Since I was bored today, I decided to run a campaign game against myself on Vassal, just to playtest my creative abilities (As well as my ability to make Chaos Space Marine lists). As I am a member of Dakka, I figured it'd be a good idea to run what went on by you guys, and see if I'm making the victory bonuses too broken or underpowered, or if my lists just suck. So, without further ado, I give you:
The Assault on Fenris
Backstory: Though it is unknown how, the Forces of Chaos have managed to make a warp jump directly onto the surface of Fenris undetected. Several hours of secret prayer and dark powers later, they have called upon their daemonic allies to create a massive black citadel from which they plan to launch their evil crusade upon the death world of Fenris. Should they succeed in their plans, the homeworld of the Emperor's Space Wolves will become the launching point for a powerful black crusade, the likes of which the Imperium has never known before.
Battle #1: Scouts' Discovery
During a routine patrol, a small squad of Space Wolves has discovered the Chaos Forces' dark citadel before it is fully erected. However, in doing so they were found by an enemy guard, and are now forced to fight for their lives in order to escape back to the Wolves' headquarters, where they can relay a warning.
Deployment: Reconnaissance (From the DLT Missions book)
Objective: Annihilation!
Special Rules: Should the Forces of Chaos survive to turn 6 with at least one quarter of their points (125) on the board, then they have managed to hold out long enough for reinforcements to arrive, ending in a loss for the Space Wolves.
Forces: Each side consists of a 500 point army using only Troops (No other slots allowed, though Dedicated Transports may be used). However, a single squad on each side may upgrade a model to a sergeant or equivalent (Space Wolves receive a single free Wolf Guard model to attach to a squad). Neither one can take any upgrades, however.
Winner: The victor has alerted their headquarters to the presence of the other! Whoever wins is able to mobilize their forces for the next battle quicker than the other, and so automatically wins the roll to decide who deploys first during the second battle. In addition, one unit of the opposing force (Chosen by the losing player) must start the game in Reserves. This unit may not Deep Strike, even if it is normally able to - the squad is unprepared for the battle, and so hasn't had time to scout out the area for safe drop points.
The Forces
Chaos Space Marines
Plague Marines x10 - 230 points
- 2x meltagun (20 points)
- Chaos Rhino (35 points)
Total: 285 points
Chaos Space Marines x10 - 150 points
- Meltagun (10 points)
- Flamer (5 points)
- Icon of Nurgle (50 points)
Total: 215
Space Wolves
Grey Hunter Pack x20 (2 squads) - 300 points
- Meltagun x4 (10 points)
- Plasma pistol x2 (30 points)
- Power weapon x2 (30 points)
- Standard x2 (20 points)
- Rhino (35 points)
Total: 425
Grey Hunter Pack x5 - 75 points
The Battle
Turn 1: The Wolves and Chaos Marines hold in their pent-up rage as they begin moving across the battlefield.
Turn 2: Several Chaos Marines move into range, and the Wolves' Rhino manages to kill off a single Chaos Space Marine using a meltagun shot from the top hatch. The Plague Marines take revenge by using their own meltagun to do the same to one of the Space Wolf squads.
Turn 3: The Space Wolves use melta fire to take down the Chaos Rhino, luckily killing 3 Plague Marines in the ensuing blast (Taking two casualties of their own). During the assault phase, the Space Wolves cause another casualty on the Plague marines, but the Chaos Space Marines manage to kill three Wolves in the 5-man squad. Another 3 Hunters go down during the Chaos turn, though combat is drawn.
Turn 4: Each side takes a single casualty in the assault with the Plague Marines. The 5-man wolf squad is dropped to a single member, but the last Hunter makes his stand. He finally falls to his wounds in the Chaos turn, and the Plague Marines are dropped to two remaining members.
Turn 5: The Wolves' Rhino unloads its Grey Hunters, and the squad manages to drop two Chaos Space Marines with plasma and melta fire. Across both Wolf and Chaos turn, the Plague Marines are destroyed, but the Chaos Space Marines stand strong at 5 remaining members.
Turn 6: The Grey Hunters lose two more soldiers, but manage to drop another two
CSMs in assault. Combat is drawn for the last time, ending in a Space Wolf Victory. The scouts manage to return to their headquarters safely in order to warn their leaders of the incoming Chaos onslaught.
Battle 2 to come shortly, when the lines of war are drawn and the two forces meet in open combat.