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Made in us
Infiltrating Broodlord




New York

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!

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in us
Infiltrating Broodlord




New York

End of Cycle 2



Here is the revised info...


· N-12, Capture and Control, Chaos defending against Orks

o Chaos 0 vs Orks 0 (Orks Tie, they retreat to the initial sector where the attack originated. Chaos Ties, they remain in their defending sector)



· N-13, Capture and Control, Tau defending against Orks

o Tau 0 vs Orks 0 ( Orks Tie, they retreat to the initial sector where the attack originated. If Tau Ties, they remain in their defending sector)



· G-4, Capture and Control, Orks defending against Tyranids, both supported

o Orks 0 vs Tyranids 2 (Tyranids wins, Orks are removed from the Sector and have to retreat to an adjacent sector. )



· I-4, Capture and Control, Ork defending against Eldar, Eldar supported

o Orks 2 vs Eldar 0 (Eldar Lost, they retreat back to the initial sector where the attack originated. If Orks Won, they remain in their defending sector)



· R-6, Seize Ground, Chaos vs Necron

o Chaos 2 vs Necron 0 (Chaos won, they claim the sector for themselves. Necron lost, they must retreat back to their initial sector)


Below are the units which need to retreat.

Orks @ G4 need to retreat to G-3, G-6, or A-4


Below are the new Supply Centers gained by each faction...

Chaos = N-12
Imperials = N-2
Necron = N-7
Orks = I-4
Tau = T-2
Tau = N-13
Tyranids B-1
Tyranids G-4
Tyranids N-4

Below are the Supply Centers lost by each faction

Chaos = T-2
Eldar = I-4
Necron = B-1
Orks G-4
Tyranid = N-7

Force Mobilization - Reminder that only coastal regions Supply Centers may field of mobile units.

Below are the factions which need to place a Battle Force.

Chaos need to place 1 unit. (5 SC, 4 unit)
Eldar = nothing (3 SC, 3 units)
Imperial need to place 1 unit. (4 SC, 3 units)
Necron = place nothing (4 SC, 4 units)
Orks = place nothing. (5 SC, 5 units)
Tau need to place 2 unit. (5 SC, 3 unit)
Tyranids need to place 2 more units. (8 SC, 6 units)

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in us
Infiltrating Broodlord




New York

CYCLE 3 PRE GAME MAP



Welcome to Cycle 3 of the campaign. I hope everyone is excited to keep the campaign moving. First off, I want to remind people that each Mission can be played multiple times as long as your opponent is different in each of those instances.

I am including updated campaign materials for us as we move forward. Again, any suggestions are welcome and improvements implimented.




" THis is the War Room at GNN... your source for conquest updates... We now bring you our analyst from the Gothic sector...."

"Thank you and welcome to this segment... "

"Indeed, it is a pleasure to be here"

"Let's get to the heart of the recent conflict. What do you think of the recent development at Planet D?"

"I think the fate of all may be determined by the outcome of this War."

"Who do you think has the weakest position?"

"The Eldar does not seem to have an answer from the onslaught of the Orks. They need to find allies to relieve them of their poor strategic position."

"Who do you think has the strongest position?"

"There is no doubt that the Tyranids have established themselves along the western side of the planet. Despite the harasessment of the Necrons, the Tyranid breakthrough may be too significant for any one faction to contain."

"Do you like the position of the Imperials?"

"Well... there is much to be said for pride and honor while dying in glorious combat... However, the truth is that in war, those are luxuries one cannot afford to entertain. It has garnered the Imperials both respite and holding by their parlay with the Tyranids and the Orks."

"Where do you think the Necrons will be at the end of this cycle?"

"They need to focus and concentrate their forces more. They are too disburst to be effective. They should use their island drop site to their advantage more. However, their present task is to expel those Tyranids from the Isle and try to expand their holding in the North."

"What about the Tau? They seem to be turning around..."

"Indeed, they have. Their new supreme commander seem to have grasped what is necessary to succeed on the planet. Although, there are still doubts in the Tau's ability to fight in the night..."

"Speaking of which, what about the forces of Chaos?"

"The Forces of Chaos started out great, but then stalled. Their seem to be regaining their momentum again after their mounting setbacks."

"So, where does that put the Orks?"

"Well... I think the sentiment is that they seem to love picking a fight with every faction they can get their green fists on. There are no shortage of conflicts for these brutes."

"Look at the time, we have a moment for one last inquiry. Who do you predict to have the greatest success this Cycle?"

"I like the Ork's position the most. Commanders may be too weary to engage these brutes, especially during the night.


"There you have it. Please join us next time... This is a presentation of GNN... your news psychically projected...."





Let's have those Orders!


Charles
Campaign Organizer




CYCLE 3 NIGHT PHASE

This just in…



Fighting continues through the night as the Tyranids attempts to cleanse their rears areas of the Necrons. With the flanks being secured, the Tyranids began their march through the Imperial drop site heading deep into Ork territory.



The Orks respond to the insult of the previous day by sending fresh troops toward Sector G-4. In the mean time, the disgruntled Orks of G-3 vents themselves upon the weak humies of the

Imperials. There doesn’t seem to be any boundaries to how the Orks spread. They press further into both Eldar and Tau territories.



The Eldar are attempting to avenge their lost to the Orks by retaking Sectors I-4. While supported, the night will no doubt make the Eldar force try to hold out until light. Up north, a lone Eldar unit attempts to flank the Necron defenses.



The Necrons find themselves isolated in all theatres of war. In the Southwest, they are being squeezed by Tyranid forces. In the North, the Mobile forces faced attack before they were able to transport vital reinforcements back to their Drop area.



The Imperials face threats from the Orks and the Tyranids. As they maneuver away from Sector N-2, the Necron move in unchallenged. As the Sectors around G-1 engage the enemy, the commander of Sector seems to be dazed with indecision by supporting no friendly.



The Chaos forces entrench themselves in their Supply Sectors for the most part. Southern forces engage tough Tau entrenchments. The Orks’ attentions seem to be diverted back to the Imperials and the Tau.



Tau forces form a defense chain as one force attempts to expand their holding further north. Unfortunately, support for the advancing Tau against the Orks were recalled to deal with the advancing Chaos forces.

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
Made in us
Infiltrating Broodlord




New York



Below are the new Supply Centers gained by each faction...

Eldar = I-4

Eldar = B-4

Necron = N-2

Necron = N-3

Tau = N-11
Tau = N-12
Tyranids B-5
Tyranids G-5
Tyranids N-7

Tyranids = G-1


Below are the Supply Centers lost by each faction

Chaos = N-12
Imperials = G-1

Imperials = G-5

Imperials = N-3

Necron = B-5

Necron = B-4

Orks = I-4

Orks = N-11


Force Mobilization - Reminder that only coastal regions Supply Centers may field of mobile units.

Below are the factions which need to place a Battle Force.

Chaos = nothing. (4 SC, 4 unit)
Eldar = Need to place 3 units (5 SC, 2 units
Imperial = nothing. (0 SC, 0 units)
Necron = nothing (3 SC, 3 units)
Orks = Need to place 1 unit. (3 SC, 2 units)
Tau = Need to place 2 unit. (7 SC, 5 unit)
Tyranids = Need to place 4 more units. (12 SC, 8 units)






Unfortunately, with the Imperials being completely swept from the Planet and this being the first run of the campaign, I feel it would be best to conclude the campaign and declare the Tyranids as victors. The Imperials have no forces remaining as a results of overwhelming losses and losing all of their supply sectors. If there are enough interest, we can start a frech campaign some time afterwards.



Thank you everyone for participating. I have learned quite a bit from this run of the campaign. I hope to make things even better for everyone in the next incarnation of this campaign. As always, feedbacks and comments are welcome. In case you all would like to start your own versions of this campaign, attached are all associated rules and maps.





Charles

Campaign Organizer



Jeez wiping the Imperials ends the campaign?

Didn't know that was part of the victory condition I was much more interested in facing off against the slowly growing Tau on the east. Slowly but surely they were becoming formidable.

I want to thank the Necron and Eldar for their active support in the latter phase of the campaign, may you enjoy the benefits of the Tyranid Synapse. And everyone else who actively participated as well, a big thank you for taking your time to go out there and participate.

Sadly i was the only Tyranid player to participate in the campaign games for Nids so I'll pat myself on the back on this one since there's none else to thank. Oh wait, Jake and Josh thank you for participating as well! I'm still waiting on a reply email from you guys! Us nids need to stick together you know!

And let me not forget to thank the Hive Mind that blesses us all. And of course my Norm Queen that raised me to be a proper Hive Tyrant. Shout out to all my gaunts, and my rippers back in the Hive Fleet. I love you all. Mr. Lictor without you this would've never been possilbe, all the warriors, carnifexes, zoanthropes, biovores, raveners, tyrant guard, gargoyles and even those spore mines out there reading this. Thank you all.

Special thanks to the Genestealers for being the best troop choice a Nid could ever wish for. And don't fret you will still be loved once the new codex comes out and you become elites instead.

We did it BROODLORD! WE DID IT! WOoooooT!

- Akaiyou (Acceptance Speech)

1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts 
   
 
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