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Made in se
Fresh-Faced New User






The Campaign of
SCEPTRI PRIMARIS


We are a group of dedicated nerdlings (nurglings?) that have known each other for far too many years now. Most of us have dabbled with Warhammer 40k in some way over the years yet many have very few actually played battles and maybe even less when it comes to finished painted miniatures. In order to work towards a common goal, to play more games and to spur each other on to keep at it we've come up with a campaign idea which this thread will be dedicated to. Some of you might remember our last attempt at a long going campaign (Ignominies of Korsk II) which sadly fell into forgetful oblivion when real life demanded so. Hopefully this thread will live on longer and reach even further than the previous one.

The thread is mostly used as a common area for participating players to keep track of moves made, points earned and a quick reference for tactical decisions. We set out with the dedication to put in pieces of fluff and as many battle reports as we are able to. Our dedications may vary between members but the spirit of the campaign remains. Feel free to comment or ask anything about our setup and choices. Discussions about tactics and progress is most welcome. Choosing sides and routing for a particular army is encouraged. Remember that each and every participant has real-life commitments to adhere to on top of the campaign and as such some decisions might appear irrational at first (giving up a tile due to lack of time for example) - please try to keep this in mind before voicing your disappointment. We all know that our most beloved faction should win each and every battle but alas this cannot always be the case.

The thread will be updated at least one time a month with new pictures of the campaign map and brief references to the battle in the month that has passed. On top of this participating players are encouraged to post battle reports, fluff pieces, images of their armies and similar addons.


Automatically Appended Next Post:
Beginning..
In our grim future there will be only war.
And war… War never changes.


But kingdom of men can fall under the influence of but a word or a bullet. The same applies to filth xenos, of course, whose hunger for dominion is equal to those of greedy men. All of us are oddly similar, in the most striking of ways. Wrought, perhaps, from different sources but in the scheme of eons utterly similar in our stride. We claim to be different, and put upon the altars of judgement that of our culture, our history, our civility, our societies, our glories, our blood, in fact - our very souls. But smith these things to a blade and behold what the cutting edge will show you - that none of these differences matters in this grim future of ours – where there is only war, and blades hunger for blood.

I do not claim to hold knowledge of all the things come to pass to forge the circumstances from which this particular war would emerge. As it appears haphazard and confusing upon examination. As if someone played a cruel joke upon some of us and guided the fates of others. Yet I cannot deny the fact that it is usually under the most strange of circumstances where the clearest of reasons lie and while some things are evidently kept from me there still lies enough motivation to act. And as such, the drums of war will beat once more. And battles to come will take its toll.

This message was edited 2 times. Last update was at 2017/01/19 11:27:18


 
   
Made in se
Fresh-Faced New User






Sceptri Primaris – Planetary Survey


Segmentum: - || CORRUPTED DATA || -
Sector: -|| □□□BLas¤ ||- Sector
Sub-Sector: Sceptri Angelus
System: Sceptri Primaris
Last Surveyed: 790997.M41
Planets: Thirteen

Star
Sceptri
Type: Yellow Main Sequence
Radius: 7.75 x 105 km (1.11 x Sol)
Mass: 2.27 x 1030 kg (1.14 x Sol)
Temperature 5000K
Luminosity 4.32 x 1026 W (1.13 x Sol)

Inner Planets
Sceptri Infernalis – Rock | No atmosphere | Irradiated
Sceptri Solom – Rock | No atmosphere | Irradiated
Sceptri I – Rock | Unstable atmosphere | Highly volcanic
Sceptri -|| □□**^□ | Stable atmosphere | Hives
Moon I – Rock | No atmosphere
Moon II – Rock | Atmosphere | Houses Docking Station – Sceptri Abundus
Sceptri Primaris – Temperate | Stable atmosphere | Civilised World – Hives / Mining
Moon III – Rock | -|| □*:□□||-¤
Moon IV – Rock | Unstable atmosphere
Moon V – Rock | Unstable atmosphere
Sceptri IV – Rock | Unstable atmosphere | Dead world
Moon VI – Rock | No atmosphere
Moon VII – Rock | No atmosphere
Sceptri V – Gas giant
Sceptri VI – Gas giant
Sceptri VII – Rock | Unstable atmosphere | Dead world

Outer Planets
Sceptri VIII – Gas giant
Sceptri IX – Icy | Stable atmosphere
Sceptri X – Iceball
Scep-|| □!□□¤” <||-

Asteroids:
Asteroid fields divide the systems outer and inner planets. Most likely remnant from a planet destroyed by comet impact or other undetermined means.

Comets:
None known.

Sceptri Primaris – Survey




Summary: Mineral rich world in a mineral rich sector. Forge world capabilities located twin hive cities.
Size: Radius – 8277.97 km (1.30 x Earth)
Surface Area: 8.61 x 108 km2
Gravity: 11.70 m/s2 (1.20 G)
Satellites: Three
Population: 108 billion
Rotation speed: 1935 kmph
Orbit: Mean orbital distance is 353 million km from star
Climate Classification: Temperate - Semi-arid | Minimum temperature -11 ◦C | Average temperature +30 ◦C | Maximum temperature +55 ◦C
Tropospheric Composition: 77% nitrogen, 20% oxygen, 0.6% argon, 0.4% carbon dioxide, trace amounts of other gases.
Tithe Grade: Decuma Particular - Exactis Extremis
Aestimare: B50
Climatic Regions: Polar caps – small, deteriorating at steady pace.
Seas: 23% of planet surface
Mountain/Highland: Confined to northern and southern hemispheres.
Plains/Lowlands: Mining and manufactorum operations.
Climatic Phenomena: Equatorial belt relatively stable. Polar caps plagued with intense and highly unpredictable periodical snowstorms.
Flora: Was diverse but declining at fast pace along the equatorial belt. Polar caps contains some remarkable plant life.
Fauna: Approaching eradication. Unknown status in the Polar Regions.
Economy: Lively economy, local trading not regulated by Administratum officials. Lively export markets. Principal export markets: Ultima Segmentum forge worlds and hive worlds.
Society: Hierarchical (Mechanicus): Workers, supervisors, administrators, rulers and adeptus mechanicum officials. Planetary Governor.
Water Supply: Natural Precipitation along with salt-water extractors.
Principal Exports: Munitions, minerals, machinery, chemicals and manpower.
Principal Imports: Foodstuffs and fuel.
Food Supply: Hydroponic.
Urbanisation: Main area of manufacturing facilities established along the equator. Refining facilities more sporadically placed along strip mining facilities. Hive cities have grown along the centre of this continent and over 98% of the population resides here. Star ports are spread evenly along the civilised areas of the planet, infrastructure is well built and provides good means of transportation between cities.
2% of the population operate strip mining facilities or distant projects (exploration of polar caps or deep underground expeditions).
Tectonic Activity: Continental drift is stable along the equator. Polar Regions are more unstable and severe earthquakes has plagued the region, causing much problem for many expeditions that have visited the area.
Known History:
3.631547.M39 - Initial Survey. System appeared after massive cosmological storms in the region finally settled. Initially systems scanned where deemed unfit for official interest due to unstable atmospheres for human workers.
8.542137.M40 - Unknown phenomena caused a minor but vital change in the tropospheric composition of the atmosphere on the planet. Unknown what caused this change and how. Stabilizing the atmosphere made plant and animal life literally exploded in diversity. Colonisation from official channels still at low interest.
7.234345.M40 - First colonies settled. Strip mining started. Exploration of planetary assets intensified throughout the system.
6.567379.M40 - First great conflict between trader families for control of the planet.
6.854440.M40 - Second great conflict between trader families. Heavy losses within the population. Workers near total revolt.
3.437550.M40 – Mechanicum assumes control of the planet, ending blood feuds and conflicts for now.
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--
4.517601.M40 - Massive earthquake in the northern Polar Regions halts expansion colonization.
3.496645.M41 - First official Departmento Munitorum conscription. Founding of 1st Sceptri Imperial Guard regiment.
4.346701.M41 - Massive earthquake in what was thought to be a stable tectonic region destroy the Hive “Red Mirror City”, 47 billion civilians lost.
3.233880.M41 - Conscription temporarily halted after formation of the 21st Sceptri Imperial Guard regiment.
6.691933.M41 - Uprising within Administratum. Labour disputes starts, local military manages to keep conflict isolated to minor facilities. A number of workers killed by military.
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--
2.543950.M41 – Mechanicum branch receive harsh critique and penalties from official channels by rumours of using renegade technology and artefacts. Inquisitors sent to investigate and oversee continuing ruling.
6.368967.M41 – Some Sceptri officials suspected to have gone renegade, possibly under chaos influence. Contact lost with official Inquisitors observing the planet.
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--
6.366987.M41 - Worker rebellion, this time organised. Sceptri military unable to suppress militia resistance. Guerrilla warfare common, multiple factions working separately.
6.670990.M41 - Conflict continues to expand and remains without foreseeable solution.
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--
6.897994.M41 – Sceptri officials broadcast on all emergency frequencies. Local Mechanicum officials assumed lost. Nearby Adeptus Astartes and imperial guard battalions are called to aid. Alien influence and presence suspected.
--: INFORMATION REDACTED BY OFFICAL CHANNELS:--

This message was edited 3 times. Last update was at 2017/01/19 11:33:54


 
   
Made in se
Fresh-Faced New User






Warhammer 40k Campaign Rules (2nd ed.)


Map

Spoiler:


Composition
50 Planetary Empire hexagons (from now on referred to as ”tiles”). Tiles on the map will be named after set-up in accordance to alphabetic order from left to right and numeral order from top to bottom of each row. Example: A1, A2, A3 | B1, B2, B3, B4, B5 | C1, C2 […].
Tiles and tile structures
Apart from terrain features of different tiles some tiles on the map have structures on them (which should be reflected as much as possible in the mission). These structures have different effects on the campaign and on missions played as described below.

• Basic Tile: A tile (with or without structures on it) has a basic value of +10 pts / round which it awards the owning player. This effect is equal for all tiles (unless noted on special rules for a structure occupying said tile, which is covered in structure specific rules mentioned below).
• Command Centre: Every Player has one. This represents the primary command relay of the army, its strategic focal point, mother-creature of creeps or structure of similar importance to the army. This Command Center is placed on the first tile taken by the player (usually in the deployment, see below). It can later on be moved one tile per round to an adjacent tile, or via a Spaceport to another tile with a Spaceport, that is already under control by the player.
The Command Center itself does not give any specific influence to the tile it occupies, but rather makes sure all other resources on all captured tiles are kept at full accessibility. Losing one's Command Center has a major impact on all your tiles (see below).
• Spaceport:

Quote:
Civilised planets make use of Spaceports to launch transports from the planet surface as well as landing zones for incoming supplies. Densely populated areas makes use of Spaceports to a greater extent than more feudal worlds do. Because of this it is often a high priority for invading armies to secure Spaceports in order to minimize the manoeuvrability of the defending forces.



Used to launch attacks behind enemy lines and cut of their advances. In campaign terms this means that a player who owns a Spaceport can attack any other tile which also has a Spaceport as if he was attacking from an adjacent tile (see Movement and Attacking sections for more detailed information on how an attack move is made).

The Spaceport can also be used to move the Command Center to another Spaceport tile already owned by the player in question.

Note that Spaceports can never be used as a link between tiles for special effects given by tile-structures.

• Power Station:

With a widely spread population it's often necessary for government to spread power throughout the planet’s surface. In order to ensure a complete coverage they make use of small power stations to cover regional needs more efficiently.


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Invigorating all tiles it's connected to via its owning faction, making manoeuvrability easier for the army. Should a player own more Power Stations then his opponent he may add +X on the rolls for deciding table side, placing first Mission Objective marker, the Deployment roll and on the Seize the Initiative roll, X being the difference in Power Stations owned.

• Shield Generator:

Qoute:
Many protect their more sensitive structures (such as factories and hive cities) with advanced shield generators. These make them less vulnerable to orbital attacks and artillery, which enables defences to gather better and make them less susceptible to preliminary bombardment and sneaky peaky alpha strike tactics.



A Shield Generator negates the effect of Power Stations entirely if the tile with the generator is attacked. Additionally it provides the owner of the tile with the generator a +1 advantage as described by the Power Station special rules in Missions fought on said tile.

• Manufactorum:

Quote:
Factories and supply depots are widely spread on hive planets and forge worlds. These are often considered gold mines in campaigns since restocking can be hard to come by in the midst of battle.



A tile with a manufactorum generates an extra +10 pts / round to the tile it occupies in addition to the normal +10 pts / round.

• Hive City:
Quote:
Vast cities covering huge areas. Floor after floor with skyscrapers touching the atmosphere. Billions upon billions of people live in these areas, making them hot spots for all manner of questionable activities in times of war.


The City of Brass

The City of Marble

An urban treasure trove of resources. A Hive City counts as 2 tiles, therefore it generates +20 pts / round. It also has a Spaceport, a Power Station and a Shield Generator.
A player defending a Hive City gets an extra +20% points in that missions which can only be spent on Fortifications (taken from that player’s Army Pool), this bonus is not cumulative with the +20% Command Center bonus.


Starting the Campaign]

Spoiler:
Factions and points
• Every player chooses an army from a specific faction (or sub-faction in case a Supplement makes the distinction) which will be that player's faction of the primary detachment in any and all missions played in the campaign.
• Each player’s faction begins the campaign with 10,000 unallocated points, known as the Army Pool. The total amount of points in each faction’s army will vary during the campaign by losses and points generated by tiles.

Deployment
• Campaign starts with the design of the map. Each player then studies the map and on hidden notes writes down the tile they wish to deploy their army. This is where they will place their faction´s Command Centre. The slips of papers are then put in a pot and drawn one at a time (mostly for suspense).
• The deployments are solved simultaneously. If two or more factions has chosen the same tile as deployment zone they will have to fight for the tile. The winner of such a mission gains the tile as deployment zone and can proceed to place his Command Centre there. The loser(s) must pass the first round and will be forced to set up a deployment zone in an adjacent tile the next round (note that if this tile is owned or attacked by another player in the following round a new mission must be played, meaning that an unlucky player can be delayed indefinitely from deploying!).
• Should the first conflict mission be a draw there will be a new mission the following round (this can also be repeated indefinitely should the armies be of equally strong players).


Campaign Characters

Spoiler:
Creation and restrictions
• Many armies contain Characters, often eligible for the role of Warlord. Sometimes in the role of Unique Characters. After new points have been awarded (including those given out at the start of the campaign) a player can choose to invest points in a character to his army and make it a Campaign Character. The player then reserves that cost from their Army Pool, and from that point on the character explicitly represents his or her point cost.
• Any model that is either Unique Character or Character and HQ may be taken as a Campaign Character.
• At creation, the Player of the Campaign Character selects a table for Warlord Trait and rolls 2D6, re-roll any double, then pick one result. This will be the permanent Warlord Trait for that Character for the duration of the campaign.
• The amount of Campaign Characters per faction is limited to the amount of Players in the campaign.
• A Campaign Character may only be used in one mission per campaign turn.
• A Unique Character may only be used in missions if it has been purchased as a Campaign Character.
• A Unique Special Character that rolls a Fatality on the Casualty Survival Table can be re-bought into the campaign, by any player whose faction has that option. (Note that the revived character has 0 exp).
• Only one Player’s faction can have a specific Unique Character made Campaign Character at any given time.
• Retinues are not considered part of the Campaign Character and can be changed between missions.
• An upgrade where a Campaign Character gains the Vehicle type (sometimes with exchangeable wargear) is not considered part of the Campaign Character and may be changed between missions.
Experience and Character Progression
• At the end of a mission, all involved factions are awarded experience points that may be allocated to one surviving Campaign Character at the owning player’s choice.
• The number of experience points awarded this way differs according to the following: Win: 3 exp, draw: 1 exp and loss: 2 exp.
• For every 10 exp earned, a character is eligible a single D6 roll on either the tables presented for Character Progression (Horus Heresy Book Four, pg. 218-219) or a Warlord Trait table normally available to the character.
• Any given result on either the Character Progression tables or Warlord Trait tables may only be rolled once. If a result were to be rolled a second time for the same Campaign Character then re-roll the dice until a new result is being rolled.
• Warlord traits achieved through experience points are treated as normal Warlord traits. Meaning that only a Campaign Character selected as Warlord may make use of his Warlord traits.
• Results rolled on the Character Progression tables are always active, no matter if the Campaign Character is selected as Warlord or not.


The Turn

Spoiler:
In general
• Each turn starts with every player writing down up to one Attack and eventual Movement of the Command Centre on a slip of paper. Then all these moves are drawn one at a time and resolved simultaneously.
• Every turn lasts for about 30 days or until every mission have been resolved and all players agrees on ending the turn before or after the regular 30 days.
• Movement of Command Centres always supersedes Attacks and must be done to a tile already under control by the owning player.
• Once per round a player may choose to attack a tile adjacent to any tile that player fully controls (see control below).

Attacking a Neutral Tile
• Attacking a neutral tile automatically awards the player that tile.
• Should two (or more!) players attack the same neutral tile it will become a Mission between the players instead, following normal rules for player versus player (as described below).
• A newly conquered tile lets a player gain its points per turn and other effects at the end of the turn it was attacked.

Attacking an Enemy Tile
• If a tile already owned by a player is attacked, the defending player may defend it. A mission is played and the winner gains ownership of the tile, receives its bonuses and may use it to launch attacks on adjacent tiles on the next turn. There are no limits to how many times a player can defend himself per turn.
• Should the battle be a draw it will become contested and generates no bonuses until someone has taken over it.
• A contested tile will automatically generate a new mission for the contesting armies the following turn (note that this does not consume the Attack action of either player, which can be directed elsewhere).

Missions
• The type of mission and its point size is decided primarily through gentleman's agreement between the involved Players, the minimum point size in a game is 1000 points per side. It's highly recommended that the mission chosen fits the situation it arose in, to strengthen the feeling of campaign and story.
• Should consensus for a mission not be reached, the Players decide on or roll off regarding what table of missions they want (Eternal War, Maelstrom, Altar of War etc.). If a specific mission in the table can’t be agreed on, a roll on the table settles the matter. Mission rolls are open for modification such as exclusion of missions on rolls or such, if all involved Players agree.
• The point size is adjusted, in favour to the underdog, by a bonus of +25 pts per tile difference between players. For example, a player with 5 tiles is attacked by (or defends from) one with 10 tiles. The Player with 5 tiles less than the other will have a +250 pts bonus for the duration of the mission that turn.
• No Unbound armies are allowed due to inherent balance issues, Battle Forged only.
• Any player may use the Allies in missions, with the exception of not being able to use factions represented by other Players in the campaign.
• All missions has generally a maximum of 30 days to be played and/or resolved, see The Turn - In general. If neither player involved in a mission has tried to set up a time and place for the mission, the Attack in question is treated as having not occurred at all.
• Should a player avoid the mission and/or refuses multiple offers from his adversary of a time and place, then the avoiding player is considered to have lost the mission, although without any losses in points.

Generating Army Pool Points
• At the end of each round. After all Command Centre-movements have been made, missions have been played and losses have been drawn from the pool of army total points, you calculate the amount of new points given to each player.
• For every tile owned by a single player and belonging to the same area as the Command Centre that player receives +10 pts as per the Basic Tile, along with any bonus for Manufactorum or Hive City. This represents reinforcements, newly built tanks and supplies, growth of monsters and so on.
• For every tile owned by a player that does not have a supply chain to their respective Command Centre you receive half the points per round (+5, +10 and so on). Note that if you lose your Command Centre the income from all tiles are halved.


Losses

Spoiler:
Units
• The losses made during a mission are drawn from the Army Pool. This represents dying soldiers, monsters ripped to pieces and vehicles destroyed beyond repair.
• Troops in general (infantry, jump infantry, monstrous/gargantuan creatures, cavalry, beasts - basically anything with wounds) that gets removed as casualties, remove 25% of their value from the Army Pool. This represents soldiers killed and not only incapacitated. Note that these losses are counted on a model basis and only the models removed as casualties are counted.
• Vehicles only count as casualties for campaign-loss purposes should they suffer a damage result of Explode. Should this happen their total point value is removed from the army total. Vehicles being immobile or becoming immobilised, wrecked or otherwise incapacitated are covered in the Recovery & Plundering section below.
• Flyers that suffer Crash and Burn are lost and treated like vehicles that have exploded for the purpose of point losses.
• A player may choose to retreat units over his deployment edge. For mission purposes they are considered casualties as normal, but models retreated in this way does not count as casualties for campaign purposes such as loss of points.
• If a Campaign Character becomes a casualty during a mission, roll on the Casualty Survival Table (Horus Heresy Book Four, pg. 220) with a -1 modifier in addition to the inherent modifiers of the table. Should a Captured result be rolled, the rules regarding a Liberation mission is ignored and the Player who wishes to free his Campaign Character needs only to attack a tile belonging to the faction who captured said Character. If not played and won in the following turn, the character is considered a casualty as per the Fatality roll on the Survival table.

Fortifications
• Fortifications follow the rules for Vehicles or Infantry-like casualties based on having wounds or armour value. Some fortifications are not destroyable however, such as the Aegis Defence Line or Void Shields. General principle regarding non-destroyable fortifications is treating them as Immobilised Vehicles.

Defence and loss of Command Centre

• A player defending his own Command Centre gets an extra +20% points in that missions which can only be spent on Fortifications (taken from that player’s Army Pool). This is not cumulative with the Hive City bonus.
• If a Player were to lose the tile in which he has his Command Centre, it has been taken from him. The only way to regain one’s Command Centre is to recapture that tile. If you succeed with this the Command Centre is returned to your ownership.
• If a Player is ousted and has lost his last tile on the map, his Command Centre still stands at the tile it was lost, although not under his control. A Player who does not own any tile must try to reconquer the tile which has his Command Centre with every Attack action of every turn until it is under his control once more.

Recovery and Plundering

• If a Player has one or more vehicles (or fortifications) immobilised or wrecked at the end of a mission he lost, they remain as a static resource on that tile. Their combined value is drawn from the owning Player's total Army Pool and noted on the tile where they were lost.
• To regain this sum of points the owning faction must reconquer the tile where they are placed. Should he succeed with this they return to his Army Pool.
• Note that the vehicles and/or Fortifications you are trying to recover cannot participate in the mission to regain them!


Painting and Proxying

Spoiler:
• Because part of the goals of the campaign is stimulating building and painting as well as gaming, every model used in missions is required to be painted adequately enough to be considered finished, with no vital parts unfinished.
• Negative proxying is allowed, meaning that a model may visually carry wargear that is not represented in the army list for the mission.
• Proxying of wargear is allowed, as long as it can realistically represent the alternative wargear. In addition, the wargear used to proxy another must be consistent through the army (e.g. A plasma gun representing a meltagun on a model means all other identical plasma guns are also ”meltaguns”).
• Any proxying must be declared at the beginning of the mission, before Deployment.



Automatically Appended Next Post:
Participating Armies & Campaign Characters



ASTRA MILITARUM (Death Korps of Krieg used as Astra Militarum) - Played by @Viryn
• COMPANY COMMANDER ID: 015725
Warlord Trait: Old Grudges
Cost: 36 pts

• TANK COMMANDER ID: 002887 | KIA - Turn 7
Tank Commander with Pask Upgrade
Warlord Trait: Old Grudges
Cost: 70 pts

• TANK COMMANDER ID: 016531
Tank Commander with Pask Upgrade
Warlord Trait: Old Grudges
Cost: 70 pts

• TANK COMMANDER ID: 017473
Tank Commander
Warlord Trait: Old Grudges
Cost: 30 pts

• LORD COMMISSAR ID: 000374
Counts as Yarrick
Warlord Trait: Draconian Disciplinarian
Cost: 145 pts

• LORD COMMISSAR ID: 006549
Lord Commissar
Warlord Trait: Master of Command
Cost: 65 pts



NECRONS - played by @Erinyi
• PHAERAKH ASUMA THE INDESTRUCTIBLE
Wargear: Nightmare Shroud, Warscythe, Tachyon Arrow, Phylactery, Resurrection Orb, Phase Shifter
Warlord Trait: Enduring Will
Cost: 225 pts

• OBLIVIONIST KER ZERAK
Counts as Nemesor Zahndrek
Warlord Trait: Eternal Madness
Cost: 150 pts

• ASTROMANCER KEMAR
Counts as Orikan the Diviner
Warlord Trait: Enduring Will
Cost: 120 pts

• SHARD OF THE NIGHTBRINGER
Warlord Trait: Implacable Conqueror
Cost: 240 pts

• SHARD OF THE DECIEVER
Warlord Trait: Eternal Madness
Cost: 240 pts

• ENKIDU THE BLACK SCYTHE
Catacomb Command Barge
Wargear: Tesla Cannon, Phase Shifter, Voidreaper
Warlord Trait: Strategic Genius
Cost: 190 pts



SPACE MARINES (30k Alpha Legion used as counts as 40k Ultramarines) - played by @xenobiotic
• PROSELYTIZER ZOSIMOS
Counts as Chaplain Cassius
Warlord Trait: Angel of Death
Cost: 130 pts

• PROPONENT SOLON
Counts as Chief Librarian Tigerius
Warlord Trait: Storm of Fire
Cost: 165 pts



SPACE WOLVES - played by ???
• ULRIK THE SLAYER
Warlord Trait: Saga of the Beastslayer
Cost: 145 pts

• TERULF
Wolfguard Battle Leader
Wargear: Thunderwolf Mount, Relic Armor, Stormshield, Kraken Bonesword
Warlord Trait: Fire in the Blood
Cost: 175 pts

• ???
Runepriest
Wargear: Bike, Mastery Level 2
Warlord Trait: Fire in the Blood
Cost: 105 pts.

• ARJAC ROCKFIST - Captured | MIA - Turn 5
Warlord Trait: Deeds Beyond Counting
Cost: 115 pts

• ???
Wolf Lord
Wargear: Thunderwolf Mount, Runic Armor, Stormshield, Powerfist, Fellclaws Teeth
Warlord Trait: Deeds Beyond Counting
Cost: 230 pts

• ???
Murderfang
Warlord Trait: Thread Cutter
Cost: 135 pts



TAU EMPIRE - played by @K'man
• COMMANDER SHAS'O TSUA'KUNAS | KIA - Turn 10
Wargear: Airburst Fragmentation Projector, Cyclic Ionblaster, Vector Retrothrusters, Shield Generator, Neuronet System Jammer, XV8-02 Crisis Iridium Battlesuit
Warlord Trait: Through Boldness, Victory
Cost: 172 pts

SHAS'NEL TA'OL
Cadre Fireblade
Wargear Trait: Conqueror of Cities
Cost: 60 pts

• Shas'nel Cha'bentu
Cadre Fireblade
Wargear Trait: Tactical Genius
Cost: 60 pts



TYRANIDS - played by @icrexion
• UNKNOWN HOSTILE 00095 “WTF!”
Deathleaper
Warlord Trait: Mind Eater
Cost: 130 pts

• LARGE FLYING HOSTILE 21486 “Winged feth” | Captured - Turn 9 | Killed - Turn 10
Hive Tyrant
Wargear: Wings,Two Twinlinked Devourer with Brainleech worms
Warlord Trait: Mindeater
Cost: 230 pts

• LARGE HOSTILE 96387 “Spits”
Hive Tyrant
Wargear: Two Twin-linked Devourers with Brainleech worms
Warlord Trait: Synaptic Lynchpin
Cost: 195 pts

• LARGE FLYING HOSTILE 21684 “Death From Above”
Hive Tyrant
Wargear: Wings, Two Twinlinked Devourers with Brainleech worms
Warlord Trait: Synaptic Lynchpin
Cost 230 pts


Automatically Appended Next Post:

Map Setup
In accordance with the Campaign Rules (v2) the map was compiled by giving each player a number of tiles then placing said tiles in a clockwise turn order till all tiles had been placed. The only tiles that had predetermined distance set between them where the Hive City tiles. The map layout can be seen in the reference picture below. All specific buildings (apart from Hive Cities and Spaceports) where then placed using a random number generator. Hopefully most of these buildings can be clearly seen on the reference picture:


In accordance with the Campaign Rules (v2) the map tiles where numbered and alphabetized (A1 | A2 … B1 | B2 | B3 … and so on). The reference picture below is included for memory (since remembering the system has proven hard for some individuals, myself included):


Deployment
Was done as per the Campaign rules (v2) with each player choosing where to land (or maybe rather uncover) their Command Centre while Alpha Legion decided to deploy via random allocation. Deployment zones can be seen on the map reference picture below:




This message was edited 4 times. Last update was at 2017/01/19 11:45:23


 
   
Made in us
Thunderhawk Pilot Dropping From Orbit




AZ

Curious.... very curious.



 
   
Made in se
Fresh-Faced New User






Turn 1 - Movement Map:



Turn 1 Battle Results:

- No battle played

Turn 1 - Result maps:



Turn 1 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 000 | 50 | - | 10 050
Necrons:
10 000 | 30 | - | 10 030
Space Marines (Alpha Legion):
10 000 | 15 | - | 10 015
Space Wolves:
10 000 | 30 | - | 10 030
Tau Empire:
10 000 | 20 | - | 10 020
Tyranids:
10 000 | 30 | - | 10 030

This message was edited 3 times. Last update was at 2017/01/19 12:04:20


 
   
Made in us
Damsel of the Lady





drinking tea in the snow

I am following with a lot of interest

realism is a lie
 
   
Made in us
Stalwart Dark Angels Space Marine





Stevens Point, WI

very cool! I can't wait to see how this goes

Dark Angels 12,000 Points
Nurgle 2,000 Points
Imperial Guard 10,000 Points
Daemon Hunters 2,000 Points
Tau 2,500 points
Dark Eldar 2,000 points
Eldar 1,000 Points

 
   
Made in se
Fresh-Faced New User






TURN 2 - Horizon

Turn 2 - Movement map:



Turn 2 Battle Results:

- No battle played

Turn 2 - Result maps:


Turn 2 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 050 | 70 | - | 10 120
Necrons:
10 030 | 40 | - | 10 070
Space Marines (Alpha Legion):
10 015 | 45 | - | 10 060
Space Wolves:
10 030 | 40 | - | 10 070
Tau Empire:
10 020 | 30 | - | 10 050
Tyranids:
10 030 | 40 | - | 10 070
   
Made in gb
Stealthy Kroot Stalker





gonna follow this. looks great for a similar campaign I am looking to run from June
   
Made in us
Deadly Dark Eldar Warrior





Im really excited to see this played out! I always have a lot of admiration for anyone who can get a campaign like this together.

Like a true Tomb King, change (to AoS) has left me bitter and vengeful.

Admech: I'll make Graia work some day

Drukhari: 3rd Edition Archon. WhatWouldSkariDo?
 
   
Made in se
Fresh-Faced New User






TURN 3 - Dogs of War


Turn 3 - Movement map:

Alpha Legion moves their HQ into the City of Marble (Hive City) meanwhile moving forces to secure nearby manufactorum assets to ensure longevity for their forces during the campaign.

The Tyranids, having made landfall and progressed along the northern borders of the planet (along the polar region, mostly uninhabited and therefore not represented on the map) continues to spread unchallenged, using up whatever natural resources they can claim for the Hive.

The Tau, recently made aware of the Tyranid expansion in the north decide to secure assets towards their flank aiming to capture as many beneficial structures as they can before the inevitable melee with the Tyranids. Meanwhile making sure that their borders towards the aliens are bolstered.

Necrons, having risen from previously sealed vaults near the southern mountain ridges, continue to expand and claim Mechanicum Manufactorum assets, quickly assimilating the technology towards their own, dark needs.

The Astra Militarum, recently secured the City of Brass (Hive City) and having established a command post in the area are now hell-bent on maximizing a perimeter around themselves to have room for artillery engagements without having to risk vital areas.

The Space Wolves acknowledge their need for assets in the future and decide that imperial presence in the area should be theirs and not in the hands of pesky imperial soldiers. In an attempt to "persuade" the imperial army an attack is made against a nearby manufactorum.



Turn 3 Battle Results:

- SPACE WOLVES vs ASTRA MILITARUM for TILE H5
Battle Played.
Battle Result: Draw

Astra Militarum Losses: 176 pts
Astra Militarum Vehicles stranded: 130 pts (included in losses above)

Space Wolves Losses: 78,5 pts
Space Wolves Vehicles stranded: None

Turn 3 - Result maps:



Turn 3 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 014 | 210 | 56 | 10 178
Necrons:
10 070 | 60 | - | 10 130
Space Marines (Alpha Legion):
10 060 | 65 | - | 10 125
Space Wolves:
10 070 | 40 | 78,5 | 10 031,5
Tau Empire:
10 050 | 40 | - | 10 090
Tyranids:
10 070 | 50 | - | 10 120
   
Made in us
Damsel of the Lady





drinking tea in the snow

Progress! Out of curiousity, do you think you'll be able to share some full battle reports? i know that can be a lot of work for a campaign like this, so i understand if not.

realism is a lie
 
   
Made in us
Stealthy Warhound Titan Princeps







Neat - and compliments on the great production values!
   
Made in se
Fresh-Faced New User






TURN 4 - Watchful


Turn 4 - Movement map:

The Alpha Legion diverts major resources to purging and asserting martial law in the recently liberated City of Marble. No offensive action is recorded in the archives during this time. The Legion waits for now... And watches.

The ever hungry maw of the Tyranids on the planet continues to spill forth into the rural areas surrounding the northern rim.

Shas'o Tsua'kunas, commander of the Tau presence, sees the threat posed by their Tyranid neighbours and rapidly decides to secure the border and move the Tau Command Center further into Tau territory.

For reasons only known to their respective caste of leaders, both armies of the Necrons and the Astra Militarum make efforts to secure the shield generators in proximity of the City of Brass. The Armor of the Imperium swiftly swept away the still awakening Necron infantry and secured the area.

Meanwhile the Space Wolves, having recieved reports of the Xenos/Astra Militarum hostilities further northwest, grabbed new unclaimed territory far from the still ongoing dispute at the manufacturum southeast of the City of Brass.



Turn 4 Battle Results:

- SPACE WOLVES vs ASTRA MILITARUM for TILE H5
Battle Played.
Battle Result: Astra Militarum WIN

Astra Militarum Losses: 34 pts
Astra Militarum Vehicles recovered: 130 pts (previously locked on tile)

Space Wolves Losses: 128 pts
Space Wolves Vehicles stranded: 125
Arjac Rockfist was cut-off from his fellow Wolves and was Captured by the Astra Militarum.
- NECRONS vs ASTRA MILITARUM for TILE F4
Battle Played.
Battle Result: Astra Militarum WIN
1000 pts vs 1050 pts
Battle Lasted for 6 rounds. 5 victory points (objectives, slay the warlord and linebreaker) for AM versus 4 (objectives, first blood) victory points for Necrons.

Astra Militarum Losses: 22 pts

Necron Losses: 129 pts
Necron Vehicles stranded: 105 pts
Phaerak Asuma was wounded and the resulting injuries made him shaken, reducing her effectiveness in a battle yet to come.

Turn 4 - Result maps:



Turn 4 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 014 | 164 | 0 | 10 178
Necrons:
10 130 | 60 | 234 | 9 956
Space Marines (Alpha Legion):
10 125 | 65 | - | 10 190
Space Wolves:
10 031,5 | 50 | 253 | 9 828,5
Tau Empire:
10 090 | 50 | - | 10 140
Tyranids:
10 120 | 60 | - | 10 180

This message was edited 1 time. Last update was at 2017/02/15 10:37:31


 
   
Made in se
Fresh-Faced New User






TURN 5 - Sidestep


Turn 5 - Movement map:

The Wolves of Fenris, having lost Arjac Rockfist in the intense fighting in the previous days, remain ever vigilant yet halts the advance for now, redoubling efforts on strengthening their battle line.

After having broken the civilian resistance in the City of Marble a tactical assessment of the immediate surrounding is made by the Alpha Legion.

Meanwhile a maelstrom of activity erupts around the centre of the planet where the armies of the Tyranids, the Tau Empire, the Necrons and the Astra Militarum circle around each other, prodding and poking but not committing any assets to major engagements just yet.



Turn 5 Battle Results:
- No battle played
- Arjac Rockfist - Missing in action, now presumed lost.

Turn 5 - Result maps:




Turn 5 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 178 | 100 | 0 | 10 278
Necrons:
9 956 | 70 | 0 | 10 026
Space Marines (Alpha Legion):
10 190 | 75 | - | 10 265
Space Wolves:
9 828,5 | 50 | 115 | 9 763,5
Tau Empire:
10 140 | 60 | - | 10 200
Tyranids:
10 180 | 70 | - | 10 250

This message was edited 4 times. Last update was at 2017/02/19 13:55:02


 
   
Made in hr
Regular Dakkanaut



Slavonski Brod-Croatia

Great campaign i would live to see some picts of the battles
Keep up the great work
   
Made in se
Fresh-Faced New User






TURN 6 - Slow Waltz


Turn 6 - Movement map:

The Space Wolves recover their ferocity and marches towards the Tau that move in to secure a nearby space port. Whether they make this move in order to allow safer passage for reinforcements or to redeploy their strengths to another position on the planet remains to be seen. The Astra Militarum decides to join the Wolves of Fenris in their advance, fearing that they could once again be subject to their feral rage unless their battle lines are sturdy and no territory is surrendered necessarily.

The Alpha Legion continues their coastal advancement and aims to secure a nearby power station for future use. Others still suspect little of their interference on the surface of the planet yet the activities in the City of Marble has drawn the attention of the Necrons whom skirt along the advancing Tyranids wall of flesh in the north towards the City.

Turn 6 Battle Results:




- No battle played

Turn 6 - Result maps:



Turn 6 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 278 | 110 | - | 10 388
Necrons:
10 026 | 80 | - | 10 106
Space Marines (Alpha Legion):
10 265 | 85 | - | 10 350
Space Wolves:
9 763,5 | 60 | - | 9 823,5
Tau Empire:
10 200 | 70 | - | 10 270
Tyranids:
10 250 | 80 | - | 10 330
   
Made in se
Disbeliever of the Greater Good



Sweden

... and I'm locked in. :-(

This message was edited 1 time. Last update was at 2017/02/21 13:12:43


 
   
Made in se
Been Around the Block




We will try and do more work in the future with pictures and maybe some battle reports. Alot has happened as you will be able to see later
   
Made in se
Fresh-Faced New User






TURN 7 - Coalesce


Turn 7 - Movement map:



The unrelenting maw of the Tyranids envelopes the northern hemisphere of the planet. Devouring all life as it passes. Unexpectedly their massive wave leaves their previous territories unprotected, enabling the Tau Empire to bravely venture into their area and secure a major manufactorum asset.

Meanwhile the Alpha Legion deployment zone is under attack from both the Necrons and the Astra Militarum. Deciding that emergence is not yet required and especially during a two-pronged attack they quickly withdraw in order to instead focus their strengths at fortifying their presence around the City of Marble. As if unaware of any previous presence at the Spaceport the killer robots face of against the backbone of the Imperium.

Further east the Space Wolves secure territories around their headquarters for possible battles to come.

Turn 7 Battle Results:

- NECRONS vs ASTRA MILITARUM vs ALPHA LEGION for TILE F6
Battle Played.
Battle Result: Necrons WIN
1550 vs 1500 vs 0

Astra Militarum Losses: 293 pts
Astra Militarum Vehicles Stranded: 300 pts
Tank Commander ID: 002887 | KIA

Necron Losses: 128 pts

Alpha Legion: Tactical Withdrawal
- TAU vs TYRANIDS for TILE H1
Battle Not Played.
Battle Result: Tau WIN

Tau: Unhindered Advance.

Tyranids: Apparent Withdrawal...


Turn 7 - Result maps:



Turn 7 Statistics:

Army
Army Size | Gains | Losses | New Total

Astra Militarum:
10 388 | 110 | 593 | 9 905
Necrons:
10 106 | 90 | 195 | 10 001
Space Marines (Alpha Legion):
10 350 | 90 | - | 10 440
Space Wolves:
9 823,5 | 70 | - | 9 893,5
Tau Empire:
10 270 | 90 | - | 10 360
Tyranids:
10 330 | 40 | - | 10 370
   
 
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