be in a sector at any time.
You may move all or some of your units each turn.
After each Day turn, players check to see how many supply centers they control. A supply center is controlled by a faction when one of its units occupies that supply-center sector after the Day turn has been played and completed. Once a faction has gained control of a supply center, it can leave the sector vacant and still keep control of it, as long as that sector isn’t occupied by another faction at the close of a Day turn.
A unit moves only one sector at a time to an adjacent sector unless you are an Land unit being convoyed. A convoyed unit may be moved as far as the convoys are linked
No switching. Units ordered to each other’s sector do NOT switch positions unless one is being convoyed. Otherwise, they will be engaged in the Bridgehead (modified Annihilation) Mission to determine the outcome of the conflict.
Your unit may only do one of the following things in any turn:
MOVE to an adjacent sector or be convoyed from a coastal land sector to a coastal land sector. Mobile units in split coasts may only move to adjacent coastal land or water sectors.
SUPPORT - to assist another adjacent unit in a sector if you could have moved there and it is not moving.
SUPPORT a specific unit to attack another sector that your unit could move to; Mobile units in split coasts may only support moves into a sector that they could have moved on.
CONVOY if a Mobile unit at a water space, you can assist in convoying a Land unit.
HOLD (also called Stand) in place doing nothing.
When giving support you are adding your force to the mover on, or the holder of, a sector.
You may support other people’s units. They do not receive allied forces in the
40K games, but are allowed extra points for their own faction similar to their own support.
Supports are CUT by a unit moving on the supporter from other than the sector that the support is di¬rected at.
To force someone out of a sector requires that you have greater force than the unit that is holding the sector plus all of its supports to Hold. A move with one support and a hold with one support bounce. Unless games of
40K are played with the assigned point values, in cases of multiple games were played. The combined result of the mission for the sector is compared to determine the resolution of the sector’s conflict.
Cut supports do not count for the determination of who has the most force.
A convoy is a move of a Land unit in one coastal land sector to another by a Mobile unit, or a chain of Mobile units, in adja¬cent water sectors.
A convoy is interrupted when any part of the whole convoy link is attacked. The to-be-convoyed Land unit remains at its initial Sector.
A failed amphibious assault (convoyed move) will result in the lost/destruction of the land unit. A failed convoyed move is defined as a contested move where the land unit does not successfully occupy the target sector and cannot return to its initial sector because it is occupied. Because of the high risk and joint nature of forces, the convoyed force shall automatically receive 1 Support for the move. If a convoying mobile unit is attacked, no such risk in incurred as the mobile unit scrambles to defend its sector and leave the mobile unit at the initial sector.
A Mobile unit in a coastal land sector may not convoy.
You cannot dislodge or cut support of one of your own units. No ‘friendly fire’.
Units forced out of their sector are dislodged and must retreat to a vacant adjacent sector that it could otherwise legally move to,
You may not retreat to a sector that was the site of a Battle or to the sector where the attack originated.
You may not retreat via a convoy.
If you cannot retreat or decide not to retreat, the entire battle force is destroyed/disbanded.
A dislodged unit has no effect on the sector from which the mover came that dislodged it.
An attacked convoying Mobile unit disrupts the convoy and the convoy does not take place.
Oddities: Sectors T-1 and N-3 have a single coast due to their waterways. N-3 connects with N-2 so armies can go between them but the N-3 and N-2 coasts are not divided in two. As a coastal land sector you may not convoy through N-3, G-5 or T-1.
Units trying to occupy the same territory will play Seize Ground Mission.
Unit moving into an occupied territory will play Capture and Control Mission, Defender will win Ties
Units trying to ‘swap’ territories will play Bridgehead (modified Annihilation) Mission
Losers of the fight must retreat. If you wiped out the opponent at the end of the mission, not only do you repel the enemy, you also decimate their fighting force. The unit is immediately removed from the board. Necrons which phased out do not count as wiped out as they retreated.
When there is no Winner, then the two units bounce and no one gets in and secures the sector.
Deployment Chart
1 Dusk of War
2-3 Pitched Battle
4-5 Spearhead
6 Dawn of War
Slot Acquisition Chart
1st +25
2nd +50
3rd +75
Rules of Engagement
There can be only 1 Special Character allowed in the list. NO EXCEPTIONS!
A player may play the same mission multiple times, but their opponent must be different. For example, Player-A (Chaos) plays Seize Ground mission for Sector Q-1 against Player-B (Imperial). Player –A may play the same mission of that same sector against a different Player of the Imperials. He just may not play Player-B (Imperial) again for that same mission to count.
Standard Battles will be based on 2000pts. With your opponent’s agreement, the battle may be of any amount as long as the objectives and conditions are the same. The only changes would be how much support the battle force would be getting from the outside, each Supporting battle force would contribute 1/8 additional points, round up to the next whole ten, to the fight. So in a 750pts battle with a calculated support from a single force would be 93.75 points, this would actually allow a player to add 100 extra points in their army list of 850.
While it is allowed to count people outside the campaign, they must follow the battle structures of the assigned mission you want to have counted: Mission type, Force Organization, Points used, rolling Deployment, and know the strategic impacts of them losing/tying/winning.
Even though a fight may be with a smaller force, the condition for being wiped out would be the same. So if you get wiped out in a battle of 500 points, you would cause the entire battle force to be wiped out as if it was a 2000 point normal fight. Your forces anchored a vital flank of the whole force…
Ideally, battles should be fought within a week of the strategic movement. Since we cannot wait forever, we will skip the actual battle if there are no objections so we keep the action going and enjoy the campaign. In these situations, units of the same strength would bounce when entering a sector at the same time. A unit of the same strength cannot dislodge an occupying unit automatically in this way. A unit with more support would be able to dislodge or drive a lesser unit from the sector.
In a situation where multiple factions enter the same sector, the unit that stays is the one which fought off all contests. If a contesting unit cannot arrange a battle to be played, then it would lose the contest to another unit which did manage to play a battle.
• The victor of the sector is the faction with the best cumulative results. In case of where there are no clear winners, no one will claim the sector and all contesting participant will return to their initial sectors. This would disrupt the plans of friendly movements as they make room for retreating friendly forces. In cases where the retreat is cutoff by opposition forces, then the entire unit is considered lost/destroyed/disbanded.
In order for the game to count, it must end by normal game Turns and not by time limits.
Dark Eldar
Each full cycle, Dark Eldar draws a random faction to conduct their raid against. However, they can make deals with their opponents. Their targets may choose to pay off the Dark Eldar by meeting their demands.
The Dark Eldar’s objective is to collect enough materials and supplies to break out of the confinement on the planet. While their technology allows them the ability to roam freely, they are still trapped like other factions.
The Dark Eldar wins if they accumulate enough Supply Points. The target number is 18. For each successful raid conducted, Eldar receives 1 Supply Point. For each lost, they lose 1 supply point. If it is a night raid, their Dark Eldar gains an additional Supply Point for a WIN or TIE. However, if their initial target provides a bribe, they automatically gain a Supply Point on top of their gains of the Cycle’s raid.
Dark Eldar also decide where they would move against after all Forces’ Order have been resolved, but before Retreats. This means that the Dark Eldar may be able to dislodge a Battle Force from a Supply Center they are about to capture.
The bribe to the Dark Eldar directs them against a Faction dictated by the Faction providing the bribe.
The window to break out of the Planet happens at the end of the Day Cycle, just like other factions in their control of Supply Centers.
Example:
• Dark Eldar draws Imperium as their target before all Orders for the Turn are submitted.
• Imperium includes the Dark Eldar in their discussion and planning. (Offering Bribes at this time)
• Imperium submits their Orders for the Turn.
• All Orders are carried out.
• Dark Eldar then selects the sector they wish to attack for the faction they are directed against.
• Battles are fought
• Retreats are carried out.
• Next Day/Night turn begins.
Dark Eldar may choose to conduct a Slave Raid as outlined in their codex. Kill Point rules substituting Victory Points as outlined. Each Slave captured is worth a Kill Point.
Campaign Option (considerations)
When it comes time where individual forces are assigned to a single player, the following will be followed:
• Each faction commander must provide a designation for their appropriate Battle Force Unit. The unit must clearly identify the codex it would use and if there is a Special Character in it. Once a Special Character is designated for the Battle Force, no other Special Character may be chosen for that Battle Force Unit’s list. However, a battle force without a Special Character may choose to include one in the future. Only one Special Character may be used in a Battle Force Unit. Sorry, no exceptions!
• For example:
• Imperials in Sector-Gamma may declare the following,
• Imperial Guard 146th Regiment, Land – Nork Deddog @ G-1
• Space Marine Ghost Chapter 7th Company (custom), Land – None Yet @ G-4
• Blood Angel 4th Rapid Response Element, Mobile – Mephiston @ G-5
So be creative with your unit designation! This is a chance to battle for the fate of all races!
ALL CREDIT GOES
TO CHARLES FOR ORGANIZING THIS AMAZING CAMPAIGN!