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Campaign for Umbral Void: Wk 4/5 update 11/3


Polythemus

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Hi all I've been a bit quiet lately but things have been percolating nicely, and I'm ready to unleash my newest set of creations. In this space I will chronicle the campaign, and share the map and terrain I am developing for the campaign itself.

The Doom of Umbral...
In the apocryphal days before the emperor’s great crusade the system of Umbral was a quiet, feudal society, dealing with occasional squabbles over goats and land but slow in its progress of technological advancement. Two noble houses eventually rose to great esteem House Phobos north of the Lethe Chasm and House Mellaj south of it. These rivals tried to gainsay and outdo each other in all things, and committed great atrocities upon each other, but each could never muster the power needed to destroy the other.
When the great crusade came to the planet the Emperor foresaw the great wealth of the planet in its material bounty of Etherium and Promethium. Etherium being the material used to power the warp drive of great imperium vessels, had been scarce during the expansion of the crusade. Being a psychic conduit material it is often noted that deposits of Etherium have frequently been found to be the haunts of demons and their kindred. Promethium, of course has long been known to be the materiel of choice for munitions and forge worlds. Finding such a large supply unguarded the emperor began to engage the people of the world. In his search for allies on the planet he was alerted to the greedy hearts of House Phobos and House Mellaj. The Emperor turned to a third weaker noble family, House Terrin, to be responsible for the mining operations of the precious resources and gave them the technology to do so.
Unshackled from the bitter rivalry of the ancient foes, which had so long held them in thrall, the people of Umbral began to benefit tremendously from their new found resources. Wealth began to move into the planet and the progress of technology and trade became possible with the new formed Imperium of Man.
Yet ever jealousy stirs in the hearts of men, for the Barons of Phobos and Mellaj, had lost their prestige and power and such a slight by the supposed, “Emperor of Man,” was too much for them, even in their guilded palaces atop their hives. Although they had benefitted tremendously from the newfound trade agreements the ancient grudge was replaced by a new hatred of the leader of the imperium and his cronies among the upstarts. Old hatreds were placed aside to find ways to topple the Governer of the newly minted Hive of Terringrad.
Using their influence with the lackeys of the administratum, the Barons of Phobos and Mellaj, began a secret defense project, undertaken as they would later recount “for the good of Umbral.” The Stylos interplanetary Laser defense system: a project with two main components. Mounted on Phobos Hive the Stylos laser itself capable of defending the planet from intergalatic threats and capital starships. Upon Mellaj Hive the Hercanthrex v7 targeting array, with its ability to coordinate laser strikes against any area of space within 0.5 parsecs of the planet. Due in no small part to the mirrored satellite control system installed with great generosity by the Terringrad government. Having grown soporific with their wealth and power on the planet, the lords of Terringrad did not realize their folly til it was too late.
At a secret meeting in the halls of their palaces a plan was formed and the technologies of the emperor and the dark age of humanity were put to terrible use. As the planetary defense laser system charged itself for its first test run, the people of Umbral experienced their moment of great hubris. Their crowning technological achievement, became their doom. With grinning faces the Lords of Phobos and Mellaj looked on as the inferno of 23 megakelvins was unleashed on the unsuspecting populace of Terringrad hive. The cloud of the explosion darkened the skies for six months but the true lords of Umbral had restored themselves to their “rightful places.” Oh there was a trial, oh yes, but when the entire government is executed it is the powerful who appoint the courts. Were they possessed by the ruinous powers, seeking the favor of some powerful xeno war leader or just trying to unshackle themselves from the imperial yolk?
The Imperium has noticed that trade ships never return from the planet and repeated psychic silence of ships coming to claim the imperial tithe from the planet. And so have decided send in reinforcements. As a myriad of forces have descended to claim its resources, who will emerge victorious? Umbral, a jewel of the imperium hanging in the balance, a Forgeworld of great renown, with two madmen as its leaders and the forces of war ready to descend upon it and bring a new season of malcontent...


 

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World map

http://3.bp.blogspot.com/-F66wDonGG7g/VBteVrXcZXI/AAAAAAAAB_w/oJPUQkDmCVQ/s1600/Northern-Umbral.gif
Northern Continent of Umbral with the countries of Phobosia (red), and Terras (blue).

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Southern Continent of Umbral with the coutries of Mellaj(green), and Alta (white).

The Fuedal States of Umbral
 

Phobia (blue) – For the past 12,000 years the nobles of the Phobos Hive have ruled with an aloof detachment over the people of Phobos. Lord Nemyedes Phobian, has become ever more paranoid in his old age, seeking to achieve the couple de grace on his rivals. Whispers are that he has supports the cultists of the underhives through his agents, had instilled rebellion in hives of his rivals. He was the main architech in the down fall of Lord Jarrow Terrin, and the destruction of Terringrad. His connections to the Hercanthrex Weapons company, ensured that a deal was struck that will supply all weapons to his hive over the next 1000 years, so long as he can deliver on his promise of promethium quotas.
 

Terras (red) – Lord Jarrow Terrin, was not the peoples champion, but was a pragmatist whose ancestors had been members of the trade guilds long ago when the Emperor first alighted on the planet. After hacking out the unification of the equatorial jungles of his feudal state. The Terrin noble house found themselves in direct competition with the houses of Phobos and Mellaj, but through negotiation and creation of the planetary council thought they had found a way to keep them in check. It is unknown if the Noble family suspected the cataclysm that fell on their Hive. They had begun to unravel the truth about the source of funding for agitation of their workers in the underhive, which had required all the attention of House Terrin to quell. It is unknown whether the Noble family escaped, or was killed in the explosion of their Terringrad Hive...
 

Alta (white) – With the destruction of House Terrin the state of Alta has been in open rebellion led by the religious zealotry of a reformer who calls himself Cardinal Karamozof. This Cardinal has led the people of the country in open rebellion, stating that he has come to lead them to redemption by grace of the great powers. Whether he is a member of ecclesiast offices of terra or some local wing nut has been impossible
to determine as he has been shielded by the fervent piety of his followers. The workers no longer work the mine’s and the PDF has not been able to break through to the demagogue and restore order.

 

Mellaj (green) – The House of Mellaj has always taken the long view in all matters, and they know that only rule with an iron fist can bring the lasting peace on the planet. Led by the enigmatic Callia Mellaj the state of Mellaj has never known great rebellion since the leadership has always been broken before the people can agitate. It is said that the house of Mellaj shielded young Callia from the Black ships that would reap the imperial tithe, because of her ability to glimpse the future through the immaterium. Such abilities may have also helped her ascension to the head of her house, after a series of unfortunate accidents befell her older siblings. After her Father Titus Mellaj helped to bring about the downfall of the Terrin Nobility with the scheming of Lord Phobian, he was assassinated by a member of his own staff. Now Callia the youngest to lead her Hive in 700 years has ascended to the throne and will pledge her support to any who can help her achieve her vengeance.

Anyway right now the campaign has nine players. Dark angels (me), DIY codex chapter, Astra Mil, eldar, dark eldar, tau, orks, and two necron players. The games will involve regular or planet strike missions with incorporated stronghold assault rules. Did you know aside from Sanctus reach, black library has planetstrike as a rule set for $15? The grand muster is next weekend with first games to follow on that day. I was wondering if anyone else has tried out planetstrike rules and whether they have any sugguestions or thoughts on their experiences?

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They came from far and wide, the myriad races of the galaxy, their invasion was swift and quickly they claimed their territory. Then then after the landing craft departed the generals began their assaults...

 

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The first week only empty spaces could be claimed, as we all got to try out the planet strike rules.

 

The Northern Continent - 
 
South of Phobos Hive the Tau launched a furious attack on the Eldar enclave defending the outskirts of the hive.
East of Phobos Hive the Deathwing, led by Belial, stormed the mountain stronghold held by the Night Lords and their Demon allies.
North of the ruins of Hive Terringrad, the battle raged between the forces of the Dark Eldar Kabal led by the nefarious Dr. Farnsworth and the metallic undead of the Nekthyst (or is it Sautek?) dynasty.
 
The Southern Continent - 
West of the Imperial Mercy - The Imperium's finest unleashed their heavy guns and marine allies against the Sautek (or is it Nekthyst?) dynasty and wily schemes of Nemesor Zandrek.
North of Hive Mellaj a furious battle took place as Ork attackers attempted to push through the hive city and overwhelm the Deathmarine defenders.
 
http://1.bp.blogspot.com/-YbFuEdTsPZ0/VClsjf2Y2cI/AAAAAAAACDw/1gCa44yZusM/s1600/C-_Users_new-guy_Documents_Warhammer-Batreps_Umbral-campaign_northern-continent---results.gif
The territory claimed in the Northern Continent at the end of Week 1.
 
http://3.bp.blogspot.com/-UR14l77DgL8/VClsjWs9PwI/AAAAAAAACD4/_RQvLAKNcaY/s1600/southern-continent-results.gif
The territory claimed in the Southern Continent at the end of Week 1.
 
Dark Angels relevant batrep to follow...
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http://2.bp.blogspot.com/-RuK-3lKAgAc/VC4uJ1AKIhI/AAAAAAAACGg/O7liBWKRGhg/s1600/opener.gif
 

Opening Firestorm...

 

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Firestorm salvo collapses the void shield on the third hit. Deathwing assault first turn, lands all squads safely. Belial lands directly next to the demon prince. The assault squad has a mishap and is placed in the corner.  

 

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Laser burn stratgem empolyed causes instant death to an obliterator, some plauge bearers are killed and the rhino is shaken

 

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After causing one wound with hammer of wrath, the demon prince, takes seven strength wounds at AP2 or better. His demonic 5++ results in five saves! Papa nurgle loves his children!

 

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Helldrake arrives and flames. Oblits cause 4 plasma wounds to the termies, but inspired by the demonic heroics, they make 3, invul saves! Prince Belitras tries to summon but fails, the plauge bearers also fail their Psy-test and charge after the front charger is killed by overwatch.

 

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The spawn mutate to have poison, but only get 1 extra attack! the resulting combat sees two spawn fall!

 

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Having survived the Deathwing knights, the demon cant withstand the power of a second volley. The juggerlord challenges belial, but wounds himself with the demon weapon while belial causes two wounds.

 

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The Darktalon enters play and opens fire on the oblits killing one. The terminators charge and the sergents power sword wrecks the rhino, while the terminators in bottom left fail another charge.

 

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Belial finishes off the juggerlord Ingorso, and heads for the void shield.

 

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Running out of options the Nights Lords make a desperate charge but can only kill one terminator, while several of their number fall.

 

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The herald of nurgle slays two of the terminators with his demon weapon.

 

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The Darktalon wipes the squad of cultists, and Belial's squad having killed the final Oblit, takes the Void shield.

 

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The slapfight continues...

 

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Sgt Darrow's squad get in on the act flaming and charging the Night lords, while the terminators stick around for security.

 

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The Dark Angels are firmly in control of the engagement.

 

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The helldrake tries to get the last word but must hover to do so... many marines die as a result.

 

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The terminators charge the 'Drake blowing it sky high. While the Darktalon vectors in for the final kill.

 

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Victory to the Dark Angels.

 

Well I must say that went alot more like the fluff than any game I have ever played. Planetstrike is when terminators really come into their own. It'll be interesting to see if I can get that Castellum fortress up and running... Defense may prove much more challenging. That being said my opponents dice really let him down. Had he gotten off a summoning and some his turn one attacks gone better it might have been a different game. Looking forward to a Night Lords rematch!


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Thanks for the comment Lucifer. The next battle was just played today. Ezekiel was left behind at the site of the void shield generator. The Dark Angels had erected their Castellum fortress in order to further enhance their defensive capabilities at the southern end of the Killjar mountains. The fortifications came under the assault of the Magos Therax of the Mechanicus and their Necron allies. It was a battle that wont soon be forgotten.

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During the second week the pressure increased. Planetstrike was the order of the day and those that were on defense last week launched counterassaults all over the map. Here are the battles that took place:

 

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On the Northern Continent 

South of Phobos Hive and west of the Golgotha Range, the Eldar Enclave unleased a furious assault on the Nekthyst dynasty and Nemesor Zandrek.

East of the Killjar Range the Sautek Dynasty was active as well. Thanks to their newly formed alliance with the Techmagos Therax, the two combined forces to attempt to drive the Dark Angels from their hold on the Void Shield. 

 

On the Southern Continent

Capt. Ranuk unleashed his Deathmarine attackers on the Power station at the far southwestern tip of the continent. The Tau commander Ovesa lay in wait ready to repel the invaders.

Under cover of night, Dr. Farnsworth and his Coven of the Black Sun sent a stealth force to attempt to abudct the host of the GreenWaagh that had settled in Hive Mellaj. Yet Ghazkull was wise to the chicanery of the mad Doctor and prepared a stalwart defense...

In the absence of his Chaos masters the renegade Gardsmen of the Black legion faced off against the enlightented troops of humans of the 325th Cadian Division. The directive for the greater good was to take the eastern foothills of the Canis Gap, the source of the Cocytus River.

 

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Nemesor zandrek and his wraiths engage in battle with the Eldar amidst the ruins of Umbrals northern continent.

 

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Amongst the topless towers of Hive Mellaj, Gazkull and Dr Farnsworth engage in a battle for supremacy.

 

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The Tau defend the power station southwest of the Canis Range, while the Deathmarines attempt to prise it from their cold blue hands.. 

 

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The aerial power of the Cadian 325th, meets the impregnable defense of chaos renegades.

 

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The onrushing the cult of the Machine God advance to gain a foothold on the Castellum Fortress, while Ezekiel attempts to hold together a desperate defense.


 

In the final action of the day, Commisar Hendriks of the 325th Cadian Division engaged the missles of the Imperial mercy. Targeting the Necron threat that lay amid the ruins of Hive Terringrad , the cruel metallic faces must have smiled as they watched the missles pass far overhead. There was a deafening explosion as they landed amidst Deathmarines forces in the Manufactorum far to the west.

 

When Capt. Ranuk voxed his troopers to report on the outcome of the power station attack, all he could hear was static...
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At the southern tip of the Killjar mountains, Chief Librarian Ezekiel, has been overseeing the construction of the Castellum Stronghold around the Void Shield Generator in the area. Enjoying a brief moment respite after the construction, the speaker system, sounds suddenly throughout the base...

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The Ad Mech alliance unleashes seven S 9, Ap3 attacks, collapsing all shield generators, destroying all but one devastator on the shield gen, and destroying an emplaced lascanon.

 

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Krios Venator Tank, and myrmidons unleash their weaponry upon the fortress.

 

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Using a campaign asset Ezekiel calls own a firestorm of his own and imobilizes the Venator, other devastators rush to take up firing positions. one void shield comes back online.

 

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The void shield is collapsed and the final Hull point is taken from the contemptor...

 

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Conversion beamers at Str 10 penetrate the AV 15 bunker and cause a detonation permanently lowering the gate sheilds. 

 

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Deathwing drop in and assault the rear armor of the transport.

 

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The transport is destroyed but now the deathwing are sitting ducks... can they survive?

 

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The lone Pen on the necron transport is evaded. Nothing else gets through.

 

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The mighty conversion beamers kill several marines, but the battlements shield the worst of the damage.

 

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Concentrated fire from numerous sources causes 8 wounds... deathwing fail 50%

 

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Then someone pokes out my last terminators eye.

 

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The assault marines drop in and flame the scarabs then launch into the assault just making it after scattering.

 

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No shooting damage. No void shields regenerate...

 

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Venator tank detroys the shield gen and myrmidons destroy all remaining devastators including Ezekiel.

 

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Sgt Darrow holds off the swarm of bodies..

 

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The dreadnaught peppers the barge lord to no effect, while sergent Shabala and his demitact squad make a desperate charge.

 

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The barge lord takes a wound but forces the marines to retreat and regroup.

 

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Sgt Darrow continues his heroics.

 

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The annhilation barge fires its gauss broadside on the bunker, but the building makes enough invul saves, to remain standing with one hull point.

 

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The game ends in a victory for the Dark angels... or does it? 

 

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Having unleashed the necron time distortion device our heroes find themselves preparing for an attack that will never come... Upon company master Indomiel's inquiriy, Ezekiel suspects but can prove nothing. A draw is the result.


 

Analysis: Wow know your opponents army. The conversion beamers just devastated my stronghold the entire game, mainly because I could never put pressure on them. Knowledge is half the battle. I now know that conversion beamers gain in strength with increased distance. It was tough facing so many units that I had never faced before. The mechanicus army is certainly one I would like to try my luck against again.

It was also extremely unfortunate that my deployment at the outset was really poor. I should have had everyone inside buildings, additionally I forgot about the scramble rule for defensive reserves. Had I remembered this I may have tried to have the Contemptor come from reserves since his short range limits his efficacy and certainly did so in this game.

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Great write up! Are the Orbital Strikes & Void Shield rules from Planetstrike or Homebrew for the campaign?

Sorry if this is obvious I know nothing about Planetstrike other than what I've read here looks pretty awesome to me.

Do you get bonuses from previous battles?  

Obviously the previous battle set you up to be the defender here, but did the Ad mech  army get more Orbital Strikes ( or other benefits ) for winning their last game and what bonuses did you get from winning previously?

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There are two things happening here. there are rules benefits in planet strike and there are rules benefits in the campaign.

In planet strike There is a defender and an attacker. The attacker chooses his board edge, the defender then chooses his edge and sets up terrain however he wants and places as many fortifications as he wishes. The attack makes a firestorm attack after the defenders deployment, each firestorm is normally a str 9 ap3 large blast. The attacker makes as many attacks as defender has fortifications plus d3. Then each player essentially gets 5 stratagem points to choose from a list. There are different lists for attackers and defenders. Some of them are the attack may make all his firestorms str10 ap2 or rerolling the roll to continue the game on turn 6, while the defender can take ones that make one building av 15 or causing deep strikers to Roll an extra d6 for scatter.

 

There are some special rules that each planet strike player uses. Some include: All infantry skimmers and jet bikes may deep strike while all units with the deep strike special rule may deep strike and assault the turn they come in. You also roll for reserves starting on turn 1.

 

For the campaign itself I tried to make each territory have an in game benefit and a campaign benefit. The campaign itself ulitilized the book missions, planet strike missions and all the rules from stronghold assault. The idea was to give people a chance to try out stuff that they normally wouldn't.

 

If you guys want I will post the rules for territory bonuses up here if you wanna see what I did for them.

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Here's a sampling of the territory bonuses from the campaign rules if you want to see the complete rules PM me.

 

Territory bonuses

 

Promethium mine “I love the smell of napalm in the morning.”

Campaign- allows user to take a promethium relay pipe at no cost which doesn’t count against their single fortification. Total length 24”.

In-game effect- battles at these sites allow both players to attack each other with the underground gas pockets. Before movement, starting on turn 2 you may target your opponent with a small blast, barrage attack, resolved at strength 3 barrage AP-. Roll 2d6 scatter and resolve normally. 

 

Etherium mine “We are such stuff as dreams are made on..”

Campaign- Allows the player controlling an etherium mine to re-roll any one die once per game for any battle on this continent. 

In-game effect- Battle at this site means that any double on a psychic test causes a perils. 

 

Bastion “…as far as death is concerned, we men live in a city without walls.”

Campaign – may claim an extra empty tile at the conclusion of each phase.

In-game effect- may take a free bastion without upgrades, for battles on this continent.

 

Manufactorum “The old world shall burn in the fires of industry.”

Campaign- at the end of each turn may draw an extra planetary empire strategy card.

In-game effect- for each controlled a manufactorum you may take an additional 50 pts, for battles on the same continent.

 

Power station “The power of the sun in the palm of my hand.”

Campaign – may swap a faction members flag with your flag once per phase. 

In-game effect - add +1 to bonus to roll to decide who gets to deploy first.

 

Shield generator “Shields up. All crew to battle stations…”

Campaign- shield generator prevents this tile from being the targeted in a planetstrike game, and prevents this tile and any adjacent tile from the shooting of the Imperial mercy.

In-game effect- May take a free void shield generator without upgrades for battles on the same continent.

 

Hive City  “You will never find a more wretched hive of scum and villainy…”

Campaign – counts as a spaceport, manufactorum, powerstation and shield generator. This will not come into effect until you own all three hive city tiles.

In-game effect – as listed.

 

Spaceport  “Was this the face that launched 1000 ships…”

Campaign- allows team to make  planetstrike attacks at targets on the map.

In-game effect- may take a free skyshield landing pad without upgrades for battles on this continent. Or gain free fighter ace upgrade. A flyer with the fighter ace upgrade gains outflank and skilled rider USR.

 

Age of Strife – “This is the second time he has done this to me, there shall not be a third…”

If a player battles three times against the same opponent, on the third game both players gain preferred enemy in as an army wide rule. If a player has been a planetstrike defender 3 times gain an extra stratagem point when defending.

 

Stylos Laser Battery  “The only real power comes out of a long rifle.”

Without its targeting array and full power supply the Stylos battery is prone to erratic behavior, but can be fired manually if the user is feeling brave (or suicidal.) 

In game effect - Following scout moves roll D6 on a 5+ the laser fires add +1 to the result for every additional tile of the Phobos hive you control. On a successful firing sequence you may make D3 attacks with the following profile:

 

Roll scatter on 2D6 using your warlords Ballistic Skill. This action may be taken by any army with flags on Phobos hive.

 

Hercanthrex sensor array  “I know a secret, and secrets breed paranoia.” “ 

Before declaring attacks you may attempt to use the sensor array. On a 5+ the array functions normally add +1 to the result for every additional tile of the Mellaj Hive you control. If the array functions normally you may look at your opponents army list and make 500 points worth of changes to your army.

 

Imperial Mercy  “His has grown long…”

The PDF controls the Imperial Mercy missle system, which may launch a barrage of ICBMs on whomever they are instructed to. Sadly with the high casualty rate on the planet, the team is made up of rookies… mistake prone rookies. 

Before attacks are declared you may shoot the imperial mercy. Choose a target tile on the world map and roll a scatter die, resolve scatter, with any miss counting as being directed against an adjacent tile in the direction of the arrow. Measure the distance from the center of the targeted tile and remove the appropriate flag from the tile under the scattered shot.

 

Terringrad bridge –The Lord of Terringrad had only minutes to issue an evacuation of the hive when his supplicants told him of the orbital satellites orientation and likely target. It is rumored that a mighty super-heavy lies on the bridge waiting to be claimed…

Campaign effect – controlling player may ignore the clause, for battles on this continent, as it applies to terrain benefits.

In game effect - Any battle taking place at this location should use the terringrad bridge terrain with an immobile baneblade positioned in the center featuring as an objective.

 

Ruins of Terringrad – The crater of Terringrad has exposed an underground tunnel network used by the Lords of Terringrad, to escape to safety, the tunnels stretch on countless miles…

Campaign effect – The controller of this location may once per phase launch an attack anywhere on the map as though that tile were adjacent.

In- game effect – any battle on this location allows its controller to steal the initiative on a 5+.

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