Showing posts with label Mini-campaign. Show all posts
Showing posts with label Mini-campaign. Show all posts

Wednesday, May 25, 2016

Dissent in the ranks Campaign - Wrath of Dorn

Well, it finally happened. Finished the last game of the 30k campaign started over a year ago. If you would like to go back to the beginning of this journey, click here.

This game was a 1000pt Zone Mortalis game set in an alternate 30k universe. Some Imperial Fists have separated from Dorn, and are intent on joining the secessionists, along with Polux. Sigismund was the main man fighting them, and won enough games to warrant Dorn's attention. This last game is Dorn finally coming to the piece, and exacting so good old fashioned retribution.

This game uses the Space Hulk tiles to represent an underground base. We used all the ZM rules, other than the cold void rules as that didn't make sense due to the stable atmosphere of this subterranean base. Otherwise, we used the rules I have used previously here. It was also decided that all models and units would be fearless as my forces, led by Dorn, are hellbent on destroying the foe and will not give up While the rebel Fists have no where to run to, other than the exit.

For this game I got Dorn for free (pretty sweet), and my friend got a 10 Veteran tactical marines with Stubborn, plus any other upgrades for free.

Here are the army lists (as much as I can remember)

Loyalist Imperial Fists (1000pts)
Primarch's Chosen RoW

Dorn (free)

Primaris Medicae
Artificer Armour
Solarite Power Guantlet

5 Templar Brethren
Combat Shields
Solarite Power Guantlet

Apothecary 


7 Huscarls
Power Sword
2 Chainfists
Power Maul
3 Thunder Hammers

10 Veteran Tactical Marines
2 Heavy Bolters with suspensor webs
Sniper


 Veterans plus medic
 Dorn leading the Templar Brethren, with the Primaris Medicae.
 Solid Huscarls again lend their aid.

Secessionist Imperial Fists
Pride of the Legion RoW
Praetor
Cataphracti Terminator Armour
Storm Shield
Paragon Blade
Digi Lasers

Sons of Guilleman Veteran tactical Squad (free)
Missile Launcher with suspensor web

5 Terminators
Tartaros Terminator Armour
Assualt Cannon
Power Sword
3 Storm Shields and Thunder Hammers

10 Veteran Tactical squad
Sniper

Apothecary

5 Veteran Tactical squad
Heavy Bolter with suspensor web
Sniper


5 Veteran Tactical squad
Sniper


The Game
Having played a game before hand that was quite one sided, we changed the deployment, so only the Sons of Guilliman were deplyed in the starting area, with the rest of the rebel Imperial Fist forces deplyed around the facility to help them escape. The loyalists who made it to the facility, were deployed in a flanking position on both sides, so the SoG would have to be quick to outrun them.

Objectives
Loyalist Imperial Fists were to primarily eliminate the SoG squad, if done, then game won and campaign ended. If not done, then secondary objectives would be victory points and gathering intel represented as dice in certain locations on the board.

Secceionists were to get the SoG to escape off the board to the left, if done with 5 or more marines, then that is a win for them, and there would be another campaign game after. Secondary objectives would be victory points.

I kept to tradition and failed to sieze the initiative (I can't remember the last time I had first turn...)


 Secessionist Turn 1
 All the units move out as you can see, with the veteran units close to Dorn, making sure they had some good firing lines, and that it wouldn't be an easy charge (it was ruled early on that units could charge around corners).

Loyalist Turn 1
Dorn and the Templar Brethren (with Primaris Medicae in tow) rush towards the large unit of veterans, hoping to eliminate them early. The Huscarls and loyalist veterans just moved as far as they could. With no shooting, Dorn charges at the veterans, with them succeeding in inflicting 2 wounds with their sniper shots!
Dorn and the Templar's then wipe them out, consolidating towards the smaller 5 man vet squad with the Heavy Bolter.

Secessionists Turn 2
Everything that can more, moves as far as it can, with the praetor providing the precious squad some padding. The 5 man vet squad near Dorn, falls back, and opens up, causing another wound to the primarch!

Loyalist Turn 2
Dorn rushes and wipes out the demi squad of veterans, and took the intel in the room to boot. The Huscarls move close to the center passages, whereas the other veteran squad takes some pot shots at the 5 man enemy vet squad near the,, and then roll snake eyes for assault.

Secessionist Turn 3
 Lots of action this turn. The secessionist terminators charge the Huscarls, the demi vet squad shoots up my veteran squad, killing 3 marines plus the medic with a precision shot. The praetor then charges in, tanking all the shots, and gets into combat with them. The SoG sqaud advance along the center passage, free from obstruction.
The assault did not go well for the loyalists. The terminator fight was 1 killed each, though I proved again that 2+ armour saves are easy to fail. The praetor annihilates the veterans, with only the heavy bolters left to hold him up with their lives.

Loyalist Turn 3
Dorn and his squad charge the enemy terminators in an effort to free up his Huscarls. Combat ensured that there was still 2 enemy terminators left, now holding up my whole army. The veterans against the praetor was very short lived.

Secessionist Turn 4
 Deciding to go for a gamble, and take the quick way, the SoG run past the big melee, with the praetor and demi squad moving up in support, to get close to the action. His 2 remaining thunder hammer, storm shield terminators needed to hold up my forces for one more turn and it would look very favourable. Despite their heroic actions, they all fell to the mass attacks, and Dorn, along with all his remaining forces, consolidated towards the main objective.

Loyalist Turn 4
 Dorn and the Templars move up to the door and open it to see their objective running along the corridor. The Huscarls go around the other way, to head them off.
 All of the loyalist forces charge the objective squad...
...they manage to kill a Templar, but are wiped out for their trouble. With the main mission complete for the loyalists, the game comes to an end.
The remaining forces scatter before the titanic fury of the primarch!

So the last game of the campaign turned out to be a loyalist victory. It was good to finally wrap up the campaign, and Dorn is now firmly on the loyalist side for the rest of the campaign.

It was an enoyable mini campaign and it was good to finally use that primarch model, that I have had for many years.

Thanks for looking.

Cheers!

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.


Monday, April 27, 2015

Warzones of the Eradication Era


The Battle for Mars
The war for Mars rages on, the Mechanicum fighting for the sovereignty of Mars whilst the Legions fight for a vital staging point for further conquest and to secure munitions and materiel.  Ever more Legions are drawn to the struggle as the fate of the red planet, the Imperium and Imperium Secundus hang in the balance.

We also have the following mini-campaigns in effect:
The mini-campaign games do not effect the Battle for Mars map.

Dissent in the Ranks
The Imperial Fists civil war on their home world of Inwit

Deliverance Lost
The White Scars assault on the Raven Guard in an attempt to purge the legion, fought on Deliverance.

Fall of the Iron Hands
Following the Iron Hands on their descent into worship of Tzeentch.

Lion and the Drake.
The trials of two Legions with the strongest bond, the formation and collapse of the Paladin order

Between a Forge and a Hard Place.
Substantial forces of Iron Warriors and Iron Hands meet in one of the bloodiest conflicts of the Secession.

Enter the Darkness
Guilliman has tasked the Alpha Legion with the destruction of the Night Lords, a thousand skirmishes on a thousand worlds as each Legions seeks to tear the other apart.

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...