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Discussion Starter · #1 · (Edited)
The Campaign of
SCEPTRI PRIMARIS
We are a group of dedicated nerdlings (nurglings?) that have known each other for far too many years now. Most of us have dabbled with Warhammer 40k in some way over the years yet many have very few actually played battles and maybe even less when it comes to finished painted miniatures. In order to work towards a common goal, to play more games and to spur each other on to keep at it we've come up with a campaign idea which this thread will be dedicated to. Some of you might remember our last attempt at a long going campaign (Ignominies of Korsk II) which sadly fell into forgetful oblivion when real life demanded so. Hopefully this thread will live on longer and reach even further than the previous one.

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

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Discussion Starter · #2 · (Edited)
Introduction

Beginning…

In our grim future there will be only war.
And war… War never changes.
But kingdom of men can fall under the influence of but a word or a bullet. The same applies to filth xenos, of course, whose hunger for dominion is equal to those of greedy men. All of us are oddly similar, in the most striking of ways. Wrought, perhaps, from different sources but in the scheme of eons utterly similar in our stride. We claim to be different, and put upon the altars of judgement that of our culture, our history, our civility, our societies, our glories, our blood, in fact - our very souls. But smith these things to a blade and behold what the cutting edge will show you - that none of these differences matters in this grim future of ours – where there is only war, and blades hunger for blood.

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

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Discussion Starter · #3 · (Edited)
Planetary Survey

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

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

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

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

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

Comets:
None known.

----​

Sceptri Primaris – Survey

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

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Discussion Starter · #4 · (Edited)
Campaign Rules v2

Warhammer 40k Campaign Rules (2nd ed.)
Map


Starting the Campaign


Campaign Characters


The Turn


Losses


Painting and proxying

Change log: 2015-07-26
 

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Discussion Starter · #5 · (Edited)
Participating Armies & Campaign Characters

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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


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

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

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Discussion Starter · #6 · (Edited)
Map Setup & Deployment

Map Setup

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


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




Deployment

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

 

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Discussion Starter · #7 · (Edited)
Turn 1

TURN 1 - Dawn
Turn 1 - Movement map:
Turn 1 Battle Results:

- No battle played​
Turn 1 - Result maps:
Turn 1 Statistics:

Army
Army Size | Gains | Losses | New Total​
Astra Militarum:
10 000 | 50 | - | 10 050​
Necrons:
10 000 | 30 | - | 10 030​
Space Marines (Alpha Legion):
10 000 | 15 | - | 10 015​
Space Wolves:
10 000 | 30 | - | 10 030​
Tau Empire:
10 000 | 20 | - | 10 020​
Tyranids:
10 000 | 30 | - | 10 030​
 

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Discussion Starter · #8 · (Edited)
Turn 2 - Horizon

TURN 2 - Horizon
Turn 2 - Movement map:
Turn 2 Battle Results:

- No battle played​
Turn 2 - Result maps:
Turn 2 Statistics:

Army
Army Size | Gains | Losses | New Total​
Astra Militarum:
10 050 | 70 | - | 10 120​
Necrons:
10 030 | 40 | - | 10 070​
Space Marines (Alpha Legion):
10 015 | 45 | - | 10 060​
Space Wolves:
10 030 | 40 | - | 10 070​
Tau Empire:
10 020 | 30 | - | 10 050​
Tyranids:
10 030 | 40 | - | 10 070​
 

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I like how Alpha Legon sneaked off as his very first move after deployment. Smart move. Both capturing the second Hive and positioning himself at the center of the open area.
 

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We are waiting for some blood here! :biggrin:
 

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Discussion Starter · #11 · (Edited)
TURN 3 - Dogs of War
Turn 3 - Movement map:

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

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

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

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

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

The Space Wolves acknowledge their need for assets in the future and decide that imperial presence in the area should be theirs and not in the hands of pesky imperial soldiers. In an attempt to "persuade" the imperial army an attack is made against a nearby manufactorum.
Turn 3 Battle Results:

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

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

Space Wolves Losses: 78,5 pts
Space Wolves Vehicles stranded: None
Turn 3 - Result maps:
Turn 3 Statistics:

Army
Army Size | Gains | Losses | New Total​
Astra Militarum:
10 014 | 210 | 56 | 10 178​
Necrons:
10 070 | 60 | - | 10 130​
Space Marines (Alpha Legion):
10 060 | 65 | - | 10 125​
Space Wolves:
10 070 | 40 | 78,5 | 10 031,5​
Tau Empire:
10 050 | 40 | - | 10 090​
Tyranids:
10 070 | 50 | - | 10 120​
 

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Discussion Starter · #12 · (Edited)
TURN 4 - Watchful
Turn 4 - Movement map:

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

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

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

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

Meanwhile the Space Wolves, having recieved reports of the Xenos/Astra Militarum hostilities further northwest, grabbed new unclaimed territory far from the still ongoing dispute at the manufacturum southeast of the City of Brass.
Turn 4 Battle Results:

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

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

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

Astra Militarum Losses: 22 pts

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

Turn 4 - Result maps:
Turn 4 Statistics:

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

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Discussion Starter · #13 · (Edited)
TURN 5 - Sidestep
Turn 5 - Movement map:

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

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

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

Turn 5 Battle Results:

- No battle played
- Arjac Rockfist - Missing in action, now presumed lost.

Turn 5 - Result maps:
Turn 5 Statistics:

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

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Discussion Starter · #14 · (Edited)
TURN 6 - Slow Waltz
Turn 6 - Movement map:

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

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

Turn 6 Battle Results:

- No battle played

Turn 6 - Result maps:
Turn 6 Statistics:

Army
Army Size | Gains | Losses | New Total​
Astra Militarum:
10 278 | 110 | - | 10 388​
Necrons:
10 026 | 80 | - | 10 106​
Space Marines (Alpha Legion):
10 265 | 85 | - | 10 350​
Space Wolves:
9 763,5 | 60 | - | 9 823,5​
Tau Empire:
10 200 | 70 | - | 10 270​
Tyranids:
10 250 | 80 | - | 10 330​
 

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Discussion Starter · #15 · (Edited)
TURN 7 - Coalesce
Turn 7 - Movement map:

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

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

Further east the Space Wolves secure territories around their headquarters for possible battles to come.
Turn 7 Battle Results:

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

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

Necron Losses: 128 pts

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

Tau: Unhindered Advance.

Tyranids: Apparent Withdrawal...
Turn 7 - Result maps:
Turn 7 Statistics:

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

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Turn 7 Battlereport Astra Militarum 1500 pts vs Necrons 1550 pts

Mission: Emperors Will
Deployment: Hammer and Anvil
Forces:



Set-up
Terrain was set up before mission and deployment was rolled. Necron objective was placed first in the middle on the way to the enemy. Militarums objective was placed in cover in the back, easily defended. Necrons won the roll for deployment and elected that the Militarum army deployed first.
Tanks were deployed mostly in cover of terrain, albeit with vision through gaps down firing lanes. One Medusa was deployed behind the 5-man flamer group, which in itself was deployed behind the blob of guardsmen. Legion of the Damned unit held in reserve.

Necrons deployed with warriors on either flank, Immortals with the naked Overlord as a meatshield in cover in the middle. Canoptek Harvest behind a large ruin. Tomb Blades mostly behind LoS blocking terrain, partly in a ruin. Lychguard with Asuma, Kemar and the Lord deployed on the table end farthest back, out of range of everything.

Necron failed to Seize the Initiative on a 5+ (due to advantage in Power Stations).

Pictures


Turn 1: Even though Necrons were spread out and often far back, and in cover, the Militarum succeeded in taking a hefty toll on the Necron army. Four Wraiths, one Tomb Blade, a Scarab Swarm, 2 Immortals and the bareboned Overlord went down, earning the Militarum First Blood.
Necrons steadily advanced toward their enemy with everything they had. Taking a small chunk of 12 models from the blob mainly due to the Tomb Blades blasts. Killing half the 10 man unit with meltaguns on the northern part, causing them to fail morale and flee. Unit of Lychguard using the Veil of Darkness to Deep strike behind enemy lines, almost mishapping due to a 10” scatter. Asuma unleashing his Tachyon Arrow in the side armor of the northern Medusa, destroying its heavy flamer.

Pictures


Turn 2: The Lychguards suddenly appearing caused quite a stir within the Militarum ranks. A reactive response saw all of the tanks moving and facing the Lychguards, distancing themselves somewhat. Every tank and his aunt unleashed what they had on the Necron elite, with two large blasts from the Medusas, four small blasts from the Wyvern, 40 shots from the Punishers and some lascannons and heavy bolters for change. Luckily, Asuma could tank most of the firepower from the south with his 2+/4++ rerollable 1’s with a 4+ Reanimation, although the resurrection orb was used. Six out of the eight Lychguards went down but the unit survived and succeeded in their Morale test (even though it had been lowered to 9 due to Terrify in the Psychic phase). The blob of guardsmen were spread over such a large area that even though they targeted the southern warrior unit, only half or so were able to fire. A single warrior died from the fusillade and the blob tried and failed to charge them, losing two guardsmen in overwatch.

The five man unit of Legion of the Damned also arrived on turn 2. Deep striking somewhat in the middle of the board, pestering the Tomb blades with their meltas and bolters, killing two.

The Necrons showed their strength and retaliated, shooting and assaulting the Space Marines with the Warriors and the Immortals, although the Immortals couldn’t reach their charge. Four marines were killed by warriors in melee, rolling 1’s on their saves.
Pask and his squadron were mass-assaulted by Scarabs and the surviving two Lychguards and characters joined to them, exploding Pask and wrecking his squadron-mate. The two remaining Wraiths moved onto a ruin and managed to assault the northern Medusa, wrecking it. The Tomb Blades were moved into and onto a ruin but unfortunately forgot to shoot.

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Turn 3: The now solo Medusa and Wyvern parallelparked southwards, blasting the northern necron warriors down to three man. The five man strong guard unit with triple flamers barbequed Asuma and his unit, managing two unsaved wounds on Asuma, two more on the Lord killing him and also putting down one of the two remaining Lychguards, ouch!

The Imperium offense went on with the Wraiths getting assaulted by the northern meltagun-unit which had Regrouped earlier. The huge group of guardsmen got stuck in with the surviving Marine versus the Necron warriors and managed to multiassault into the Tomb Blades as well.

The third turn saw the scales tipped in the Necrons favor and started with Astromancer Kemar getting Empowered (Orikan). The empowered Astromancer decided to split off from Asuma and his last bodyguard and singlehandedly butchered the small squad of guardsmen with flamers, consolidating toward the unengaged meltagun-unit in the south-east. The meltagun-unit in question was blasted by the Canoptek Spyders’ Particle Beamer and started to flee the ruins.

Asuma himself, along with his bodyguard, crept southwards toward the surviving Militarum tanks. Lastly the scarabs joined the fray in the already confusing brawl of Astarte, Necron Warriors, Tomb Blades and guardsmen. Wraiths and guardsmen in the north whiffed in wounding each other.

The three remaining Immortals planted themselves just outside the large ruin, at the entrance, meaning they controlled the necron objective there.

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Turn 4: This turn saw the backbone of the Astra Militarum broken. With the remaining tanks starting to fall back off the board. The moshpit continueing ad infinitum. The Wraiths finally overcoming the guardsmen and breaking free. The fleeing unit of melta-guards managing to regroup only to be assaulted and slaughtered to a man by the Empowered Astromancer Kemar, who consolidated into the enemy objective, securing it.

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Turn 5: The game was called with Necrons winning 6 to 0 with Slay the Warlord and Linebreaker for the necrons and First Blood for the Astra Militarum.
 

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Premium Member
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2,422 Posts
Great campaign thread, really good to see what you guys are doing. That battle report was painful to read, a good guard list but definitely met its match against wraith harvest and Kemar/the lord group. I've beaten necrons with guard twice, but each time was a matter of bad luck for my opponent, and there were few wraiths on the table. Tomb blades are also bad news, with their potential for cover ignoring attacks.
 

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Entropy Fetishist
Joined
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4,249 Posts
Ooh, things are heating up. Go Alpha Legion! Which I swear I'm saying because I like the faction, not because of how much I drool over xeno's painting...

I suppose the Death Korps are also some awesome minis, but... they are pawns of the Carrion Throne and its False Emperor, so I can't throw my support behind them full-heartedly. Ah well, they're the two factions who have the lead in terms of points/who own both Hive Cities, so I can't say I object, per se.
 
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