Saturday, March 27, 2010

Turn 3

Turn 3

What a day!

Using the newly captured Space Port, the Imperial Guard launch a brave assault to the north. Making a bold move and successfully taking another Space Port! This time from the mighty Grey Knights. Power armor and force weapons are no match for Imperial Tanks and Ordnance.

Having retreated from one Space Port, the foul Daemons of Chaos attack another. This one, however is defended by UltraMarines.

The slow march of the Orks continues and another region is claimed for Gork...or is it Mork?

Eldar expand and are then attacked by a contingent of the Black Templar Space Marines. Although the Eldar had a slightly larger force, many of were delayed and by the time they sped onto the battlefield, it was too late. The Eldar suffered grave casualties as they tried to wrench victory from the iron grip on the Emperor's chosen. The Black Templar commander stood his ground before the Howling Banshee Exarch cut him down.

Meanwhile the Tyranids sneak attack on the Black Templar held Space Port. Can they hold on? Or will this tendril of Hive Fleet Leviathan prove to be too much?

Friday, March 26, 2010

Turn 2



Turn 2

Finally some battles! After all, in the grim darkness of the future, there is no time for peace. There is only war.

Our two orbital opponents sent strike forces down and made planetfall.
An advance force of Chaos Space Marines attempted to wipe out a small Imperial Guard outpost, but were driven back.

Space Marines of the Crimson Foot chapter dropped in unannounced on a sizable Ork army. The Emperor's Finest inflicted many casualties, but failed to take the overrun Space Port (but then again, perhaps that was not their true intention).

Grey Knight Space Marines are taking their Holy War to the Iron Scorpions Space Marine Chapter in the North. Their reasons for attacking fellow Space Marines? Only they know, and they're not telling! But the Iron Scorpions held their ground and pushed back the Daemon Hunters.

At last the Imperial Guard have a Space Port! This can't be good for the enemies of the Imperium!

Tyranids attack! Mighty Hive Tyrants, Carnifex's, and other alien horrors swarm a Space Port controlled by the Daemons of Chaos. Due to the slow ponderous advance of the Tyranids they have yet to engage the defending Daemons. But soon...Alas, the Daemon army withdrew leaving the Space Port to the mercy of the ravenous Tyranid host.

Turn 1



So the first turn.
No battles this turn, but mostly people grabbing Space Ports or just reinforcing.

Players get additional Resource Points for each tile they control. These points are used to reinforce their armies.

Using the Planetary Empires rules, one must still roll to capture an unoccupied tile (and will also roll to capture a tile after winning a battle).
So some people were unable to take Space Ports first.

The map is looking good and we are assured some fighting next turn!

It's worth noting that we have 2 players that are unable to make every Friday (our campaign night). So rather than having them on the table (or worse, not at all) we've decided they are in orbit. Every turn they may attack a hex. While they may not hold a hex, they may certainly drive someone out of it.
A fun way to include more people and add some randomness to it.

Every hex has an assigned Army size (i.e. 1800pt army) though the specific units are not fixed. This is mostly to help speed up the gaming. Any special characters, however are assigned to a specific army and must stay with that army unless moved (which takes an action) to another tile/army. 100pts must be left on a hex to occupy it.

Space Ports allow a player to attack any other Space Port. When 2 or more Space Ports are controlled by a single player they (and any attached hex's) are considered contiguous. This matters, as one may only reinforce or allocate RP's to tiles contiguous with one's HQ tile.

Setup i.e. Turn 0



So here's our initial setup.
Everyone has 3 hex tiles to start.
Each player rolled a die that corresponded to a tile on the already assembled map and placed a single tile adjacent to it.
This helped to ensure the map was not 'round' and even, which I like.
After that was done we went around and chose an additional tile to place, and then another. This of course, caused the player order to effect who had the 'best' terrain tiles.

We then chose our 'HQ' tile and place a structure there form the Planetary Empires set.

The very middle tile will be a Hive City, when we get it. And will be more difficult to take and will encure some special bonuses.

The campaign will last 12 turns and the winning conditions will be decided at a later date.