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Made in gb
Fixture of Dakka





Tzeentch has many pawns in their fiendish game with the Imperium of man, some who are only too happy to fight back against their uncaring oppressors...

A small band of Tzeentch cultists have survived the brutal assault on their hive, and are led by a Champion who has been granted a vision of a dark place full of cargo containers. And in the darkness a glint of steel mandibles and glowing eyes staring back at her...

One of the cultists mentions an underground storage area they used to work in and is holding equippent for mining operations. Explosives and machinery could be put to good use in their fight against the Imperium.

And yet, they might not be alone in their thinking...


Not my game, I'm afraid, but Necromunda players could have a Chaos Cultist vs Gene-cults gang fight for possession of the mining equipment. If the Chaos cultists win then they reinforce a game of 40K or Kill Team. If memory serves both are in the same book. Maybe an Ambot might also have malfunctioned and is stalking the storage area...


Casual gaming, mostly solo-coop these days.

 
   
Made in us
Dakka Veteran





Absolutely! We could definitely work a necromunda game into the narrative. And we can have the same player run multiple games.

@ Samus, I know you wanted to work a solo black stone fortress game into this.

Now that the fleet has done it's thing, I think it may be the right time to start that up. Fallen Chaos Hives burnt to a crisp by an Imperial Fleet, brimming with archeotech and treasure. That'd be a great setting for any number of skirmish games.

I think the course of the war itself will be decided more by the macro games but the idea is that they are building the setting for the smaller games to run in the background and tell some interesting stories.

"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in gb
Fixture of Dakka





Fortunately I had the day off( but will pay for my sins on Friday ) and thus enjoyed this afternoon's expedition, although the rules for the solitaire can feel like BSF's "God mode". Thankfully, it can still lead to unexpected results at the last minute...

In a nutshell it was a normal 4-combat, 4-challenge expedition and the solitaire has made it past chaos lines...

Challenge: Isolation.
- Jumped by a marine with a retinue of traitor guardsmen and beastmen, the Solitaire dashed back and forth claiming one victim after the other...

Combat: 3 discoveries, 3 portals
- In a blinding display of speed the Solitaire leapt from the lift once the doors were open and over the nearby group of traitor guardsmen, and proceeded to the western exit. Sounds of beasts and flickering electricity could be heard but ultimately too far away, and the Solitaire disappeared as soon as it had arrived...
- Inside the lift, the Solitaire pockets 2 pieces of Archeotech.

Challenge: Countdown
- The Solitaire's performance is a swift one and the final act will soon come. It leaves the trap and it's treasure for others...

Challenge: The Race.
- Discarded due to multiplayer rules and time constraint.

Challenge: Cut them down
- Discarded due to multiplayer rules and time constraint.

Combat: 2 discoveries, 4 portals
- As soon as the Solitaire enters the area it is rushed by traitor guardsmen and volt-cultists. Incredibly the Solitaire flips and dashes it's way past the mob and escapes through the south exit...

Combat: 3 discoveries, 3 portals
- As the performance grows stale, the Solitaire dashes through the area towards the south exit and dispatching traitor guardsmen and a foul beastman beforehand. Their fellow warriors give chase and stop the Harlequin assassin before it can leave. The Solitaire returns to the north, claiming more victims and leaving the rest of the area's inhabitants in a state of fear and confusion.
- The Solitaire discovers a clue; Genestealers have been here before...
- Indulging in the story of the fall and the terror of "She who thirsts", the Solitaire sweaps back to the south exit and leaves no creature alive...

Combat: 3 discoveries, 3 portals
- Once again the Solitaire cuts through more traitor guardsmen with great confidence. However, as if pierced by a mysterious force, a lone rifleman takes aim and scores a powerful blow to the Harlequin as it leaps into the eastern lift...

Conclusion: Shortly after the Solitaire escapes in the lift, the shaking traitor guardsman is joined by a pair of psykers, levitating...


So, Genies are indeed a thing and will need culling. However, our Solitaire has suffered two blows at the last minute, taught a lesson in humility by a chaos psyker's disrupt action and a lucky shot by a lasrifle.

Yet as they clutch their side in pain, bleeding, the Harlequin remembers an incredibly ancient ballad sung by a troupe of magnificent Queens...

"...the show must go on!"


Casual gaming, mostly solo-coop these days.

 
   
Made in us
Dakka Veteran





Very interesting. I may have to check out Black Stone Fortress. It seems like something the fam might like. (No one likes wargaming but me unfortunately).

Just to try and build on our story...perhaps the Eldar have now retrieved an artifact sought after by Chaos and the Genestealer cult. (And perhaps our Rogue Trader friend as well?)

I'm sensing an Eldar vs [Something] game may be in the works soon...

But for now let's wait for Epic/Titanicus to catch up. There is a REAL war going on afterall.


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in fi
Longtime Dakkanaut






Epic has concluded in a decisive Death Guard victory, throwing back the Kriegsmen from their attempted breakthrough that could not muster enough aggression to punch into the city before sufficient traitor reserves arrived. The beleagured hive remains tightly under the XIV's deathly grasp.

Details and pictures follow tomorrow.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in gb
Fixture of Dakka





I'd say that Blackstone Fortress is worth getting before it disappears for good( its damn good value for £105, especially with discount ). Only thing I'd suggest is that when first playing it, is to start off with 2 combat and 2 challenge cards for a short introduction( half the length of today's expedition ). Also, we found it useful to exclude the combat cards that have 4 hostile groups, which can prove to be a bit heavy when first learning the rules. Come to think of it, this might be good enough for family members who only want a short 1-2 hour game.

Oh, the larger 4 hostile group combat cards are ideal for a bit of indoor Kill Team! Well, there was rules for the 2018 edition but I'm sure it'll be easy to adapt it to the new edition as you count the gaps as walls, and the white lines as light cover. Simples.

Casual gaming, mostly solo-coop these days.

 
   
Made in us
Dakka Veteran





 Sherrypie wrote:
Epic has concluded in a decisive Death Guard victory, throwing back the Kriegsmen from their attempted breakthrough that could not muster enough aggression to punch into the city before sufficient traitor reserves arrived. The beleagured hive remains tightly under the XIV's deathly grasp.

Details and pictures follow tomorrow.


Excellent work!

And so it seems that the war on the ground has become a bit of a stalemate as the Deathguard remain firmly entrenched on the outskirts of Hive Ludeon.

The Death Guard will now be able to seize the initiative and attempt to force their way into the hive.

Perhaps a game of Kill Team or 40K will help determine if they are successful. Any volunteers? (Can be the same players as before doing a different game). If we can't find any than perhaps another game of Epic or Titanicus by the same player is in order?

In other parts of the world...the fleet is able to send down landing parties to begin security sweeps over the ruined hives. Expeditions into the under hives in search of valuable salvage are in the works.

Captured mutants speak of an Aeldari that stole a valuable artifact and may still be on the loose. If the rumors are true, capture of the Aeldari will be a high priority for the Imperial forces (and the chaos and genestealer cults as well!)

This message was edited 1 time. Last update was at 2023/02/02 13:24:45


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in fi
Longtime Dakkanaut






Epic: Armageddon, Siegeline scenario, a bit over 4000 points, Imperial Guard (Death Korps of Krieg) vs. Legiones Astartes (Death Guard).

Click them pictures bigger for details

****

Hive Ludeon, last surviving Imperial stronghold on Kennet Majoris. Last refuge of civilian life not carelessly bombed into oblivion by the reckless battlefleet above this wrecked, ruined land. Last hideout of cowards.

Gazing on its smoking spires made lord Styrix laugh, or at least gurgle in a manner interpretable as amusement. His men had encircled and besieged the massive mountain of buildings for months now, watching it die a slow death as their necrotic gifts worked their way into the life-sus systems of the city. But now, as their own fleet burned and fell into the planet's atmosphere as smoke-trailing showers of flame like beautiful, unnatural rain, they would need to capture it by force and dig deep under its void shields to fight on. They had hastily erected new earthworks and tainted the ground further back with deadly chemicals, expecting the Imperial dogs' imminent attempts at lifting the siege at the moment they'd gain orbital superiority. And lo, he did not have to wait long before the tell-tale palls of dust rose from the blasted horizon, signalling the arrival of the massed transports of the Imperial Guard closing on them.

The fools were attempting to force a hole in their siege ring. "Let them try", Styrix mused and voxed an order to all available response elements in the neighbouring sections of the line. His infantry would buy them enough time. Stepping out of his command bunker, he observed as the dour marines of his warband settled in their positions heedless of the slaves digging them further. No shouted orders or fussing was needed, every man of the XIV already set on their tasks. "The Unbroken Blades endure. Come, lapdogs of the Corpse-God, break yourselves against the Grandfather's bountiful splendour."

****

The field is set. A road once led from the wilder lands into the city's outskirts, now blown up and fortified by the Death Guard instead.




Lord Styrix's command post is swarming with activity as men and trench guns take positions.




By the mined road, more men and maddened dreadnoughts shuffle to take on the forthcoming assault.





Led by the rolling column of Gorgons and the stomping Reaver titan, the Death Korps advance towards the contact line.



Gorgons, heedless of the puny trees in their way, smash through the forest to avoid missile fire from the defenders.



Heavy Macharius-tanks take the hillside and let rip against the trench walls, but come under counterfire from the mortars and retreat back on the road.



The titan barrels forth, lasers and rockets smashing into the first dreadnought talon. Deadly turbolasers punch through their ceramite like wet tissue.




On the flank, the deathriders and grenadiers struggle to march and instead diddle under indecisive leadership as the Russes speed through the burning wreckage of the first Macharius.



While the Krieg artillery was settling their Bombards in position just outside counterbattery range, the Death Guard spotted a fatal opening: while the airspace was certainly contested by plentiful fighter cover, there wasn't much of air deterrence near the ground except for one flak battery. As the callsigns of two screaming Thunderhawks appeared on Styrix' command display, a quick command to the mortars saw the Krieg flak suppressed to hell and back before the first Hawk plunged to the ground hotly tailed by two Lightnings. Despite small fires and scratches here and there, the Thunderhawk made it to its target intact and spewed forth terminators who made short work of the Bombards (just! The terminators rolled the absolute worst and barely won the fight through inspiring leadership and numbers ).



As the Krieg line advanced, the Reaver swatting aside the other dreadnought group as well, their rear got increasingly strung out and more openings appeared another Hawk to slam down through the patrolling Lightnings.



At the trenches, the reserves started arriving as zipping Sicarians sped up the road and brrrted a storm of bolts against the grenadiers who had snuck against the buildings before Styrix's fresh men charged in and mopped them up.



As the grenadiers were slaughtered, behind them the Russes opened on the plague lord's retinue and the deathriders charged. Though their explosive lances tore marines apart in the blood-soaked craters, on their own their numbers could not press through the pale and deathly line of power armoured monsters. Broken, the bloodied remains of the deathrides fell back.



At the center line, the ground shook and bunkers flowed as liquid lava when an orbital bombardment struck down from the crying skies. The targeting was not exactly spot on, only vaporising the last of the dreadnoughts completely and causing significant casualties in the surrounding infantry and mortar formations but it did signal the charge for the nearby guardsmen. One of their Gorgons had just moments before been immobilised by a lucky mortar round in the engine compartment, but still the Kriegsmen poured out of their rides and surged into the trench. After a desperate exchange of shots and blows, the surviving scraps of the Death Guard infantry retreated towards the second prepared line in disarray while the heavily depleted guardsmen couldn't enjoy their prize for a long, being themselves driven back in confusion by a furious direct-fire barrage from what remained of the battered mortars nearby.



As the Hawks and Lightnings duelled above and more Death Guard tanks started pouring in by the road, it began to dawn on the Imperial commander that they could not attain a sustainable foothold in time with this force. Seeing the situation for what it was, the assault was called off and withdrew with what assets they could to try again another day. However, with most of the orbital transports destroyed, who knew what they could even get to reconstitute...

*****

Death Guard victory!

Playing the long table was a pretty brutal experiment with the Siegeline scenario that requires the attacker to constantly attain more of their objectives lest they lose the momentum. The road and mostly mechanised forces could help, but the Imperial commander realised a moment too late how aggressively they should have been pushing from the start. Didn't help that one of their flanks basically went "plbbbt" on the first round instead of marching forwards

This message was edited 3 times. Last update was at 2023/02/02 12:25:16


#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in nl
Fighter Ace






 Dekskull wrote:
 Sherrypie wrote:

Captured mutants speak of an Aeldari that stole a valuable artifact and may still be on the loose. If the rumors are true, capture of the Aeldari will be a high priority for the Imperial forces (and the chaos and genestealer cults as well!)

Let us know what the outcome will be. If the aeldari escapes perhaps a BFG game can be added where the Imperial fleet or a chaos fleet tries to stop them.

   
Made in us
Dakka Veteran





 horizon wrote:
 Dekskull wrote:
 Sherrypie wrote:

Captured mutants speak of an Aeldari that stole a valuable artifact and may still be on the loose. If the rumors are true, capture of the Aeldari will be a high priority for the Imperial forces (and the chaos and genestealer cults as well!)

Let us know what the outcome will be. If the aeldari escapes perhaps a BFG game can be added where the Imperial fleet or a chaos fleet tries to stop them.



Good thinking. I would recommend a Blockade Run scenario with the Eldar trying to push through the Navy Picket line. (Samus did you want to play another Blackstone game or do you want to just say the Solitaire escapes and is now trying to leave the system via an Eldar ship?)

Unfortunately the fleet won't be able to do too much to help the war on the ground at this point. (We'll see if the Death Guard can break into that last intact hive).




"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in nl
Fighter Ace






I'll have to do some thinking on blockade run and why the eldar just can't use disengage orders but I'll make it work.

Small game 250pts of eldar escorts trying to get away.

If the aeldari is captured or worse we can see who as the item at perhaps add from there something in space if needed. Narrative before doing a game for the sake of doing a game.

   
Made in us
Dakka Veteran





 horizon wrote:
I'll have to do some thinking on blockade run and why the eldar just can't use disengage orders but I'll make it work.

Small game 250pts of eldar escorts trying to get away.

If the aeldari is captured or worse we can see who as the item at perhaps add from there something in space if needed. Narrative before doing a game for the sake of doing a game.


Good thinking. I had another idea though.

It seems that the Imperial Guard are having some trouble in the ground war. So it would make sense that the Navy would need to reroute some transport ships to the conflict zone.

So maybe its time for a convoy mission? Enemy could be chaos or any pirate faction like orks or eldar.

"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in nl
Fighter Ace






Sounds good with me

Since Eldar are around I'll let them be the attackers.

I'll try and get that game in tomorrow


Automatically Appended Next Post:
Got it! Tomorrow morning it'll go on. Using thi convoy scenario (beta):
https://docs.google.com/document/d/1v8o6-jlg1LCbB2iz4kzMYrbTibAIx2Z68UP9tYXd5uE/edit?usp=drivesdk

I'm changing attack deployment zone a little.

It was a small detachment of Battlefleet Bakka that was nearby and requested by Sector Command to guide a convoy several transports to the planets surface.

As the Helian battlefleet had secured most of the sector after scattering the Chaos fleet there was little resistance expected.

Little did the Imperial fleet know at that point as the, guided by there foresight, a corsair eldar fleet emerged onto the augurs...


Convoy fleet
Endeavour Class Light Cruiser Ezio Auditore
Endurance Class Light Cruiser Silenzio
Havoc Squadron [3] Mato
Viper Squadron [3] Oro
Transports [5] Jogawa Prime, Arabella, Dawn Treader, Kojima and Yokota

Corsair Eldar
Aurora Class Light Cruiser Karan Jain
Aconite Frigates [2] Sier Shemas
Hemlock Destroyers [2] Oriosa Novar
Nightshade Destroyers [3] Arith Kian

This message was edited 3 times. Last update was at 2023/02/04 16:55:58


   
Made in nl
Fighter Ace






...... And a classical eldar route. My light cruisers could not catch them!

It ended in a 400 Vs 350 vps win. With 4 out 5 transports destroyed.
The aurora and aconites went down as well.
Vipers 1 remaining. Havocs are anti eldar menace. vipers as well.


Images follow

   
Made in us
Dakka Veteran





Yay Eldar. They've stolen the uber relic from Chaos...then screw the Imperium over. Sounds about right.

So that means only one transport of reinforcements are able to land on the planet to reinforce the Death Corp of Kreig. Time for Chaos to seize the initiative and attack!

@Sherriepie, would you be up for doing another Epic game to continue the narrative? I was hoping for a 40K or Kill Team game to continue the narrative, (and I could have done 40K with Chaos but I don't think I could do them justice as I don't have the proper codex for them). But since I couldn't get anyone we might as well have another epic game.

This message was edited 1 time. Last update was at 2023/02/05 18:57:55


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in fi
Longtime Dakkanaut






 Dekskull wrote:

@Sherriepie, would you be up for doing another Epic game to continue the narrative? I was hoping for a 40K or Kill Team game to continue the narrative, (and I could have done 40K with Chaos but I don't think I could do them justice as I don't have the proper codex for them). But since I couldn't get anyone we might as well have another epic game.



Can do, I'll be playing some DG vs. non-Krieg guard next Wednesday anyway. Two forces meet in a foggy morning, as the Death Guard start their infiltration deeper into the city districts...

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in nl
Fighter Ace






Here some images of the game:
Spoiler:










The Eldar moved the Aurora onto the table first turn and lined up long range torpedoes to try and get the imperial fleet from their course. And than slid back behind dust clouds.

The convoy moved forward with transports splitting to avoid distance torps. Since my Ld was low I didn't want to waste torps on a salvo I could easy evade. Both havocs and vipers got free play and moved ahead.

In the second turn the Eldar entered the Nightshades on the flank where the Endurance and two transport squadroned headed for. Aurora aimed for another long range torp shot, the Nightshades ended up a little to close.

The convoy moved on but something worked for the eldar, I didn''t keep it tight. Havocs moved forward but just could not reach the nightshades. However the vipers surged in and a str.9 torp salvo eliminated one of the Nightshades. (Lesson 1 for eldar player). However the three strength transport squadron was being left pretty exposed.




Automatically Appended Next Post:
In turn 3 Aurora tried to get to attack Havocs but went short and the escape move ended up horrible in front of gasclouds. The Nightshades made an escape move to fully reload and try another run next turn. But at the far side two Aconites and got right on top of the 3 transport squadron.... and some magical braces later the squadron was unharmed but on brace for impact and with -5cm movement next turn.

The convoy moved forward with the light cruisers feeling awkward... they would have an easier time catching starlights. The Vipers failed reload (oof) so turned away and tried to move back to help the 3 strong transport squadron somehow next turn. Transports moved forward. The Havocs saw the oppurtunity and the exposed Aurora (lesson 2 for Eldar player) received multiple hits and ended up crippled with a shredded mainsail.


Automatically Appended Next Post:
As the fourth turn started the Corsair Eldar knew it was about time to start inflicting hits on the Imperial convoy. The captain of the Aurora, perhaps over courageous, turned right at the Havocs with only a single Pulsar lance available. And failed.
Nightshades headed along the flank swooping torps at the 2 transports. But, what gunners they had! Both transports rolled a 6 with turrets to decimate the waves... and the singles that went on failed to hit, even with re-roll!
But the other flank now unleashed the Hemlocks. Combined with the batteries from the Aconites two of the transports went up in flames.
Second move saw Aurora trying to get away, Nightshades heading along flank to get behind the Light cruisers.


Automatically Appended Next Post:
Now the Imperials needed to pull it together, 2 transport losses are severe.
The Havocs again turned their attention to the Aurora.... and several blasts later the gracious eldar ship went up with a warp drive implosion.
The Vipers reloaded and yet again their torpedoes proved a big asset... removing both Aconites.
The last transport of the attacked convoy moved forward while the other flank tried to move on as well. The Endurance got in its single shot of the game: but holofields repelled the lance shot.


Automatically Appended Next Post:
So... really close now! 200 vps for Eldar versus 250 vps for the Convoy.


Automatically Appended Next Post:
Turn 5!
The Nightshades once again reloaded, angled for a shot at the two transports.... swoosh... a torpedo wave later they be gone. The Hemlocks had enough of the Vipers and went into attack mode, removing one of the Vipers who did not brace for impact.

And with those transports gone the game swung in favour of the Eldar!
The Imperial Convoy tried to save what they could: the last transport went on a succesful All Ahead Full with a whopping extra 16cm on 3D6.
The Vipers failed to reload and thus no other order could be given. Doh. With vipers not reloaded and light cruisers not being able to come to new heading only the Havocs did a main move but still far away.


Automatically Appended Next Post:
In turn six the Hemlocks removed another Viper as the Nightshades repositioned.
In return only the transport moved on and Havoc still not in reach.

And with a quick calculation the Eldar saw that they had done enough: 4 out of 5 transports down. Losing more Eldar lives was not warranted to go after the last one and as such they disengaged. Getting also a small vps victory of 400 vs 380.

This message was edited 6 times. Last update was at 2023/02/06 11:56:56


   
Made in us
Dakka Veteran





Amazing. I love these battle reports man.

Eldar in BFG also amazing. They truly bring their hit and run style to life in a way that we seldom get to see in the other GW games.

Now back to the ground war!

This message was edited 1 time. Last update was at 2023/02/07 02:12:05


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in gb
Fixture of Dakka





Somehow, I'll be fitting in a final combat for BSF. The Broodcoven models are assembled and its just a case of designing a custom-made combat map and conditions.

Are there jungles on the hive planet and are marine reinforcements - from any chapter - a thing yet?

Casual gaming, mostly solo-coop these days.

 
   
Made in us
Dakka Veteran





SamusDrake wrote:
Somehow, I'll be fitting in a final combat for BSF. The Broodcoven models are assembled and its just a case of designing a custom-made combat map and conditions.

Are there jungles on the hive planet and are marine reinforcements - from any chapter - a thing yet?



Jungles? The planet is "earth like" enough to support multiple biomes, so I'm sure you'd find Jungles somewhere. As for space marines. We know there is a large force of Death Guard that are trapped between Hive Ludeon's defenders and Imperial Guard that disembarked during the planetary assault. There would also probably be some Black Legion fighting with them as this planet is part of the Vigilus Sub-Sector. There could be loyal space marines but it's unknown. We do know that one additional transport survived the Eldar attack. It's most likely filled with extra Imperial Guard but there could be a few space marines in there ready to help with an important mission.

Speaking of which...it seems that there is a super important relic on this planet. (Probably more important than the planet itself) Everyone wants it...so it'll be up to your Blackstone Fortress Game to determine who ends up getting hold of it.

Actually let's make some lore for this thing! Here we go.

[/i]The relic was known as the Re-Nitrogenator. An Ancient piece of Archeotech that was fabled to have been developed by humanity during Long Night, and also rumored to have been co-developed by a great Aeldari mind. Though far from certain, legend has it that the Re-Nitrogenator could create fertile farming soil from the most barren of wastelands. Devastated worlds could be repaired in a human life time, even deadworlds could be terraformed with its power...or so its rumored. Though it is deemed a heretical device by the Mechanica, if used in secret it could be worth a fortune to an enterprising man like a Rogue Trader.

Or perhaps...it could be repurposed and used to build the most splendid of gardens for Papa Nurgle himself. At least that was the plan before that wretched Aeldari dancer stole it from the Chaos Cultists! [i]

This message was edited 1 time. Last update was at 2023/02/08 20:40:32


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in fi
Longtime Dakkanaut






The ground war continues, as the Death Guard maul their Imperial opponents at the outskirts of Hive Ludeon. Two armoured columns meet in the dark before dawn, planes scream overhead and God-Machines die, but finally, framed against the blood-red sunrise is lord Styrix, once more standing over a tangle of burning Chimeras in triumph.

Death Guard victory sweeps into the city districts, pics and details tomorrow.


#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in nl
Fighter Ace






By all. That death guard is being a tough one.

Question: will there be a narrative write of all that we have played?

Also, if death guard remains victorious on the planet... But the battlefleet still has supremacy what would follow up be?

A second chaos fleet arrives in system and Imperials need to break to flee the system?
Or Inquisitor shows up and orders exterminatus.
Or do the eldar make a major move?

Also, what is the Rogue Trader up to?

   
Made in gb
Fixture of Dakka





So the stakes could be that if the Solitaire is defeated they drop the Re-Nitrogenator and it falls into the claws of the Genestealer Patriarch, other wise they win it and maybe use it to reinvigorate a dead planet, turning it into a new maiden world? Hmmmmm...




But seriously, I'm kicking around the idea of a modified Lost Patrol game where marine scouts are trying to locate something held in Death Guard territory. I have six poxwalkers for a "pool" of lurkers, and maybe they've "nurgled" a large outdoor Imperial garden or something...

Casual gaming, mostly solo-coop these days.

 
   
Made in us
Dakka Veteran





 horizon wrote:
By all. That death guard is being a tough one.

Question: will there be a narrative write of all that we have played?

Also, if death guard remains victorious on the planet... But the battlefleet still has supremacy what would follow up be?

A second chaos fleet arrives in system and Imperials need to break to flee the system?
Or Inquisitor shows up and orders exterminatus.
Or do the eldar make a major move?

Also, what is the Rogue Trader up to?


Yes, I'll definitely plan on doing a big narrative write up at the end. For right now I'm mainly trying to tie everything together while giving you all have a role in dictating the story.

So on that note, what happens now that the Death Guard have broken into Hive Ludeon?

Well you are the Admiral representing all space combat so by all means discuss with our Epic guy Sherriepie about what the next steps could be. (And what games you all want to play soon if any lol).

Imperial Naval Options would be

1.Exterminatus (just kill everything and turn it into a dead world),
2. Bomb the hive into oblivion like they did with the other hives,
3.Withdraw. (Territory can always be retaken, but habitable worlds and intact infrastructure are hard to come by).

(Another option would be to call for more reinforcements, but that was already tried and the Eldar kind of put a krimp in that, so I'd say that one is out the window now).

Imperial Ground options would be for the Death Core of Kraig to launch an all out offensive to try and trap the Death Guard inside the zones they control and hopefully stamp them out. (Though with the Death Guard and its plagues spreading like wildfire, purging the hive is looking like its going to be a costly endeavor, if its attainable at all).

Or the Imperium could withdraw what it could from the hive and opt for a classic long haul siege, probably condeming millions to die (but...hey Nurgle viruses are running rampant anyway so, their prospects weren't very good to begin with).

I don't think the Chaos Fleet is going to return in force. Remember Abaddon ordered the Chaos Fleets back to the Eye after the Vigilus campaign. The only reason this particular fleet stuck around was because they got strong armed by the Death Guard who care more about gardening than helping out this chaos undivided nonsense. (This division probably explained why some of the chaos ships disengaged so quickly).

However chaos raiders will definitely remain active in the subsector. So they could return for a raid, or attack reinforcement convoys like the Eldar did, though I am not sure if any raid would be enough to save the poor death core from an unrelenting bombardment, though they could get some vengeance! (That counts for something right?)

Of course that also brings up another point. The fleet has a subsector to patrol. They can't wait around orbiting this planet forever. So the Navy is probably saying to the Astra Militarum. "Hey, we've got other stuff to do in this subs sector, so if you need us to bombard or exterminatus anything, better ask for it now but if you want to keep fighting this ground war we'll leave you a cruiser and a few escorts but the rest of us are going to head out now."

Now for the Rogue Trader. What’s his interest? Retaking the planet would be a nice boon for him, but his real interest is finding that artifact. He’s been sending landing parties to the ruined bombed out hives to look for it, but so far nothing has turned up. (Darn Eldar).

I’m not sure if the Rogue Trader is going to necessarily have a shot at getting the artifact right now, particularly if the eldar slip away. But that’s ok. That just sets things up nicely for the next campaign.

Wow...this has been fun!


Automatically Appended Next Post:
SamusDrake wrote:
So the stakes could be that if the Solitaire is defeated they drop the Re-Nitrogenator and it falls into the claws of the Genestealer Patriarch, other wise they win it and maybe use it to reinvigorate a dead planet, turning it into a new maiden world? Hmmmmm...




But seriously, I'm kicking around the idea of a modified Lost Patrol game where marine scouts are trying to locate something held in Death Guard territory. I have six poxwalkers for a "pool" of lurkers, and maybe they've "nurgled" a large outdoor Imperial garden or something...


Those sound like good ideas. The game with the Solitaire could wrap up one of the two main story archs.

The skirmish game also sounds cool and could build on our story with the Death Guard and the fight for Hive Ludeon.

This message was edited 4 times. Last update was at 2023/02/09 11:29:57


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in fi
Longtime Dakkanaut






Death Guard forces stranded on Kennet Majoris have beaten back the initial assault of the Imperial ground attack, but must push deep into the hive city in order to escape the possibility of orbital annihilation should the Imperial forces get desperate. In the dark of the night, the XIV form an armoured column and begin their push into the suburbs. Unbeknownst to them, another column is heading towards their general direction as well...

Epic: Armageddon, 4000 points per side, Ill Met by Moonlight -scenario. Airpower and long range shooting is very limited in the early turns before daybreak, after which the fight turns into an attritional land grab.
Click the pics bigger for details

*******

Lord Styrix rested, the gentle rocking of his command Spartan soothing his slumber. Something gurgled among his men as metal screeched and ground into a halt, lurching them forwards in their harnesses. Snapping back into consciousness, his twisted vision came to a flashing warning hailing from the point tank: contact with vanguard elements of the defenders, undoubtedly. Cracking their unnaturally bloated knuckles, men of the XIV started slamming bolter magazines in place and gathering their grenades as they stood up near the assault ramps. Styrix elbowed his way to the command hatch and took a whiff of the cool night air while marking a rapid deployment spread for his subordinates should resistance prove to be more than a couple of residents with explosives. As the comms flared with contact markers in the column's front, that didn't take too long to ascertain.

"Disperse and deploy the tubes. Pound the field behind so hard nothing comes out of it for years. Infantry advances. Glory to the Grandfather, brothers."
His orders given, Styrix had made his intent clear for all. His focus was now on taking the crossroads and tallying the dead for the rows in Nurgle's Garden. The hatch on the Spartan slammed shut as the column revved up and tore the road under it.

*******



The sleepy outskirts of Luedon, still mostly untouched by the ravages of war.



A singular Fellblade leads the arriving Death Guard Column.



On the other side of the crossroads, hive defenders' patrol sentinels hide behind the woods clearing the area for incoming forces.




Similarly taken aback by the enemy contact, an Imperial column starts spreading as they arrive on the site. Special forces in their Valkyries escort the first Warhound titan on the flank while the battallion HQ drives straight into the urban zone in the middle to make sure everything is as it should be.



In the darkness, Death Guard Basilisk batteries trundle in position while their tanks and APCs sneak forwards in preparation for deadly ambushes.




Battle is joined by the speeding Sicarians, aided by the mighty Fellblade, which turn the midfield into a slaughterhouse. The Imperial commander is killed in the opening salvo and his men driven back.



As the Sicarians chase the fleeing guardsmen, they are confronted and eventually destroyed in turn by a sturdy company of Leman Russes while the lonely Shadowsword tries to duel with the Fellblade in vain, getting damaged in return and spending the fight hull down putting out fires and leaks. Behind them the rather congested deployment area of the planetary forces is chewed up and thrown skyhigh by the Basilisks as they let rip. Chimeras, Sentinels and dying men are thrown about like children's toys.



While the Russes deal with the marine armour, the mauled HQ company finds its heart again and takes the fight to the Fellblade, which has moments before been all but cracked open by a Warhound titan's plasma barrage. The warmachine is blown up, but so is the assault quickly driven back by the withering fire from lord Styrix' formation as they advance in countermanoeuvre.



On the left flank, brave Sentinel pilots rush in to tie down the marines but in the foggy twilight find themselves completely overmatched and killed without much ado, yet in their wake marches the second Warhound whose guns take their toll on the traitors' ranks.



Heedless of the Hydras and Thundebolts closing the sky, Thunderhawks once more streak in with their deadly Terminator cargoes. Both Warhounds are torn down, halted and ground down by death from above as their crew are pasted by murderous veterans of the long war in their cramped cockpits.



Stunned by the instantaneous demise of the God-Engines, the leaderless Guard line charges with bloody vengeance and guns down one of the Terminator detachments with their ride. Taking advantage of their counterpunch once more concentrating their forces on the open, burning fields, lord Styrix laughs wryly as his Basilisks keep reaping a murderous harvest in the heaving mass of broken men and twisted steel.



While their AA works overtime to keep the Thunderbolts away from the artillerists, the Death Guard command surges forth to take the field. Before reaching the Russes, they are stopped by what remains of the shaken and shelled storm troopers and their Valkyries. Valiant as their effort is, the airborne pay with their lives as the Spartans roll over them in short order.



While the fight for the main urban area in the center is more even, that too falls to the marines as their heavy support and Demolishers mercilessly pound the guardsmen back onto the artillery-torn roads.

By the time that a blood-red dawn has broken, the crossroads are littered with burning wreckage and dead men. Realising their inability to force the fight under constant artillery fire and lack of command, the remaining guard forces flee the field in what order they can maintain while the taunting form of lord Styrix rises against the bright sky in triumph.

"Fly, you fools! Know there will be no escape for you! Death to the lapdogs of the false Emperor!" he bellows as the Death Guard consolidate their gains.

********

Death Guard victory!

The scenario setup was really fun, requiring formations to set up from the road march with movement penalties depending on their place in the queue as well as all shooting over 15 cm being a pain in the arse for the first two rounds. This was a bit of a problem for the Guard player, as they had an absolute bucketload of units to deploy but opted to go for a bit conservative strategy which resulted in devastating artillery barrages later on by the Basilisks. In men of the match, the Fellblade overdid itself and drove the IG HQ from the front in the very beginning, killing their foolishly brash supreme commander as he was inspecting the situation at the front. This is why you let your NCO's do the first line recon

This message was edited 1 time. Last update was at 2023/02/09 14:27:26


#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in gb
Fixture of Dakka





Meanwhile, in the underground sanctuary of the foul Genestealer cult located under the Hive...

Wounded, the Solitaire took a moment before they opened the lift door. As soon as it opened there was distant growls, unmistakeably Genestealers, and so the Solitaire dashed towards the north. Some of the growls were closer than others, but along the way the champion of Harlequins dispatched one of the brood while wounding another before it could respond...

One of the Patriarch's Magos' disrupted the Solitaire's performance, wounding it further. The northern most room offered enough respite for the Solitaire to recover and continue it's performance. Alerted, the old but powerful Patriarch had no sooner appeared outside its make-shift throne room, did the assassin leap past and then began its grizzly attack on it's court members. So swiftly did the Solitaire cut down the two Magos, did it end the foul life of a Genestealer Familiar. Before the Patriarch could turn and face it's nemesis, the Solitaire once again lept over it and made its way back to the south dispatching some of the brood and dashing past others...

Like a flash the Solitaire had arrived in a room to the south east, but as soon as it had discovered a piece of curious technology had the room been invaded by more Genestealers who must have arrived from another area. Dispatching two of their number they disappeared to a similar room to the south west to find a clue and to discover an exit for when they needed it...

Upon returning to the northern hub, the Solitaire surprised the now enraged Patriarch who was communicating with a lone familiar, angered at it's sibling's murder. Stunning the Patriarch with fresh cuts the Solitaire dashes past to snatch a stolen tech-piece lying on the floor and through a tunnel to a chamber in the north east. As if showered with praise for their performance thus far there was yet more Archeotech to pick up. Barely a minute had passed before the killer returned to the northern hub and delivered a horrible cut to the Patriarch...

Praise can go to one's head, as well as success, and a Patriarch is a frightening opponent for most beings in the galaxy. With a fast and powerful swipe of it's terrible claws the Harlequin was sliced, ruining it's glorious coat and leaving cuts they would not forget for the rest of their life...

Destiny was not on the Harlequin's side as the brood responded to their Patriarch's monsterous screams. Clearly the roughest of audiences, the Solitaire made a desperate dash for the south east room and to make its rather unsatisfactory ending...

The vengeful Patriarch stormed past it's broodlings and gave chase through the narrow corridors to catch the arrogant assassin. Cornered, the Harlequin had no esape but one last act...

The Solitaire gathered its remaining strength and struck the beast as it occupied the entrance with a fury seldom seen by many, and as it fell they dashed for the exit. Just as the brood had pushed past the dead hulk of their Patriarch the reinforced lift doors slammed shut.

In a lift once again, but now ascending, the player looked up to the ceiling with its hands held outwards accepting the applause of the screams and pounding below. Then, succumbing to exhaustion and their wounds, the Harlequin took it's bow by stumbling to one knee.

Back in the lair below, a surviving Familiar is surrounded by a gathering of it's much larger brethern, pointing to the body of the Patriarch. Seeking victims for their fury the brood disperses into the many tunnels leading up towards the higher levels of the Hive and to where their oppressors await...

Casual gaming, mostly solo-coop these days.

 
   
Made in us
Dakka Veteran





SamusDrake wrote:
Meanwhile, in the underground sanctuary of the foul Genestealer cult located under the Hive...

Wounded, the Solitaire took a moment before they opened the lift door. As soon as it opened there was distant growls, unmistakeably Genestealers, and so the Solitaire dashed towards the north. Some of the growls were closer than others, but along the way the champion of Harlequins dispatched one of the brood while wounding another before it could respond...

One of the Patriarch's Magos' disrupted the Solitaire's performance, wounding it further. The northern most room offered enough respite for the Solitaire to recover and continue it's performance. Alerted, the old but powerful Patriarch had no sooner appeared outside its make-shift throne room, did the assassin leap past and then began its grizzly attack on it's court members. So swiftly did the Solitaire cut down the two Magos, did it end the foul life of a Genestealer Familiar. Before the Patriarch could turn and face it's nemesis, the Solitaire once again lept over it and made its way back to the south dispatching some of the brood and dashing past others...

Like a flash the Solitaire had arrived in a room to the south east, but as soon as it had discovered a piece of curious technology had the room been invaded by more Genestealers who must have arrived from another area. Dispatching two of their number they disappeared to a similar room to the south west to find a clue and to discover an exit for when they needed it...

Upon returning to the northern hub, the Solitaire surprised the now enraged Patriarch who was communicating with a lone familiar, angered at it's sibling's murder. Stunning the Patriarch with fresh cuts the Solitaire dashes past to snatch a stolen tech-piece lying on the floor and through a tunnel to a chamber in the north east. As if showered with praise for their performance thus far there was yet more Archeotech to pick up. Barely a minute had passed before the killer returned to the northern hub and delivered a horrible cut to the Patriarch...

Praise can go to one's head, as well as success, and a Patriarch is a frightening opponent for most beings in the galaxy. With a fast and powerful swipe of it's terrible claws the Harlequin was sliced, ruining it's glorious coat and leaving cuts they would not forget for the rest of their life...

Destiny was not on the Harlequin's side as the brood responded to their Patriarch's monsterous screams. Clearly the roughest of audiences, the Solitaire made a desperate dash for the south east room and to make its rather unsatisfactory ending...

The vengeful Patriarch stormed past it's broodlings and gave chase through the narrow corridors to catch the arrogant assassin. Cornered, the Harlequin had no esape but one last act...

The Solitaire gathered its remaining strength and struck the beast as it occupied the entrance with a fury seldom seen by many, and as it fell they dashed for the exit. Just as the brood had pushed past the dead hulk of their Patriarch the reinforced lift doors slammed shut.

In a lift once again, but now ascending, the player looked up to the ceiling with its hands held outwards accepting the applause of the screams and pounding below. Then, succumbing to exhaustion and their wounds, the Harlequin took it's bow by stumbling to one knee.

Back in the lair below, a surviving Familiar is surrounded by a gathering of it's much larger brethern, pointing to the body of the Patriarch. Seeking victims for their fury the brood disperses into the many tunnels leading up towards the higher levels of the Hive and to where their oppressors await...


Oh no! The Solitaire failed. I was really cheering for the Eldar to get a cool victory out of this. What do you think? Time for the Rogue Trader to take a stab at getting the artifact?


Automatically Appended Next Post:
Narrative Update: (Subject to change if needed)

Imperial Command Center: On a Capital Ship In High Orbit. Text/Audio Transcript

An Admiral, Astra Militarum Commander, and the Rogue Trader are meeting to discuss strategy.


Admiral: "This war was supposed to be over by now. And all I hear from you is set back after set back. Even the transport of additional soldiers that my men died to protect from those cursed Xenos pirates wasn't enough was it? Well listen here. My fleet and I have far more pressing matters to attend to. We'll leave a few escort ships to guard the transports, but the rest of the fleet will depart in 48 standard hours. So if you want a final bombardment from us, you'd better ask for it now."

Astra Militarum Commander: "Our assessment is that Hive Ludeon will fall within 72 hours standard. But that doesn't mean we can't retake the Hive. The Death Core of Kreig can dig in for a long term siege while we await additional transports to bring reinforcements.

Commander: So a fighting withdrawal to evacuate the civilian population is in order?

The Commander shook his head: "No, a quarantine. No one will be allowed to leave that Hive alive until it is first purged from top to bottom."

Admiral: So why not a bombardment then?

Rogue Trader: <Interjecting> We need at least one semi intact hive to rebuild this world. Without the infrastructure of Ludeon this might as well be a dead world.

Rogue Trader: "So this will be a long and costly endeavor to be sure. But how much time do we really have? Have you heard the reports coming from the ruins of Hiveo Ilian in the western continent? A large number of cultists are amassing there. Truly amazing that they survived underground while the surface was reduced to ruin and ash."

Commander: "I've read the reports. But we aren't sure who they are yet. They seem to be attacking Imperial and Arch Enemy forces in that area. Perhaps another bombardment of Ilian is in order then?"

Rogue Trader: "Give me 48 hours standard. I would like to travel to Ilian myself if possible with my retinue. Perhaps there is a reason these cultists were stirred up. Something worthy of investigation."

Admiral: You mean something you can profit from?

Rogue Trader: No, I mean something WE can profit from. And given the cost of this present endeavor I don't think either of you would object to acquiring something that could help us all recoup our losses.

Chuckles

This message was edited 5 times. Last update was at 2023/02/10 04:05:52


"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in nl
Fighter Ace






That poor solitaire.

If anyone wants to see a Hive fleet arrive at one point...
I can arrange those games but only in March.

A different fleet I could pull of this weekend but after that 4 week of no gaming I think.

   
Made in us
Dakka Veteran





 horizon wrote:
That poor solitaire.

If anyone wants to see a Hive fleet arrive at one point...
I can arrange those games but only in March.

A different fleet I could pull of this weekend but after that 4 week of no gaming I think.


It's all good. You've done your part Admiral Horizon. (BTW, Have you ever tried making a tyranid hive ship out of a pine cone? I've done it...and it's amazing)

Right now my plan is to get the remaining loose ends tied up. Then we can all do this again for another campaign down the road with different factions. It really comes down to whether Sherry and Samus want to do another game at this point or leave it at that.

"Iz got a plan. We line up. Yell Waaagh, den krump them in the face. Den when we're done, we might yell Waagh one more time." Warboss Gutstompa 
   
Made in nl
Fighter Ace






Excellent, looking forward to the write up!

   
 
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