OK, here's an improved version of our campaign:
The Battle for Vorlox XI Campaign
Vorlox XI is an important planet, especially rich in ores, far on the eastern fringe. It had managed to recently repel the dynamic advances of the Tau Empire and in particular the K’ost Sept, and Waaagh Madbakk. It is still recuperating its depleted Planetary Defence Force when it comes under surprise attack from a previously unidentified tendril of the Tyranid hive fleets. It is forced to bring its orbital defence lasers to bear, and destroys a large section of the fleet, but some Tyranids still make planetfall. The PDF quickly engages them, and a small battle ensues.
Battle:
1000pts of Tyranids which are allowed unlimited Fast attack choices
Against:
1000pts of Imperial Guard with normal restrictions.
If the Tyranids lose this battle, they can only have 2 fast attack choices in their next game.
Whether or not the Tyranids win, they are commanded by the Hive Mind to pull back, but are still able to strike at any time and are still regarded as a threat to the planet; it's scoured for spores, but some undoubtedly still remain.
Part 2- Waaaagh! Nasty Nazrukk.
As the planet is searched for spores, the PDF fail to notice an Ork tribe hiding in the mountain crevices. It’s a small tribe: the remains of Waaagh Madbakk led by a fledgling Warboss, Nasty Nazrukk; it will eventually become a dire threat.
Meanwhile, a cult of the Fallen is gathering near the planet, gathering many dark warriors to its cause. They choose not to attack, but form a blockade on the planet, but the PDF realise they have a dire situation in prospect, and contact neighbouring planets for help. The planets nearby have similar situations and cannot help, but the Imperial Guard of the Traktiongrad 156th is able to, and as are the Fists of Dorn Space Marines and Strike Force Sanguinius’ Vengeance. All break through the blockade, but at high costs of life, especially from the Traktiongrad 156th.
They come down to find the PDF in a large battle with what is seemingly Waaagh Nasty Nazrukk and a large group of the fallen that have made planetfall.
Battle:
1000pts Orks (must be led by a warboss and are allowed only one Stompa)
1000pts Dark Angels (they can use an orbital bombardment from their blockade once per game, causing D3 S9 AP2 large blast markers that always scatter
2D6+3, not regarding the firer’s ballistic skill).
Against:
1000pts Imperial Fists/ Blood Angels
1000pts of a mixture of PDF and Traktiongrad 156th.
Play this battle as a 4 objective battle, with 2 objectives in the good half, 1 in the evil half and 1 between the armies.
Regardless of the result, the good side takes large casualties and retreats to their last fortress. However if the good side lose, they have 200pts less in the next battle.
Part 3-Awoken from their slumber
After their retreat, they find themselves to be outflanked on the other side of their fortification by an alliance of Necrons, awoken from their slumber by the orbital bombardments hammering the planet’s surface, and the remnants of the Tyranid tendril that stayed back. Although such an unholy alliance is not actually a voluntary on: more that the Tyranids did not attack the Necrons as they harbour no biomass, and for unexplained reasons the Necrons did not attack the Tyranids as they are seemingly marching on the same goal. The shattered PDF forces are unable to battle so the noble Space Marines of the Imperial Fists and the Blood Angels are forced to engage these unholy enemies and battle ensues.
Points values are as follows:
1000pts Tyranids
1000pts Necrons.
Against:
1000pts Imperial Fists
1000pts Blood Angels.
Play this as an annihilation battle. The losing team gains one less strategic asset in the next battle, or loses 250pts worth of models.
Part 4-The Fate of Vorlox XI
Afterwards, all the good forces regroup and battle for the fate of the planet, assailed from all sides by their most bitter enemies.
Battle:
1000pts Imperial Fists
2000pts Blood Angels
3000pts of Imperial Guard.
Against:
2000pts Orks
1000pts Tyranids
2000pts of Dark Angels (the same rules apply as previously for orbital bombardment)
1000pts Necrons.
Play this as an Apocalypse battle. The winner of this battle wins the campaign.