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Made in be
Resentful Grot With a Plan





Well hello, Me and three guys from my club are starting up a campaign. We would like to share our progress with you guys and hope to get some comments to keep us going.

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“THE LIE OF FORMUND”
NARRATIVE CAMPAIGN

Formund: (Ultima segmentum)

The world was known as an ogryn home world. The last leader was Nork Deddog. He returned to his home world to lead his people at the age of 110. Most people know him from his great deeds during the battle of the Phoenix Islands. But unfortunately the world came under attack. A unknown hive fleet overran the population and killed everything in their path. The Emperor's Emissaries were given orders to cleanse Formund form the aliens. They bombarded the world for weeks. And after scouting the surface, they declared it a dead world. The space marines chapter built a small outpost to keep control over Formund.


ARMIES


The Emperor's Emissaries (space marines)
The Imperium of Man is besieged on all sides by numerous enemies - from within and without. Standing between the enemy host and the Emperor's children are the vast Imperial legions. Millions and millions of men and tanks form up the Imperial Guard, the first line of defence against all threats. They are supported by the ever-loyal Space Marines, who live for one sole purpose: To eradicate the enemies of the Emperor and safeguard his existence.

One of these Space Marines chapters are the Emperor's Emissaries. Though unclear as to where their origins lie, their fanatism and zeal have led investigators to believe that they're descendants from ancient cults of fanatic Imperialists. Dressed in dark red robes, this chapter has launched many a crusade on its own and gained honour and respect amongst other chapters.

Order of the yellow tulip (The Sisters Of Battle)
The order of the yellow tulip is the most recent order. It was actually created to deal with non-combatant roles such as medical aid and purification of the body. But it wasn’t long till they were asked to do some small scouting missions.
These days they are led by canoness Paula. The order counts about 4000 members. But most of them stay at the home world known as Arrila, it lays in the Segmentum Tempestus not far from Ophelia IV.


Hive Fleet Scylla
The encountered Hive Fleet was given the name Scylla (Tyranid Hive Fleets are give ancient sea monster names: Kraken, Leviathan,..) and was considered to be eradicated. However, this conclusion was made too early... Formund's surface was indeed cleansed of all tyranid Xenos.
But when the Imperial Navy attacked the fleet's bioships to ensure the Tyranids would never assault the region again, a few ships escaped in the chaos. Now these ships drift through the universe surrounding Formund, attacking any vessel they encounter and consuming moons and planets small enough to handle. The fleet is gathering biomass, growing in strength and closing in on Formund once more...


The Salamander 3th company
The salamander 3th company is known as a harded fighting unit in the battles of Armageddon. They often use skill and experience to win a battle. Since M41.73 they haven’t lost a battle.
Their company captain Nistan is a far descendent of the all famous Vulkan. They often deploy landraiders and dreadnoughts, which they use aggressively, the lascannon is their tankhunting weapon. The battle brothers of the 3th company come from the same neighbourhood on Nocture so their bond is overwhelmingly strong.

This message was edited 1 time. Last update was at 2010/08/14 11:19:38


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





Glasgow

This should be worth keeping an eye on! The best way to reel in more Members for Commenting is to get some Pictures up, ASAP. Got any Pictures of the 4 Armies, or indeed, their Army Lists? What about some Details on how the Campaign will run? Will there be Kill Teams, or Planetstrike? Will you be using a Points System to decide the Results?
   
Made in mt
Jealous that Horus is Warmaster




Malta

Lovely idea mate! make sure you post pics of battle reports and keep us updated !


In the land of the blind, the one eyed man is King.
 
   
Made in be
Resentful Grot With a Plan





SCORES

You can gain 2 points by winning a battle, 1 points for a draw and you lose 1 point when you have been defeated.

Points can be used to gain advantages during a battle.

- 1 point to decrease the points by 100 that your opponent can use during a battle (this can’t be used for battles below 1000 points, limit only one point can be spent for each battle)
- 1 point to increase your points by 100(this can’t be used for battles below 1000 points, limit only one point can be spent for each battle)
*note only one of these abilities can be used during a battle
- Veteran abilities. One point can be used to give a unit one of these battle honours.
D6
1 Street Fighters (re-roll a difficult or dangerous terrain test)
2 Grizzled Veterans ( re-roll failed to wound rolls a single player turn of close combat or shooting)
3 Seasoned Campaigner ( re-roll a failed Morale check)
4 Tank Killers ( re-roll a failed Armour Penetration roll)
5 Natural Survivors ( If the unit is the loser in an assault, it may re-roll its test to break off)
6 Rapid Deployment (if held in reserve, the unit may re-roll its Reserves roll)

The ability only lasts for one game! First you have to roll a die and then can you determine wich unit you are going to give the special rule.
Each player starts with 8 points. When you have no points left , this means your forces have been driven back from the planet.


   
Made in be
Resentful Grot With a Plan





MISSION 1

Points: 1750
Mission Objective:
Attacker The salamanders 3th company ( 8 points)
Defender The Emperor's Emissaries ( 8 points)

Both players use the Divided Force special rule. The defender deploys using the hidden set-up rules. The attacker has first turn. Both passive forces arrive at the beginning of Turn 4.
If the defender has any scoring units more than 12” from any table edge at the end of the game then he wins if he does not and the attacker has at least one scoring unit left the attacker has won. Any other result is a draw.
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There has always been some rivalry between the salamanders and the emperor’s emissaries. The boys in green had little faith in their real beliefs . For them they weren’t worthy of the name “space marine”. But these conflicts have never escalated to any war until now. 5 years ago the command passed on to Nistan. He prepared his fleet for a crusade against the Emperor’s Emissaries.
Army Lists


The salamanders 3th company



Nistan (captain with relic blade, storm shield and digital weapons)
5 assault termies in land raider redeemer
10 marines (PF, flamer and ML)
10 marines (PF, flamer and ML)
5 marines (power weapon) in razorback with twin- linked heavy bolter
Whirlwind
Dreadnought with twin-linked lascannon
Dreadnought with twin-linked lascannon
Land raider


The Emperor's Emissaries



Captain with storm shield, thunder hammer and terminator armour
5 terminator (cyclone missile launcher, chainfist)
10 marines (ML, plasma gun and PF) in rhino
10 marines (ML, plasma gun and PF) in rhino
10 marines (MG, lascannon and PF) in razorback with twin-linked lascannon
Predator (twin-linked lascannon and heavy bolters)
Predator (twin-linked lascannon and heavy bolters)
Landspeeder (multi-melta and assault cannon)
Landspeeder (multi-melta and assault cannon)
Landspeeder (multi-melta and assault cannon)

DEPLOYMENT




Hidden set-up





TURN 1

Salamander automatically get first turn. His vehicles move full speed. The lascannon from the land raider fails to hurt the predator.
The Emissaries target the razorback with all their missile launchers but it’s to no avail.


TURN 2-3

The salamander push through. The predator gets immobilised by the land raider.
In turn 3. Nistan and his boys charge the marines in the left building. They kill some but lose 3 marines for their efforts.
The Emissaries have bad luck and accomplish nothing during these two turns. Even the two newly arrived landspeeders fail to hurt the landraider.





The cavalry arrives.


TURN 4 -5
The reserves come up. The dreads kill one landspeeder. The rest of the forces advanced.


The Emissaries blow up a advancing razorback and kill all the marines inside. The predator blows up the whirlwind. In assault the termies immobilise and weapon destroy the landraider.




TURN 6
The land raider advances. While the firebase immobilise the second predator.



The Emissaries try to stop the redeemer but to no avail. The termies destroy the godhammer landraider.


TURN 7

The termies assault the ten marines pushing them back in the 12 “ zone. Shooting kills the 5 marines and the razorback is blown up.




The termies shoot at Nistan and his escort but fail to do much damage. The last 5 marines move and run 15 inch from the board edge. Giving the Emissaries the win.



   
Made in gb
Potent Possessed Daemonvessel






Formund, I know this planet...my renegade guard army hails from here.

Will be watching this with intrest.
   
Made in be
Adolescent Youth with Potential



Belgium

Hi y'all. I'm new on the forum and decided to join, in order to be able to add some comments to the campaign.

I'm the Emperor's Emissaries player, and here's the armylist for the first battle. (Since Jupiter's list isn't all that complete.)

HQ
Sub-Prior Evander (equals a captain - He's second in command of my chapter.)
Terminator Armour
Thunder Hammer
Chainfist

Elites
Terminator squad (5 guys)
Cyclone launcher
1 chainfist

Troops
Tactical 1
Powerfist
Teleport Homer
Lascannon
Meltagun

Razorback with TL lascannons

Tactical 2
Powerfist
Missile launcher
Plasmagun

Rhino

Tactical 3
Powerfist
Missile launcher
plasmagun

Rhino

Fast attack

Landspeeder (X3)
Multimelta & Assault cannon
Are used as three separate units.

Heavy support
Predator 1
Bolter sponsons
TL Lascannons

Predator 2
Bolter sponsons
TL Lascannons

For a total of 1745 points.
All in all, a solid list I think. Except it lacks a bit of firepower when confronted with two Landraiders.
The major part of my army consisted of the two tactical squads with rhino's, two landspeeders (in reserve) and a predator, which were deployed in the beginning. The rest of the army arrived on turn 4, as said before.
I forgot to roll for reserves on the second turn, which might have altered the game a bit.
An unlucky diceroll saw my teleport homers stuck in reserve, so no precision deepstriking for my Termies or my Landspeeders.

Kill count: 1 Landraider, 1Whirlwind and 1 Razorback destroyed. 16 Marines KIA, 2 Termies KIA .
Loss count: 1 Predator, 1 Razorback and 2 Landspeeders destroyed. 24 Marines KIA. 1 Landspeeder and 1 Predator Immobilised.

A narrow victory, but a victory none the less.
Lessons learned: Focus on softer targets, instead of wasting all my firepower on Landraiders.
Oh, and don't forget the mission objective.

On to the next battle!


Automatically Appended Next Post:
As for possible Kill-Team missions, I came up with the following rules.
Credits to the internet, I took bits and pieces from around the web and added some of my own modifications.
I'd like to get more specific, but if I do so this might get too detailed and every single army would have to be looked at specifically.
You can always spice things up and make your Kill-Team more characterized (Schaeffers' last chancers, anyone?), but that would require a specific set of rules and I just want to keep it basic.

KILL - TEAM
FOC:

A Kill-Team consists of:
0-1 Troop choice
0-1 Elite choice
0-1 Fast attack choice
Up to a maximum of 200 points.
Number/squad: Each squad numbers at least 5-10 models.
No HQ or Heavy Support Choices.

- Unit upgrades (sargeants, veterans,…) are allowed as normal.
- Heavy weapons, weapons upgrades,… are allowed as normal and as described in the codices.
- Each troop or elite unit may be split up into different sections of at least 2 models strong. E.g.: A unit of 5 imperial guardsmen can split up into a unit of 2 and a unit of 3.
- Vehicles may not be split up into different sections but operate following the rules specified in their codex - as such they'd operate as a squadron.
- Units are allowed to use the deep strike, scout and infiltration universal special rule if the mission allows them to do so.
- Vehicles may not have an AV value over 12.
- Vehicles may use any upgrade as specified in the vehicle upgrade section of their codex.

Rules:
• Each section moves, shoots, and assaults as an individual unit
• Models can split their shots at different enemy models. (Say a SM scout is firing a heavy bolter, it shoot at up to three things)
• Models in assault with more than one enemy model can split their attacks similar to the shooting rules
• Up to 3 sections may be given one of the following universal special rules: Counter-attack, Fearless, Fleet, Hit & Run, Move through cover, Night vision/acute senses, Preferred enemy, Relentless, Stealth, Tank Hunters, Turbo-boosters.

Defeat:
• Once a Kill Team loses half its number of models each surviving section must start taking leadership tests at the highest surviving member's leadership at the beginning of each turn with a -1 modifier on subsequent turns. Upon failing the test, the section makes a tactical retreat from the battlefield and is removed from play.
• Once a Kill Team loses half its number of sections each surviving section must start taking leadership tests at the highest surviving member’s leadership at the beginning of each turn with a -1 modifier on subsequent turns. Upon failing the test, the sectoin makes a tactical retreat from the battlefield and is removed from play.
• A Kill-Team also loses when it fails to achieve its specific mission objectives.

KILL – TEAM Adversary
The Kill-Team adversary may select up to 500 points from his codex, using the standard FOC.
0-1 HQ choice
0-3 Troop choice
0-3 Elite choice
0-2 Fast attack choice
0-1 Heavy support choice (with a max AV13)

Any special modifications will be specified for each mission.

This message was edited 3 times. Last update was at 2010/08/16 00:12:39


All guts 'nd glory.
Or all guts 'nd gory.  
   
Made in be
Adolescent Youth with Potential



Belgium

So, we've been getting started, and here're the results so far. (I'm missing some results, so the scores that're shown right now're very limited).
In addition, I've added the new mission ruleset for special abilities and mission bonuses.

Points can be used to gain advantages during a battle.
Points are earned by winning a battle:
+2 for a victory – your units have gained insight in fighting a battle and receive a major morale boost because of this victory!
+1 for a draw – your forces have learned how to hold themselves in battle and can now use this knowledge to achieve future victories. (Hopfully )
-1 for a defeat – your troops are demoralized by your defeat and need replacements to fill their ranks.
-2 if your troops are massacred – An all new army has to be assembled, using troops straight from basic training! Of course these greenhorns can’t possibly replace the years of experience and training your former force had.


Points can be used in the following ways:
ARMY LISTS
• 1 point can be used to decrease your opponents’ army value by 100*
Exception: Can’t be used in battles below 1000 points.
• 1 point can be used to increase your army’s value by 100*
Exception: Can’t be used in battles above 2000 points.
* Both rules can be used in the same battle, but only one can be used for each bonus, so they’re not cumulative.


VETERAN ABILITIES
One point can be used to give a unit one of these battle honours.*

1 Guerrilla warfare (Unit may roll an extra D6 for any difficult terrain test)
2 Up close ‘n personal (Unit may re-roll all failed to hit rolls in a single turn of close combat)
3 Grizzled Veterans (Unit may re-roll all failed to wound rolls in a single player turn of close combat or shooting)
4 Marksmen (Unit may re-roll a failed to hit roll)
5 Tank Killers (Unit may re-roll a failed Armour Penetration roll)
6 Rapid Deployment (If held in reserve, the unit may re-roll its Reserves roll)

* Note that these abilities have no effect on units that already have a bonus.
For instance: A chaplain can’t receive the ‘Up close ‘n personal’ special rule, nor can any unit he joins, as he gives them the “Litanies of hate” special rule. If he joins a unit with this special rule, they lose the special rule until the chaplain leaves the unit again.

* No unit can be given more than one upgrade!


The ability only lasts for one game!
Each player rolls a D6 and then decides to which unit he'll grant the bonus.
Each player starts with 8 points. When all your points have been expended or lost due to defeats, your troops have to withdraw from the planet.

Niels
Battle 1 -1 7
Vincent
Battle 1
Simon
Battle 1 +2 10
Dwayne
Battle 1

As you can see, there are only two results given right now (Simon's victory over Niels). More'll follow soon.

If anyone has any remarks or suggestions, don't hesitate to speak up!


For those who're not all that interested in the rules 'nd stuff, I'll get some pictures of the Emmissaries chapter up ASAP (and of the sisters).

This message was edited 2 times. Last update was at 2010/09/01 22:38:41


All guts 'nd glory.
Or all guts 'nd gory.  
   
 
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