Showing posts with label Thousand Sons. Show all posts
Showing posts with label Thousand Sons. Show all posts

Wednesday, September 9, 2015

Reinforcement - Battle for Mars phase 2


The war on Mars rages on. Vulkan has brought his Legion to reinforce those brothers that remained on Mars. The  Word Bearers, under Lorgar have assembled a colossal force to add to the struggle on Mars.

Factions
Each player's force is part of one of 3 factions:
The Imperialists
The Secessionists 
The Mechanicum

Assigned Forces
Imperialists
Thousand Sons (Scattered Legion)
Salamanders (Combat Ready)
Word Bearers (Combat Ready)
Secessionists 
Ultramarines (Combat Ready)
Iron Warriors (Combat Ready)
Alpha Legion (Combat Ready)
Mechanicum
Sundered Mechanicum (Unstoppable Horde)
Dark Mechanicum (Unstoppable Horde)

Victory
After winning a game the victor must pick one of the results below, roll a dice on a 3+ the result takes effect (all enemy or empty territories must be adjacent to a friendly territory):
Sabotage uncapture an enemy territory
Fortify build a structure on a friendly territory
Conquest capture an empty territory
Explore add an empty territory to the map
Overwhelm take an enemy territory*
* can only be chosen by an Unstoppable Horde

Structures owning players may make a 4+ save to stop an enemy from using Sabotage or Overwhelm against the territory with the structure.  Structures are destroyed when they are successfully Sabotaged or Overwhelmed.  In addition friendly or unclaimed territories adjacent to the structure have a 6+ save against Sabotage, Overwhelm or Conquest. 

Combat Effectiveness
Each player's force has a combat effectiveness that will affect their Victory
Combat Ready no bonuses or penalties
Scattered Legion +1 to Sabotage and Fortify; -1 to Expand (Structures only give a 5+ save to the territory with the structure on it)
Forces are Scattered Legions if they control less territory than the number of forces assigned to Mars, certain circumstances my also Scatter a Legion. 
Unstoppable Horde may choose to Overwhelm; -2 to Sabotage and Conquest
Forces are Unstoppable Hordes if their Faction controls 1/3 of the map and/or there are 6 forces assigned to Mars for that faction.
Off Worlders +1 to Explore; -1 Conquest and Fortify
Any force not assigned to Mars.

Treachery!
Should 2 players of the same faction fight one another then their faction will immediately lose 1 territory.  After this is resolved proceed through the normal Victory

Wednesday, May 6, 2015

Martian Schism, The second battle

The Coniugatorii would have been pleased, if irritated if he still had any notion of what it meant to be pleased or irritated.  Six great armies converged on the Ancient Facility.  Each had their own plans and each was part of a greater whole that had its own plans.  He pondered the flow of the battle as he watched the forces of the two halves of the Mechanicum face off against each other each flanked by the Secessionists on one side and Imperialists on the other.  Could each force work together to overcome their foes?  Would each collapse in upon each other?  Would the Coniugatorii's plans come to fruition and the Mecanicum be reunited or would they once more fall apart?


The Scions deployment, along with a salvaged Salamanders Glaive.  All guns aimed squarely at the Dark Mechanicum.


Iron Warriors bring forth their armoured might ready to crush their Imperialist and Dark Mechanicum foes.


Thousand Sons deployment, ready to move out their flanks covered by their allies the Dark Mechanicum and Alpha Legion/Imperial Army.  Both of whom have proven to be questionable allies at best.


Imperial Army deployment, ready to advance.


The Alpha Legionnaires insert themselves into a forward position.


Sundered Mechanicum deploy their heavy hitters to the fore, ready to inflict some serious damage.


The Dark Mechanicum, trust in their pacts with the Imperialists to secure their rear whilst they point everything at the Scions of Guilliman.


The Dark and Sundered Mechanicum Ruststalkers infiltrate into the central objective, in an amazing display of stealth (given that they cannot infiltrate... oops)


The Dark Mechanicum and Scions of Guilliman waste no time and launch straight into one another.  The Knight took a withering hail of fire, enough to make it think again about charging and throw off its aim.


The Thousand Sons hot foot it to get into a better position. Whilst the Iron Warriors, Alpha Legion and Sundered Mechanicum slightly shift their positions.


As the first two Sundered Knights smash into the Imperialists a third Sundered Knight and a Lightning arrive on the battlefield.


The Dark Mechanicum Eversor and Rust Stalkers hit the Iron Warriors hard, stealing the initiative and putting them on the back foot.  They take a phenomenal amountof fire power before they are finally brought low.


The Alpha Legion and their Imperial Army allies spring a deadly trap! Having secretly made alliances with the Secessionists they turn on their erstwhile allies.


Having made considerable headway towards the Scions the Thousand Sons find themselves with enemies both in front of and behind them.

The Scions of Guilliman, Thousand Sons and Dark Mechanicum doing the bulk of the fighting are soon joined by the fresher Iron Warriors, Alpha Legion and Sundered Mechanicum.

Not to be left out the Iron Warriors and Sundered Mechanicum attack each others forces whilst advancing on the centre.

As The Imperial Army/Alpha Legion devastate the Thousand Sons.  Who although attacked on all sides do some serious damage in return, not the least of which is bringing down a Sundered Knight!  In a final opportunistic act of calculated spite the Alpha Legion blasts the Coniugatorii.

Realising the time was right the Imperial army Valkyrie drops of some Army Scions in the centre.  The Sundered Mechanicum Skitarii take the central point.  In a final act of calculated betrayal the Dark Castellax turn on and destroy the Thousand Sons Assault squad, before resuming their march to the centre ground.

The Scions forces are largely spent in the fight against the Dark Mechanicum make a final push doing what damage they can.  With aircraft zooming all around the Dark Storm Eagle laden with fresh Skitarii Land amongst the rubble of the centre ground to take the last point.

With the Dark and Sundered Mechanicum controlling 2 of the 3 points and with the most forces in the centre ground the Martian Mechanicum tenuously declares its reunification and claims victory!

The Coniugatorii, his ruined form buried under the rubble of the ancient facility continued to read his data-feed as the Mechanicum battle data was fed to him.  The Thousand Sons, staunch allies of the Dark Mechanicum's quest for knowledge regardless of the price had fallen prey to the schemes of the Alpha Legion and and the calculated treachery of the Dark Mechanicum.  The Scions of Guilliman and Iron Warriors had bled themselves badly and been left out of position by the Dark and then the Sundered Mechanicum, unwittingly drawing the fractured halves closer together.  As his vital fluids left him the Coniugatorii reflected that another being might be terrified at dying, or proud that their plans had come to fruition, not so a Priest of the Mecanicum, for long ago had he had such weaknesses surgically removed.  As the datafeed slowly flickered and died he simply was, and then he was no more, the dust and debris forming what might be a rough smile over the ruined tubing, lenses and grills that had made up his ruined face.

Monday, May 4, 2015

Martian Schism, game 2 scenario


Armies:
Players may choose to use an Unbound army or use any of the Age of Darkness Force Organisation Charts.  If a player wishes to use a Rite of War they must use the Age of Darkness Force Org. Chart.
Each player will have 3000pts.

Deployment:
The game will be played on a 6'x8' table.  The centre 2'x4' will be the objective.  6 markers will be placed, each one an equal distance from the two either side of it and from the central objective.  Players then deploy within 12" of their marker.
Scout, Infiltrate and Outflank will work as normal.

Mission Special Rules:
The game is a 6 player free for all but will have rough alliances and will affect the allies matrix. Here is the starting "alliances"
Imperialists: Alpha Legion, Thousand Sons, Dark Mechanicum
Secessionists: Scions of Guilliman, Iron Warriors, Sundered Mechanicum
Martian Mechanicum: Sundered and Dark Mechanicum

These alliances do not stop you from attacking anyone but it would be wise not to make a friend into an enemy.
New alliances can also be forged during the game (which may positively affect the allies matrix).
Victory conditions:
The centre 2'x4' will be the objective area.  Within this area will be 3 equally spaced markers.All units are scoring, except Zooming Flyers and Swooping Flying Monstrous Creatures.  There are no secondary objectives.
-1VP unit is in the objective area
-2VP if a unit is in the objective area and within 3" of a marker.

Battle for Mars:
This mission will decide the appearance of the map for the Battle for Mars.


Friday, April 17, 2015

Martian Schism. The first battle.

The Coniugatorii would have been pleased, if he could still feel the sensation of pleasure, as both the Dark and Sundered Mechanicum had sent representitives to discuss the re-unification of Mars, or at least a cessation of hostilities.  The talks had progressed for several hours, that no one had shot anyone else yet demonstrated the providence of the Mechanicum's choice in soldiery, and were coming to a head when a sentry spotted movement at the outskirts of the ruins.   

The Sundered Mechanicum (left) meet with the Dark Mechanicum (right) whilst the Coniugatorii (centre) leads the negotiations.

The Imperialists soon arrive in the form of the Thousand Sons, Alpha Legion and Imperial Army.  

Shortly after the Iron Warriors arrive en masse from the oposite end of the ruins.  In true Iron Warriors fashion they was no time on formalities and offer both factions of the Mechanicum a non-aggression pact.  


The Imperialists quickly offer their own non-aggression pact to the Mechanicum.  The Imperialists and Secessionists open fire on one another, as the Mechanicum forces rush to better cover and firing positions.


Dark Mechanicum Thanatars arrive and obliterate the Iron Havocs lascannon squad.  Thus ruining any non-aggression pacts with the Iron Warriors.


The Iron Warriors move up into better positions and open fire, with less than sterling results.


The Sundered Mechanicum reinforcements arrive, like the Dark Mechanicum they happily ignore the offers of a non-aggression pact and set out to prove the supremacy of Mars.


The Thousand Sons Praetor engages the Iron Warriors Warsmith in a duel that continues for half the battle. Whilst the Venator sits there immobalised and out of position.

The Tanks of the Imperial army provide covering fire whilst the Alpha Legionnaires advance into the central building.

The Iron Warriors Land Raider surges forwards critically injuring a Thanatar, before it is attacked by a squad of Castellax.


The Dark Mechanicum Knight arrives at the rear of the Iron Warrior lines.


With the Dark Mechanicum attacking on all fronts the Iron Warriors reposition and open fire, killing the Dark Mechanicum warlord in the process!


The Sundered Mechanicum blast away at the Imperialists with the Krios Venator felling two Leman Russ battle tanks!


Sundered Mechanicum and Imperial Army Lightnings dogfight above the battle.


The Dark Mechanicum Knight Errant and Castellax go after the Land Raider whilst the Thanatar bombard Terminators to no avail.

 
In an effort to get away from the Knight the Typhon thunderblitzes the Dark Mechanicum forces, crushing a Castellax and a Magos, and severly damaging several other constructs!


The Iron Warriors advance as the Imperialist Lightning flies by.


The Secessionist Knight Paladin and Lightning move on to destroy the last Leman Russ


The Warsmith is killed by the Thousand Sons Praetor as the Venator is destroyed by the Lightning.



The Dark Mechanicum constructs rage after the loss of their last cortex controller.  The Castellax tear apart the Typhon whilst the Thanatar target their Imperialist allies' Lightning!  Mean while Iron Warriors advance into the central building alongside their Sundered Mechanicum allies.


Enraged at the sudden betrayal of their supposed allies the Imperialist Lightning blasts the Dark Mechanicum Knight Errant but only do minor damage, but managing to drive it from the field of battle.


Meanwhile the Sundered Mechanicum Knight Paladin crushes the last Leman Russ, which has proven to be a major annoyance during the battle.


As the battle ends most of the remaining Mechanicum forces hold their central building whilst the remains of the Legion forces retreat from the feild.  The Sundered Mechanicum have secured victory!


The Coniugatorii gazed over the battlefeild, the Legions' interference could hardly have worked more into his favour.  All of the Dark Mechanicum's command elements had been slain in the battle, and that would make further negotiations difficult, but their forces had fired upon their Imperialist allies, severely weakening their position.  If all continued this well the Martian Mechanicum would soon be whole once more...

Thursday, March 5, 2015

The Martian schism, Scenario 1

Agents within the Mechanicum gazed out into the maelstrom of war the Imperium of Man was descending into.  Guilliman had largely seized the Ultima Segmentum, and rumour had it that a great battle at Isstvan III saw the Warmaster declare his Secession from the Imperium of Man.  Within what remained of the Emperor's realm those Legions still loyal to the Emperor fought one another, much as the Mechanicum itself was warring internally.  These agents, the self styled Coniugatorii, sought a reunified Mars, independent of the rule of Terra or Macragge.  A meeting was to take place between prominent members of the Dark and Sundered Mechanicum to see if an accord could be made.
Keeping such an event from the eyes and ears of the likes of the Thousand Sons and Alpha Legion was virtually impossible, almost guaranteeing their involvement.  Suspecting treachery, the Sundered Mechanicum sought reinforcement from their allies the Iron Warriors and the scions of Guilliman.
Now the stage was set before all hell broke lose on Mars. 


Players:
The players that are needed for this scenario are:
1 Dark Mechanicum player
1 Sundered Mechanicum player
2-4 players from the following legions (if 3 or 4 players are present then they split their side's points):
-Scions of Guilliman
-Iron Warriors
-Thousand Sons
-Alpha Legion

Armies:
Players may choose to use an Unbound army or use any of the Age of Darkness Force Organisation Charts.  If a player wishes to use a Rite of War they must use the Age of Darkness Force Org. Chart.
Armies are chosen to an agreed upon size (2,000pts is recommended) with the following exceptions:
-No players may take fortifications
-The Mechanicum players' warlord(s) cannot be Lords of War .
-No Primarchs may be taken.

Deployment:
Sundered and Dark Mechanicum: Must deploy first placing their Warlord and 1 Troops unit within 12" of the centre of the table and not within 2" of an enemy model.  All remaining forces must be placed in reserve.
Mechanicum players pick a long table edge, from which their reserves will enter and  towards which fleeing units will move.
Legion Forces:  Each Legion player picks a short table edge and deploys within 12" of that edge. 

Mission Special Rules: 
Dark Mechanicum units are all Stubborn.  If a Sundered Mechanicum unit attacks a Dark Mechanicum unit, all Dark Mechanicum units will lose Stubborn but gain Hatred: Sundered Mechanicum.
Dark Mechanicum units may leave the table from their own table edge or a Imperialist table edge.  Units may not leave in the same turn they arrive from reserve. 

Sundered Mechanicum units are all Stubborn.  If a Dark Mechanicum unit attacks a Sundered Mechanicum unit, all all Sundered Mechanicum units will lose Stubborn but gain Hatred: Dark Mechanicum
Sundered Mechanicum units may leave the table from their own table edge or a Imperialist table edge.
Units may not leave in the same turn they arrive from reserve.

Night Fight is in effect for the first turn.

Victory Conditions
Primary
Dark Mecanicum:
-2VP for each unit alive in the Mechanicum deployment zone at the end of the game.
-1VP for each unit that moves off the Dark Mechanicum or Imperialist table egdes.
Sundered Mechanicum:
-2VP for each unit alive in the Mechanicum deployment zone at the end of the game.
-1VP for each unit that moves off the Sundered Mechanicum or Secessionist table egdes.
Imperialists: 
-1 VP for each Sundered Mechanicum unit killed
-1 VP for each Secessionist units killed.
-1 VP for each Dark Mechanicum unit that moves off the Imperialist table egde
Secessionists:
-1 VP for each Dark Mechanicum unit killed
-1 VP for each Imperialist units killed.
-1 VP for each Sundered Mechanicum unit that moves off the Imperialist table egde

 Secondary
Slay the warlord: each Legion warlord is worth 1VP.  Each Mechanicum Warlord is worth 3 VP


Wednesday, July 23, 2014

The Crimson Sands (Martian Rebellions Battle Report)

The abandoned way station of Sigma Prime had sat isolated and largely forgotten in the vast wastelands of Mars for nearly 300 years.  Although out of the way of the larger Manufactora smaller Forges lay in relatively close proximity.  When the prohibition on forbidden technology was lifted by the Emperor, those elements of the Mechanicum that defied his will, the so called Sundered Mechanicum, began hording what forbidden technoarcana they could in sites like Sigma Prime.  The increased activity of the various Legions that had so suddenly sent small forces to the red planet soon turned these sites into veritable battlefieds as the legionnaires sought materiel for their Legions.

Sigma Prime saw the Thousand Sons, Night Lords and Raven Guard face off against the Sundered Mechanicum, Salamanders, Imperial Army and elements of the Alpha Legion.
The two sides swiftly began to advance on one another whilst the Imperial Army shored up their defensive position.  Night Lords advanced into the firepower of the Salamanders on the left flank.  The Raven Guard clashed with the Mechanicum forces around the central building.  Meanwhile the Thousands Sons were thrown back by the massed firepower of the ensconced Imperial Army troopers on the right flank.

On the left flank the Night Lords and Raven Guard Contemptors advance against the Dragon Revenant Cassian Dracos, in the hope that their combined might would bring him down.


 The Salamanders, under the stern gaze of Imperial statuary, rain death on the Night Lords as they advance on the far left.
After destroying a sizable unit of Thalaxii and topping it off with taking down 2 Castelax, the Raven Guard run rampant through the Mechanicum lines.
On the right flank the Thousand Sons hit the Alpha Legion and Imperial Army lines and are swiftly repelled, except for their commander.
The combined might of the two contemptors manages to tear the arm off of Cassian Dracos for only minor damage in return.
Things look grim for the right flank with only the Thousand Sons commander left in the fight.  He reaps a bloody tool before eventually succumbing to his wounds.
The Contemptors both heavily damaged finally lay Cassian Dracos low and move on to confront new foes.
The Salamanders find themselves outflanked by the Night Lords commander as they move in to finish off the Night Lords marines.
After the Magos reduces the Raven Guard commander to molten slag the Raven Guard assault quickly falters and then fails.  The Mechanicum have made their counter attack, but is it too late?
Confident the building is secure the Imperial Army and Alpha Legion move out to secure more vital objectives.  Although the left flank has fallen, the right holds strong.  The game hinges on the counter attack in the centre.
 
 The Raven Guard Contemptor Heads to the centre to stop the Mechanicum counter thrust.
The Night Lords Contemptor crushes the last of the Salamander resistance on the left flank.
After smashing aside all remaining resistance the two Contemptors converge on the hapless Imperial soldiers and whilst the Contemptors clear the centre the cost becomes all too apparent.  Both sides are gutted and the few survivors retreat to safer ground to tend their wounded.  The few surviving warriors of the forces fighting with the Sundered Mechanicum make off with the forbidden treasures they sought.  Leaving Sigma Prime and the secrets it once held to be swallowed once more by the crimson sands.

Victory to the combined force of Salamanders, Mechanicum, Imperial Army/Alpha Legion!
 please note some stuff isn't really covered as these are all the photos that turned out any good.