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Made in us
Dakka Veteran





40K Campaign: The Liberation of Chigon 17

In 972 M41, a few years before the start of the Third War for Armageddon, the Imperial Agri World of Chigon 17 (Roughly 20 light years from Armageddon) was overrun by a massive force of orks allegedly under Ghazuskull’s command. Despite the fact that the Imperial Guard defenders were well equipped with tanks and other vehicles, they were defeated by the orks in a lengthy guerilla campaign in which the orks made good use of the planet’s diverse climate to launch surprise attacks on the beleaguered defenders.

The planet’s population was quickly exterminated or enslaved, its survivors forced to work in harsh labor camps, producing ammunition and other war products under the merciless eyes of the ork slavers. The planet was deemed an acceptable loss by the Imperium. No attempt at liberation was made. History moved on.

999 M41: The Era Indomitus:

As the war on Armageddon drags on, and Chaos incursions gained ground across the sector, the difficulties of supplying the massive war effort on Armageddon continue to compound. As a result, reclaiming some of the supply worlds around Armageddon becomes a higher priority. Kill teams are dispatched to many of the fallen worlds to assess targets ripe for liberation.

On Chigon 17, the team makes contact with the last Imperial hold outs, survivors that fled the labor camps into the deep wilderness of the southern tip of the southern continent. They claim to be part of a resistance network that is working to liberate their world from the ork occupiers as well the Chaos forces that occupied roughly a quarter of the planet after the Great Rift opened up.

They also provide valuable intel that both Ork and Chaos camps are riven with their own internal divisions, and lack unified command structures. The Ork and Chao factions have also spent much time fighting each other as well.
This intel is passed along to fleet and militarum command and as a result, a decision is made to deploy some limited assets to liberate Chigon 17.


Prelude: The Landing

The Dictator Class Cruiser, Light of Faith, successfully escorted several transport space craft to the designated landing zones in the resistance controlled area on the southern continent. Soon military bases, logistics centers, and command and control were established. Imperial Ground forces prepared to launch a massive offensive into Ork controlled territory. If the offensive were successful, the next objective was to continue the offensive into the Chaos controlled regions.

Meanwhile aircraft from the Light of Faith provided air cover, striking long range targets in Chaos and Ork held territories, slowing down the enemies response while the Imperial ground forces assembled and got into position.

However, Imperial air superiority proved to be short lived. Not because the enemy had many air craft or much in the way of anti-aircraft, but because the Light of Faith was ordered away to another more pressing matter, much to the annoyance of the Militarum and other ground force commanders. The war would be decided on the ground.

However on its way out of the system, the Light of Faith detected likely Eldar space craft operating in the system. The Eldar however avoided engaging the capital ship and seemed to slip by, heading straight for Chigon 17.

Campaign Rules and Overview:

Welcome to the Narrative Campaign. This is your chance to help tell cool stories, play games, and post content. Please see the revised rules.

1. Registration: If you want to play, please reply to this forum and let me know once more what army you will play (or armies if you plan to play solo games) and let me know your likely opponent armies. Registration runs from date of this post until the kick off event on September 2nd. After September 2nd if you want to join please PM me. I reserve the right to let you in or not at that point. (Doing this to keep someone from making a bunch of spam accounts. Don’t think its likely but just want to have some safeguards in place).

2. Editions: 9th Edition. Battle Forged rules optional. Open War Crusade or Matched Play are allowed. Kill team also allowed.

3. Available Factions: This is a war between Orks and Chaos on one side (a temporary alliance assuredly) and the Imperium on the other side.

Eldar and Dark Eldar will be designated side factions. They will pursue their own narrative objectives as detailed by the players and can fight against Imperium, Chaos, and Orks. However their actions will also impact the broader war. I.E. If Dark Eldar play against Imperium and win, this benefits the Chaos/Ork alliance and those Dark Eldar VP for that battle will go to helping the Ork/Chaos team. (They also will have helped themselves narratively).

4. Rounds: Campaign will take place over Three Rounds. Each Round will be roughly three weeks long. (Though if all registered players post than we can move quicker). During each round you are limited to posting one battle to these forums. The battle will generate VPs for each side. The side with the highest VP at the end of each round achieves their objective. Then we move to the next round.

Broad Strokes of the Campaign
Round 1: The Imperial Offensive
Round 2: The Ork and Chaos Counteroffensive
Round 3: The final battles…


5. Victory Point Tracker: When you report a battle, total up VPs for each army that participated and report it. Use the following tracker: (Greatly simplified and heavily weighted toward content creation. Video content given highest weight since it’s the only way the community can truly verify the integrity of the game being played).

Played against another human player: +2 VP (Solo games allowed but will not get this bonus).
Involved 25 PL or less on each side: (Kill Team Games will fall under this category). +1 VP
Involved 26-50 PL on each side: +2 VP
Involved 50+ PL on each side: +3 VP

Army won the battle: +5 VP
Army won with score twice that of opponent: +5 VP
Army won game and battle report with pictures posted to forums: +5 VP
Army won game and Youtube battle report posted: +15 VP (Yes that's right winning on video confers a large bonus to the winning side!)

Fluff (story) for game added to forums: +3 VP
Pictures Posted to Dakka Forums: +3 VP
At least five pictures posted to Dakka forums for game: +2 VP
Full battle report posted, including turn by turn description of what happened: +5 VP
Youtube Battle Report Posted: (At least 80% of all dice rolls must be on camera): +5 VP

Remember: When you report a game, both sides are earning VPs. The winner will only have slightly more VP than the loser.
Example: I play Imperial Guard vs Orks 25 Pl each. Human opponent. I beat him, but not overwhelming. I write some fluff and post a picture but not a full battle report. Score would be:

Ork: 14
Imperial Guard: 9

Campaign Turn 0: Prelude

Imperial ground forces move into positions as they prepare to launch a massive offensive. It is obvious that the Imperium is going to push Northwards from their bases in the South, along Highway 66. The terrain is largely open. Where there were once fertile fields and forests, now lie nothing but barren wastelands and the wrecks of ground cars, marking where travelers fell to the depredations of the ork speed freaks long ago.

The target is the planet's former capital city of Saygun, renamed Slag Fast City by the ork occupiers. If the Imperium can charge some 120 miles up highway 66 and take the city, the Ork's will be deprived of a critical base of industry, and the Imperium will have everything they need to swing west along High Way 95 and push deep into Chaos territory.

The orks hastily organize defensive positions, while da more kunnin bosses further away from the capital prepare for an inevitable counter offensive.

Meanwhile, small chaos forces are seen moving through ork territory, on their way to harass and probe Imperial positions once the offensive begins. Oddly enough, the orks are not seen attacking the chaos forces. It is as if an unspoken and unacknowledged truce has taken hold. The war between orks and chaos will be on pause until the Imperium is repelled.

Prelude Bonus Round: Write a little fluff for your upcoming first game which will occur once the Imperial offensive gets underway. Doing so will earn you bonus 1 VP for each army that will participate in your upcoming game.


[/b]Deadline for Bonus Round. Friday 09/02/2022 12:00 AM EST)









This message was edited 3 times. Last update was at 2022/10/19 10:18:25


"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 us
Hurr! Ogryn Bone 'Ead!





I'm in. I'll be playing as Imperial Guard and will mostly be facing Chaos forces but there's a chance I might run into some eldar or dark eldar.

This message was edited 1 time. Last update was at 2022/08/27 11:06:34


 
   
Made in ca
Longtime Dakkanaut





Okay, so my partner and I will be playing Sisters and Drukhari. My plan is to make 25PL Crusade Armies, and build Kill Teams from those orders of battle.

The 25PL Order of Battle for the Sisters consists of 3 distinct groups:

The Resistance- These are survivors of the Order of Our Martyred Lady Mission at the Convent of Saint Lusitania on Chigon 17. The Battle Sister squad is formed of women who were left for dead on the battlefield; many are the sole survivors of their former units. The Repentia are Sisters who fled from the battle. Since the fall of their Mission, they have been leading small pockets of resistance fighters who have escaped from the labour camps.

Repentia Superior 2PL
4 X Sisters Repentia 3PL
10 X Battle Sisters 6PL

The Penitent Ones- This group is led by a confessor who worked with the local Precinct of the Adeptus Arbites to oversee Arcoflagellants and Penitent Engines. When the Precinct Fortress fell, he escaped with a single team of Flagellants to lead a group of citizens to safety while the rest of the Penitent Legion stayed behind to reinforce their Arbites captors.

Preacher 2PL
5 X Arcoflagellants 4PL

The Reinforcements: These Sisters are from the Imperial invasion fleet. This small team was dispatched by Mission Command to make contact with the Sisters from the Convent of Saint Lusitania and the local resistance. Ideally, this team should be mounted in an Immolator, but I'm unlikely to finish either of my immolators fast enough to use them, so I'm leaving the Immolator off the list.

Palatine 3PL
5 X Dominions 5PL

I'll be back later with the bones of the Drukhari force soon.

This message was edited 1 time. Last update was at 2022/08/28 04:07:00


 
   
Made in us
Dakka Veteran





Looks like a lot of Dark Eldar activity coming up in the first round.

That makes perfect sense. The orks would likely be forced to abandon many slave labor camps as the Imperial Offensive begins in round 1. This would of course be the perfect opportunity for the Dark Eldar...

PenitentJakeMade: Good work building the storyline into the army lists +1 Bonus VP for Sisters and Dark Eldar in Round 1 (Meaning your game is weighted slightly more)

DeadliestIdiotMade: Plenty of time to add some story to your army in this "prelude" sequence if you want to pick up the bonus VP.

I'll offer my own prelude for my first game later this week. Game 1 will be Orks vs Imperial Guard.

This message was edited 1 time. Last update was at 2022/08/28 11:31:33


"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 ca
Longtime Dakkanaut





Oh yeah, I'll definitely be doing pre and post battle fluff pieces for both armies- in addition to batrepping it up.

My partner is pretty shy about video and voice, so while I plan on video batrep, I'll probably edit heavily and replace the sound track with voice over.

The Drukhari are going to be fun to write up- that piece is coming today. I debated using existing Kabals an Cults- it's nice to have a custom strat, WL Trait and Relic. But in the end, I decided to take the hit and make my own... So I'm just coming up with names...

I figured this approach would be more in line with the type of participation you were hoping to inspire. The army as a whole is pretty interesting from a fluff perspective: I've taken a Lhymaean and essentially elevated her to character status in the background, even though on the table, she continues to function as a standard model. I've made the Territories in the bespoke Crusade section in the Drukhari dex very important to the growth of the army: some territorial acquisitions are story triggers. So for example, my Lhymaean is the Mistress of a Poison Distillery territory, and my Ascendant Lord will have to carefully court her alliance. If he can impress her, she will formally join his Kabal, fighting as a member of his Court, allowing her distillery to be numbered among his assets and bestowing the other resources of her house upon his army.

Poison is the Elixir that unites them. His Kabal are Toxin Crafters, and in the days before his splinter realm was brought low, they had been powerful allies.

So while my Drukhari WILL absolutely wander into Realspace every three weeks for a campaign game, there will be regular Arena fights between the Wych Cults back in Commorragh between raids. This will allow the Order of Battle to grow, and the Cults to become more diversified and interesting.

This message was edited 1 time. Last update was at 2022/08/28 16:38:24


 
   
Made in us
Hurr! Ogryn Bone 'Ead!





I'm actually working up a full blown battle report for the prelude heh. Imperial Guard vs Dark Mechanicus (proxying CSM). Finally finished the battle yesterday and I'm hoping to finish the write up today or tomorrow

This message was edited 1 time. Last update was at 2022/08/28 16:48:01


 
   
Made in us
Dakka Veteran





@ Deadliest Idiot Nice. You may want to save the full batt rep to count as your first round battle report. With the prelude we're talking about explaining what your forces were doing before the battle/campaign starts. (So it won't take a lot of effort to get that extra VP)

By all means take your time with the full batt rep though. It's a three week timeline that starts next weekend.

@PenitentJake: I'm glad you are going all in all this. You convinced me to go with incentivizing quality narrative and I agree that's the way to go. So if this campaign gets somebody to try creating a video bat rep for the first time ever then goal achieved.

Alternatively, just make the effort you want to make and who cares if the game is weighted less. Remember, even if your favorite "side" loses the war, your army will be well remembered for their acts of heroism and the small victories earned along the way. So let's play some games, tell some good stories, and have a good time with this.

BTW: Quick bit of Trivia, the world we are fighting over is referenced in an old codex. Any guesses?

This message was edited 1 time. Last update was at 2022/08/28 17:24:13


"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 ca
Longtime Dakkanaut





Alright, here we go!

The Kabal of the Kryptic Elixir:
Trait: Toxin Crafters

Ascendant Lord, Archon Arathiel Maugrim 4PL
Court of the Archon, (2 Sslyth)* 5PL
10 x Kabalites 6PL

Notes: I couldn't resist the misspelled "Cryptic" in the Kabal name. This Kabal is all about poison, and their name reflects it, as does their obsession with Poison Distilleries and the recruitment of Lhymaeans; eventually you'll see it reflected in their battle honours. The other two members of the Archon's Court are allied to him, but not yet full-time, permanent members of his Kabal, so they appear later in the list. Final note: Arathiel's name was inspired by Rakoth Maugrim, from Canadian author Guy Gavriel Kay's Fionavar Tapestry. The Archon doesn't resemble Kay's character at all, so I didn't want to transplant the full name.

In his bet against the House of Whyther, Maugrim is sponsoring the Wyches of the Cult of the Severed Echo.

The Cult of the Severed Echo
Traits: Stimulant Innovators, Slashing Impact

5 X Wyches, 3PL

Notes: While combat drugs aren't Poisons per se, I thought that there was a lot of overlap in the two skill sets, so I thought that Stimulant Innovators was a good fit for a Cult that would be working closely with the Kabal of the Kryptic Elixir. Their name is a reference to the psychotropic sensations typically associated with the drugs they use in the arena.

The House of Whyther

Lhymaean: Delyria Whyther*
Medusa*
5 X Incubi Escorts, 4PL

Notes: Here we see the last two members of the Archon's Court; they have hired an Incubi escort, which is loyal to them in the event of treachery. The name was inspired by Aerosmith's "Seasons of Wither", written in the winter of the year I was born. Another deliberate misspelling... I just can't help it. Delyria's "House" is too small to be a Kabal of its own... But she controls the Meliora Poison distillery, and she is very well connected with Wych Cults, Incubi and Corsairs. Lord Arathiel hopes to recruit her and her resources.

She is the sole Patron of the Cult of the Twisted Enigma.

The Cult of the Twisted Enigma
Traits: Precise Killers, Art of Pain

5 X Wyches, 3PL

Notes: I'm not a huge fan of Precise Killers- I much prefer Slashing Impact, but I didn't want to duplicate any of the Severed Echo traits. This Cult works exclusively with the House of Whyther. They include a disproportionate number of Male Wyches, all of whom are masked, and collectively referred to as the Faceless Men.

The Scenario

Arathiel has invited Delyria to choose 5 Wyches and accompany him on a Realspace raid. There, her team will compete against one of his own in a battle against the human resistance fighters of Chigon 17. If his team wins, Delyria will give the Kabal of the Kryptic Elixir an exclusive contract with the Meliora Distillery. If her team wins, Arathiel will become a formal Patron of the Twisted Enigma, providing additional resources to support the growth of the Cult.

Arathiel, Delyria and their companions will hold back just off the battlefield to observe the Wych Cults as they attack the Sisters, who have ventured out from the rebel camp in order to investigate the meaning of the lights in the night sky that herald the arrival of the Imperial Fleet.

Next post will be Army Pics and fluff for the Sisters.


This message was edited 3 times. Last update was at 2022/08/28 19:10:49


 
   
Made in us
Hurr! Ogryn Bone 'Ead!





I've got a chunk of fluff sitting around for my custom regiment that I'll post here. I typically get one match in every two to three weeks, so I'm not worried about saving my battle report for when it counts. I'm almost done with it, but we'll see how long it takes me to finish it. There's a solid chance I don't get the time to post it before next weekend anyway haha. In the meantime, here's the fluff for the 96th Landonian Imperial Guard Regiment (with bonus fluff for a sisters of battle order that I've been slowly modeling)
---
Spoiler:

96th Landonian Imperial Guard Regiment

The regiment was raised on a planet used for heavy weapons research. The PDF units on this planet provide the manpower for testing the practicality of the experimental weapons and guard regiments raised here are typically among the first to receive the updated weapons. As such, the trooper are unusually proficient with these weapons given their novelty. Additionally, their prolonged exposure to the practical sides of the weapon research and development cycle (i.e., tweaking and repairing equipment in the field) can be a major boon in battle. One peculiarity resulting from this background is that Landonian regiments almost always contain a mixture of infantry, armor, and artillery. The armor is usually integrated at company level while the artillery typically makes up it's own company or is part of a combined artillery and logistics support company. The Munitorium frequently takes advantage of the presence of a Landonian regiment for testing out newly discovered weapons. As such, it is rare for a Landonian regiment to go into battle without some type of experimental equipment, whether it be for testing minor modifications to older weapons systems, comparing alternative patterns of a given weapons system, or testing improved ammunition.

The Landon system has two habitable planets: Landon II (the second planet from the parent star) and Landon III (the third planet). The system lies near a major trade route and frequently serves as a stop over for long-haul merchants. The system economy mostly revolves around mining raw resources from both its extensive asteroid fields and its planets, exports from the forge world of Landon III, and supporting the aforementioned long-haul merchant traffic.

Landon II is a modestly populous world that had been ~60% covered by oceans in antiquity. These predominantly-equatorial oceans mostly evaporated long before the arrival of man, however, and left a large portion of its now desert-like surface cover in salt flats. As a result, the Imperial population of the planet is concentrated mostly at higher latitudes where the main continents had been located prior to the loss of the oceans. The high iron content of the planetary crust gives the planet a Mars-like rusty coloration.

Landon III is a forge world that contains a remarkably large weapons research center. The massive salt flats of Landon II provide an ideal testing range for the experimental weapons improvements researched on Landon III.

At one point, Landon III had extensive rare metals deposits that have since been completely mined out. Between this, the presence of two habitable planets, and not being too far off the local interstellar trade routes, the system quickly developed a sizable population early in it's history and continues to maintain that population,a large portion of which reside on orbital installations.

Order of the Rusted Rose
Landon II is also home to an order minorus of the adepta sororitas, the Order of the Rusted Rose. The Order tasks itself with securing and restoring battlefield relics, frequently from active warzones. Although the order is one of the militant orders minoris, the role they fill is closely aligned with the non-militant Orders Pronatus (orders minoris tasked with securing, restoring, and guarding relics). In fact, the origin of the Order of the Rusted Rose was as a relic protection and restoration arm of the Order of the Sacred Rose.

Given the regular shipments of decommissioned war equipment sent to Landon II as weapons testing targets, the Landon II convent of the Order of the Rusted Rose is a huge thorn in the side of the administratum; with each shipment, the sisters of the order launch a bureaucratic assault on the administratum in an attempt to secure as many retired pieces of wargear as possible. Attempts are made to prioritize battle relics with notable histories, but the shipments are frequently vast and time is limited. The order then busies itself with the restoration of these relics before they are sent out across the imperium to inspire the emperor's followers to greater glory.

----
As to what the Landonians are doing on Chigon 17, a line from the Ciaphas Cain novels springs to mind: "The Emperor points and we obey, through the warp and far away"

My first battle report has a detachment out on combined training and weapons testing as the munitorium isn't going to pass up the opportunity to try out the latest discoveries of the adeptus mechanicus with a regiment trained in performing weapons testing. The detachment encounters a force of heretical mechanicus (who have pledged themselves to Slaanesh of all things) and moves to intercept them in the ruins of Lazepath Township with the battle commencing shortly before nightfall.


This message was edited 7 times. Last update was at 2022/08/29 02:30:26


 
   
Made in us
Dakka Veteran





Very nice, both of you. Remember, September 2nd is the start of round 1 and that gives everyone three weeks. until (September 25th) to post whatever method they want to report their game. So in terms of reporting it out there is no rush at all. Like I said if everyone posts sooner than we'll move to round 2 sooner, but thats up to us the players.

Here is some prelude fluff for my first game. (Orks will get posted later).

In the dim light of dawn, Company Commander Yassin Helger of the 505 Weedle’s Squabble Volunteers gathered around a dim lumen with his other Senior Command staff. Silently, he hoped that he could get a quiet cup of caffeine in before the artillery started getting into action. Whomp, choom. The table and the caffeine machine rumbled as did the nerves of everyone gathered in that cursed tent this morning. They all knew what that meant, the opening artillery barrage…the offensive was about to begin.

In the distance the first elements of the 96th Landonian could be seen departing on Highway 66, heading toward their own objective...

“Alright, everyone listen up.” He unfurled a map on the table and gestured for everyone to come in closer. “I know you have this in your data slates, but before you walk out of here, take an old fashioned back up and know it. Throne knows I’ve got plenty of maps in here.”

He pointed to a spot on the map. “Our target is a rail yard, about 15 miles due south of the capitol. At this junction we’ll divert from Highway 66 and head across open terrain to reach it. Intel on our opposition is spotty, so let’s make sure we slow walk this the whole way. These White Shields we are commanding are not going to be worth much in a firefight, so if the lead element runs into anything, take cover, and call in the big guns. We’ve got a Lemon Russ and Manticore on stand by. That should be more than enough to hammer any opposition into the ground.”

Helger’s staff nodded silently, and grimly. The use of conscripts was making them all nervous. The regiment had been built up from scratch in less than a standard year…an extra tithe on short notice, years after the much larger war on Armageddon had already bled their home world dry of its best warriors. The only hope lay in what the Adepts had scrounged up for them in the way of armor and artillery on short notice.

Helger hoped it would be enough…



The 505 Prepare to do their part in the planned offensive. (Note...that extremely ancient Valkerie has not yet taken flight yet. It's using a very antiquated STC pattern and the Ad-Mechs are skeptical about authorizing it).



This message was edited 1 time. Last update was at 2022/08/29 13:01:30


"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 us
Dakka Veteran





Round 1 Has Now Begun. Will run for about three weeks or until everyone posts up. Any new comers, please PM me to sign up!

The Imperial Offensive begins in earnest as columns of tanks and troop transports from the Imperial Guard regiments quickly advance northwards along high way 66 attempting to secure critical objectives as they race toward the ork held capitol. Some regiments encounter unexpected resistance from the orks...and even some chaos forces that had ventured into the ork held lands to try and stop the Imperial Offensive.

Meanwhile the Sisters of Battle move far ahead of the Guard, pushing deep into ork held territory. Their mission is focused on liberating forced labor camps and preventing a genocide while inspiring rebellion against the ork oppressors wherever possible. Meanwhile, other xenos have their own eyes on the bountiful harvest of potential slaves that the conflict has created...




This message was edited 1 time. Last update was at 2022/09/02 01:35:47


"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 us
Hurr! Ogryn Bone 'Ead!





A detachment of the 96th Landonian Imperial Guard Regiment goes out on a combined gunnery practice and weapons testing excursion and encounter a Dark Mechanicus force that is pushing forward to secure the ruins of Lazepath Township.

Spoiler:




The complete batrep:
https://www.dakkadakka.com/dakkaforum/posts/list/806747.page

Alright...here's what I'm thinking as far as points. Let me know if I've miscalculated though:

Human vs human: +2 VP Chaos, +2 VP Imperium
50+ PL: +3 VP Chaos, +3 VP Imperium
Army won battle: +5 VP Chaos
Army won battle w/ 2X score: +5 VP Chaos
Army won battle w/ full text/image batrep: +5 VP Chaos
Fluff: +3VP Chaos, +3 VP Imperium
Pictures posted: +3 VP Chaos, +3 VP Imperium
5+ Pictures: +2 VP Chaos, +2 VP Imperium
Full batrep: +5 VP Chaos, +5 VP Imperium

Chaos: 2+3+5+5+5+3+3+2+5 = +33 VP
Imperium: 2+3+3+3+2+5 = +18 VP

This message was edited 4 times. Last update was at 2022/09/02 23:09:34


 
   
Made in us
Dakka Veteran





That looks right to me. Oh man...not good for the Imperium!

I'll post mine up sometime later this weekend. Probably not going to do a full bat rep but I'll have plenty of pictures. Also was an ork win over Guard. (I was playing the guard, so very disappointed at losing!)

So we'll have to see if the Sisters played by our third player can pull off a big upset and turn the tide of battle for the Emperor!

BTW with the current VP tally the Sisters would have to win on video to score enough for the Imperium to win the campaign round. So we'll see what the player wants to do.

BTW just so everyone knows the scores from round 1 do not carry over to round 2. We'll start fresh. Narratively speaking one side winning two rounds is a minor campaign victory and one side winning all three rounds is a major campaign victory.

This message was edited 1 time. Last update was at 2022/09/04 01:31:29


"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 us
Hurr! Ogryn Bone 'Ead!





Yeah, that was a rough battle haha. Writing up a batrep will hopefully help with improving my gameplay.
   
Made in us
Dakka Veteran





Played against another human player: +2 VP: Imperial Guard +2, Orks +2
Involved 25 PL or less on each side: +1 Imperial Guard +1 Orks (My opponent wanted to play orks so I played Guard. Fine with me, those are my two favorite armies!)
Army won the battle: +5 VP: Orks +5

Fluff (story) for game added to forums: +3 VP: Imperial Guard +3, Orks +3
Pictures Posted to Dakka Forums: +3 VP: Imperial Guard +3, Orks +3
At least five pictures posted to Dakka forums for game: +2 VP: Orks +2, Imperial Guard +2

Total:

Orks: 16
Imperial Guard: 11


Mission: Open War, Stand Off

Grots work over time to load munitions onto trains. The Wheel and Track Tribe, led by Big Mek Decskull (represented by a mega nob model) are playing a critical role in keeping the ork forces supplied with ammunition.



Overnight, Imperial Artillery relentlessly pounds the Mek Workshops causing extensive damage.



Mass units of Conscripts backed up by a lemon russ and a manticore prepare to storm the rail yard




Decskull and his grots get to the center first. The Imperium concentrates all fire into the ork positions but holds off on charging, and with good reason!



The grots are mowed down in the ensuing firefight leaving Decskull exposed. The manticore's last rocket finally takes out the ork leader...but mobs of boyz have already emerged from their hiding places, and are ready to re-take the critical center objective.



With their artillery support exhausted and their conscripts devastated by bug gunz, Decskull's skorcha, and the grots. The Weedle's 505 withdraws from the railyard.

Combined with the massacre of a battalion of the 96th Landonian Imperial Guard Regiment by a chaos force the Imperial offensive looks to be in serious trouble. All hope turns to the Sisters of Battle as they go behind enemy lines to support the local resistance...




This message was edited 2 times. Last update was at 2022/09/03 21:22:23


"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 ca
Longtime Dakkanaut





My game did not get played this weekend, but I have been busy. I've had to add backpacks to many of my sisters, and I had to paint a Dominion from primer.

I've also been assembling a unit of 10 Kabalites. The legs and torsos are assembled, and I'm thinking about whether to finish the build before I paint them up or paint them in sub-assemblies.

I should be able to post the full Sister's Order of Battle (including the Kill Team fighting in round one) as well as the Drukhari Kill Team mid-week and hit the battle this weekend.

   
Made in us
Dakka Veteran





Sounds good man. Take your time! It's cool linking our games together and telling a story. Also, the idea of the Sisters being able to save the campaign round for the Imperium after the Guard failed...that's just good story telling right there. Of course, if the Sisters lose to Dark Eldar, than Orks/Chaos will take the round, so at that point you might as well save yourself the trouble of having to report out a full video batt rep, and save the video making for round 2.


"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 us
Hurr! Ogryn Bone 'Ead!





The delay gives more time for me to get my next game organized, so it works out well from my point of view

Also, nice use of the train cars as terrain, Dekskull

This message was edited 1 time. Last update was at 2022/09/06 01:04:19


 
   
Made in ca
Longtime Dakkanaut





Okay, so here is a bunch of campaign related material.

Work in Progress:

Spoiler:


Here is the one Dominion that required painting.

Before:


And after:


And here is an interesting blast from the past:


I converted this model from a Seraphim Superior to represent a Palatine carrying the Shield of Saint Katherine way back in 2008. At the time, there were no rules to represent the shield, but we used the Praesidium Protectiva from the Witch Hunter book. We wrote it into our history as an objective in a game, and Palatine Jahalla Athebraxis claimed it. I built this model to commemorate her victory, but never got around to painting it.

I am considering painting this model up to be the Palatine from the order of battle, because I want to show respect to the campaign and invest time to get it right. The thing is, I already have a painted model I can use, and with all the work that my Drukhari need to complete their full order of battle, the time might be better spent on them. Still, I wanted to show off the model as a sentimental artifact.



Order of Battle: Sisters of the Chapel of Saint Lusitania

Spoiler:


This is one of the groups of Sisters that make up my Order of Battle- the Sisters who belong to Chigon 17's Mission at the Chapel of Saint Lusitania. The Chapel itself was shattered in the invasion, and many of the sisters, including the Cannoness and her Celestians died in battle, while others fled. These survivors have become leaders within the human resistance. The battlegroup consists of a ten-strong unit of Battle Sisters- all of whom fought a valiant retreat in order to escort dozens of civilians to the relative safety of the south, as well as a ten-strong unit of Sisters Repentia (with a Superior), all of whom have sworn the oath after breaking ranks and fleeing the battle, leaving their fellow sisters and civilians behind.

Each units is divided into two Fireteams of five models each, allowing me to form Kill Teams as pure Repentia, pure Sisters or one of two mixed team variants.

The Sisters of Lusitania's Requiem:




Fireteam Cygnus (Top) represents the command team.
Fireteam Syrinx (Bottom) are the auxiliary sisters.

Truth be told, this arrangement isn't practical- it would have made more sense to drop the Simulacrum and the Heavy Flamer into the second team, but I knew the first battle was going to be against a lean ten Wyches with no upgrades, so I needed a team of lightly armed sisters to avoid pummeling the Drukhari. Fireteam Syrinx will need some personalization as the campaign goes on- it's challenging to tell them apart. Likely, I will resolve this with basing.

The Wayward




The Foresworn (Top) are the command team, and as the Sisters of Lusitania's Requiem lack senior leadership, the Repentia Superior is actually the ranking Sister and nominal "Commander" of the force.

The Bonded (Bottom) are auxiliary Repentia. Note the conversion with the chained skulls. They look HUGE on her, but that's grimdark and I dig it. Initially I meant to include her in the Foresworn to add a personalized model to a fireteam I'll be using in my first battle, but I snapped the photos before I double checked and I'm too lazy to re-shoot.











This message was edited 4 times. Last update was at 2022/09/08 01:33:59


 
   
Made in us
Dakka Veteran





Nice man! I feel like this is what a good campaign is all about. Challenge everyone to step up their hobby game and generate some good content for these forums.

I'm looking forward to hearing about the battle to see where we stand with campaign round 1.

But I agree, making the campaign turn be up to three weeks was a good idea. Now I can sit back and play orky mini games and BFG while I'm waiting on your potential video batt rep.

"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 de
Longtime Dakkanaut





Paradiso III Campaign - Scenario 1: Human Trafficking

Link (Battle Report in pics, 359 pics):
https://ibb.co/album/gMG7wM

Link (Paradiso III Campaign Map of Fantasy Island):
https://ibb.co/album/FqZbQP

Rules:
Custom 2nd

Game Type:
Solo

Site of Battle:
Sector Overgrown Ruins (see Link to Map)

Game Length:
5 turns + (Random Game Length)

Points:
1000

Strategy Cards:
I forgot to draw them. LOL!

Forces:
Space Marines vs. GSC

Special Rules:

Cult Reserves:
The GSC has many members currently in this sector. If the going gets tough the Cult Magus (does not participate in battle) will not hesitate to hurl more troops into the meat grinder of war. Whenever a GSC unit is destroyed or leaves the battlefield then it will enter the board (only DOUBLE MOVE order allowed) in the next turn. Roll a dice when you activate the unit:

1-4: Place the unit near the Tyranid Infestation marker with the corresponding dice result. One Tyranid Infestation marker is located at the centre of each board side.

5-6: Choose a board side.


Forces (SM):
Tactical Squad (Boltgun, Bolt pistol, Frag & Krak grenades, Meltagun & Heavy Plasma Gun with Targeter. Vet. Sgt. with Power Maul & Scanner.

Assault Squad (Bolt pistol, Chainswords, Frag & Krak grenades, Melta bombs, Jump packs and a Plasma pistol. Vet. Sgt. With Plasma pistol & Power fist.

Rhino (Twin-Bolter with Targeter, Auto-Launchers).

Landspeeder (Multi-Melta with Targeter; two firing modes: either Multi-Melta or Heavy Flamer).

Dreadnought (Hurrican Bolters with Targeters; counts as three Storm Bolters, may ignore one Jam per turn, Chainfist & Heavy Flamer, Auto-Launchers, Ablative Armour).


Forces (GSC):
2x 12 Genestealers (Claws, Chitinous Armour)

2x 20 Brood Brothers (Knives, Rags)

1x 10 Brood Brothers (Knives, Rags)


Win Condition (SM):
Either the Tactical squad or the Assault squad must survive the mission and not be on Fall Back orders during the last turn. GSC units must not be within 2´´ of a cargo door.

Win Condition (GSC):
A Genestealer or Brood Brother unit is within 2´´ of a cargo door. These units must not have Fall Back orders during the last turn.


Background:
The planet Paradiso III, on which an Imperial colony has been built a few thousand years ago, has recently been rediscovered. Imperial forces have made planetfall at the spaceport of Fantasy Island transporting various crucial supplies and most importantly new colonists.
According to sensor scans a dropship has been detected which behaved suspiciously. Instead of flying straight to the spaceport from orbit it went to a nearby sector. After vanishing from the sensor screen for a couple of minutes it reappeared again only to crash a few miles into the jungle.

Local forces has been dispatched to investigate the site where the dropship disappeared from the screen and to the crash site. Unbeknowst to the Imperium pirates have stolen a couple of cargo containers which contain cryopods of colonists. In addition to that a member of an indigenous Genestealer cult hired the pirates to deliver the cargo to a remote sector on Paradiso III. After delivery the dropship suffered a tragic accident due to foul play on part of the cult.

The goal of the cult is to gain access to the cryopods inside the cargo containers in order to infect the frozen colonists thus increasing it´s population. But before the cult could claim it´s prize a nearby Space Marine patrol arrived at the cargo site due to sheer luck. Will the cult be able to wrench the cargo from the Imperial forces or will the “Tropical Troopers” vanquish the xenos with impunity? Stay tuned.


Result of the Battle:
The Space Marines managed to repel the xenos threat but at the cost of many dead colonists and a few casualties of their own. Thus the result of the battle can be considered as a narrow victory for the SM. The Imperial forces are now stuck in the jungle with the remaining surviving colonists while the GSC are intend to encircle them before they can reach sanctuary. Will the Imperials manage to save the survivors and get them to safety of the spaceport or will the Genestealers impregnate the hapless humans with their vile geneseed? Stay tuned to the next battle report with the title Jungle Hike (already finished by the way).


Additional Info:
Units use orders represented by square, colour-coded tokens:

Red: First Fire/Overwatch
Orange: Sustained Fire
Green: Advance
Blue: Charge
Purple: Double Move
Yellow: Fall Back
Marshal: Grey

Dice Markers:
The speed (in inches) of the vehicles and genestealers during a turn is represented by placing one or two dice on/near them. A red dice with a six means either a jam or a reload for the corresponding weapon.

Blast Markers:
Units who are being shot at and which suffer casualties from ranged combat will accumulate Blast Markers represented by blue, round glass tokens. Blast markers will ensure that units perform worse in hth and when a unit has too many of them they will automatically break.

Break Points:
Normally a unit breaks when the quantity of the Blast Markers are equal or more compared to the models in a unit. Due to the high morale of the Space Marines and the sheer fanaticism of the Cult the blast markers need to be double the amount or more of the models in a unit.

All pics have a title which describes what´s going on.
   
Made in us
Dakka Veteran





@Strg Alt

Thanks for your post. Can you move this to a separate thread though? This thread is for The Liberation of Chigon 17. It's a specific ongoing event. If you're interested in joining please let me know. Just read the first post of the thread.

"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 de
Longtime Dakkanaut





 Dekskull wrote:
@Strg Alt

Thanks for your post. Can you move this to a separate thread though? This thread is for The Liberation of Chigon 17. It's a specific ongoing event. If you're interested in joining please let me know. Just read the first post of the thread.


Just exchange Paradiso III with Chigon 17 and the problem is solved.
   
Made in us
Dakka Veteran





Alright, I'll consider letting you join for campaign round 2. (We're waiting for one other player to post, which will determine campaign round 1).

Just keep in mind not all factions are present in this war zone. To be counted I'll need to see these available factions fighting. (No tyranids or gene stealer cults this time around, sorry!).


Available Factions: This is a war between Orks and Chaos on one side (a temporary alliance assuredly) and the Imperium on the other side.

Eldar and Dark Eldar will be designated side factions.

Also, games need to be 9th Edition 40 K or Kill Team

Update: Final Week of Campaign Round 1: Last Chance for the Sisters to Turn the Tide with a Victory on Video Batt Rep!

As some filler, I'll also write a little extra fluff from the Ork perspective. I.E. The Aftermath of Decskull getting hit by a manticore rocket.

Said Filler:

Dok Grimdork, flanked by Big Mek Waatrik and Nobs Orky Awe-Sum and Busta stared down at the charred wreckage of Decskull's mega armored hull.

The former Mega Nob turned Big Mek had led da boyz to victory, repulsing an Imperial Guard attack on the nearby railyard. But Decskull had taken a direct hit from a manticore rocket. Now the remaining Wheel and Track Tribal leaders looked down in amazement at the result.

The Dok scratched his head puzzled: "Well uhhh der's no body ta operate on so. I guess der's not much for me ta do den."

Waatrik frowned with dismay. "I'll t-t-tinker wit iz armor. Might be able ta git it workin again. But who gonna lead da Wheel and Track Tribe now? Biggest of Big Meks Wilford was still on Morkheim last time I checked."

Orky Awe-sum frowned. "Wait a minute, didn't Decskull come back ta life at least one time before? I swear dat hapened after a Buggy Boss bit iz head off one time."

Busta shook his head. "Gork an Mork only give dat gift one time." He flexed his muscles. "Besides, its time for sum new blood ta be da warboss."

Waatrik blinked a few times. "Warboss? But Wilford said only Big Mek can lead da tribe an dats him. Besides, wez only ere ta git scrap an bring it back to im for his supa trainnnns an his roks an wot not!"

Busta grabbed Waatrik around the head and threw him hard. "Wheel an Track iz on Morkheim. Dis a new planet now, so wez a new tribe now. An its not called Wheel an Track, its jus called, Da Bustas. An since my name is Busta, I'm Da Warboss now. An since I'm da boss now, I ain't bringin anyfing back for Wilford. No trains. Just Waagh!"

Busta looked like he was ready to pounce on anyone that challenged his logic. Fortunately no one did.

Orky Awe-Sum simply nodded. "Da Bustas it is, so wots da plan den?"

Busta sneered as he started to stra on Decskull's power armor brushing off the ash and soot remains as he did so. "Plan? No plan. Dat humie nonsense. Wez gonna do wot we always do. Krump dese humies first cuz dey da ardest gits, den unite da tribes an take down da Spikey Cha-Oz gitz."

All around battles raged and it was impossible to tell who was winning. But to the orks it didn't matter. For Busta, it was a new day to get krumping, and that was all that mattered...



This message was edited 3 times. Last update was at 2022/09/21 19:34:02


"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 ca
Longtime Dakkanaut





Sorry to choke on round one guys- at this point, it's clear I'm not making the deadline. Sorry to have held everyone up, and I am hoping to contribute to round 2 if you guys are still cool with that.

Anyway, game on folks- hopefully next round will work out better for me.
   
Made in us
Hurr! Ogryn Bone 'Ead!





No worries. It's given me extra time to get a game organized (hopefully we'll get the chance to at least deploy our armies in the next few days)
   
Made in us
Dakka Veteran





No worries man. I'll stick work your Sisters into the fluff. Even if the Imperium is losing, there are still many acts of heroism and goodness going on that will be remembered! And yes you can contribute to round 2. You are part of the team!

Round 2 Commences 09/26/2022 and will run for three weeks.

Orks/Chaos win round 1 edging them one step closer to victory. Will write up the fluff soon!


Attention all players! If interested in joining in for round 2 please reply to this thread. (Will leave registration open for first week of the new round) The Imperium needs your help urgently!

This message was edited 2 times. Last update was at 2022/09/28 02:54:28


"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 us
Hurr! Ogryn Bone 'Ead!





I'm in for round 2, of course!
   
Made in us
Dakka Veteran







In the first two weeks, the Imperial Offensive pushed about 45 miles into Ork held territory. In doing so they liberated thousands of starving and tormented Imperial citizens that the orks had been using for slave labor. To the downtrodden Imperial citizens, the arrival of the Sisters was heralded as their long awaited salvation.

The Order of Our Martyred Lady Mission at the Convent of Saint Lusitania on Chigon 17 in coordination with the local resistance were instrumental in formulating uprisings, disrupting ork supply chains, and rescuing prisoners which in turn helped the Astra Militarum push forward up the main highway.

The Astra Militarum (Guard) however did not perform as expected. After facing unexpected serious resistance from Ork and Chaos forces (which Mil Intel did not anticipate would be able to operate freely in ork held territory), the Guard failed to take the planetary capital city and instead became bogged down about 15 miles outside the city.

By week eight of the campaign, Aeronautica surveillance confirmed that massive ork and chaos forces were on the move in what was considered to be an unexpectedly rapid and powerful massive offensive. The Guard dug in, fortifying their lines wherever they could.

If the Imperium could survive the counter attack and force the enemy to exhaust itself, than the planet might yet be viable for liberation.

If the Ork and Chaos forces could break through...the campaign would effectively be over for the Imperium.

The outcome of the war would be decided in the course of the next one to two months.

Remember: If Orks and Chaos win another round, than they will win a marginal victory (and if they win all three rounds, a major victory). If the Imperium can win the round though, than they may be able to win a marginal victory in turn 3. So a lot is riding on this turn!

"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 us
Dakka Veteran





Week 10: Northern Front Weedle’s Squabble 505th

Wilkins and Yasir descended down a ladder and into the relative safety of the trench. They had just spent the last twelve hours manning a heavy weapons emplacement on the front and had now earned a well deserved bout of sleep. It had been quiet this last week as the frontline had stabilized.

A kannon round from an ork big gun screeched overhead, Wilkins and Yassir didn’t even flinch. The orkish artillery had proven to be laughably inaccurate. The round screeched over the trench and exploded far away in the distance. Minutes later, the Imperial side answered when a massive basilisk lobbed a much large artillery shell far into the distance.

Wilkins and Yassir broke out their lho sticks and lit up.

“At least it’s just orks. I heard the 95th Landonian got it way worse. Western front is all arch enemy, and not the easy mutant cult variety.” He lowered his voice. “I heard traitor astartes are out that way.” He shuddered. “You heard about the 95th Lan battalion that got massacred during the first weeks of the push? Throne, that got me thinking. What if this whole thing was a trap? Get the big wigs to devote assets that would otherwise be heading out to the Rift, waste em on a worthless world like this.” He let his voice trail off.

Yassir snickered. “They didn’t waste much. This whole regiment was White Shields when it started.”

Wilkins grinned slightly. “Not anymore eh?”

Yassir nodded. “Xenos, archenemy. Doesn’t make any difference to me. Dead is dead. An don’t expect no beautiful woman in power armor to bail us out either. We're on our own out here.”

The basilisk lobbed another massive round.

Wilkins finished the lho stick and threw it to the ground. “I wouldn’t mind spending some time with a beautiful woman in power armor. He grinned and slapped his comrad on the shoulder. Come on, bit ta eat and then rack time.”

Beyond the trench line, the teeming hordes of orks bounded through no man’s lands, drawing closer and closer to the Imperial line.
Within days carnage on an unimaginable scale would begin in earnest…

"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 
   
 
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