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Warhammer 40k
The Empyrean Struggle - Warhammer 40k Summer Campaign PDF Print E-mail
Written by Kaeros   
Tuesday, 16 June 2009 03:05
The Sector Empyrean had enjoyed a period of relative peace and prosperity, as the incessant warring that always plagues the 41st millenium had abated to mere rumblings in the background. The Space Marines and Imperial Guard had managed to push the Orks back into the mountains and feral regions, and the more exotic threats of the other xenos enemies of the Imperium seemed to simply have no interest in the sector. Indeed, even the cults and traitors who would turn to the worship of the dark ones seemed not to be the sort of problem so many other sectors faced.
 
It seemed that the Empyrean Sector was destined for a second Golden Age, a time of great prosperity and growth...but the winds of fate had other plans for the quiet sector...for in the grim darkness of the future...

There is only war.

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Campaign Rules

This campaign will be using a 'persistent forces' rule set. What this means is that at the start of the campaign, you will have a specific army selected. You will draw units from that army for all games in the campaign. When a unit dies, it is dead, and cannot be used in further campaigns.

You may play any published, current army list.
 
You do not have to have 5000 points of army in order to be able to participate in this campaign. The games in the campaign will range in size from 500 points all the way to 2500 points, depending on the scenario for that round. In addition, players are never required to commit the maximum number of points for a scenario, it is perfectly acceptable to deploy the minimum force organization choices in order to conserve troops.
 
Each round players will play a specific scenario supplied at the start of the round. Each scenario will have a time limit. I will attempt to provide a 'warning' when it's getting close to time for all scenarios, so that a final turn may be finished. Extending time limits is entirely at organizer discretion.
 
Units that participate in a scenario will have a chance to earn veteran status and skills, as per the rules in the main Warhammer 40k rulebook.
 
In addition, a new rule will be added to ALL scenario's unless otherwise noted by a specific scenario - 'It's Hopeless!' - At the start of a players turn, he may choose to forfeit the game, and make immediate fall back moves for all units not currently engaged in close combat. During subsequent turns, units are treated as falling back and may not rally (unless assaulted, then follow the normal rules for assaulted while falling back). Vehicles must move at cruising speed or better towards their own table border. Transports must move towards either their table border, or towards a friendly unit that could embark into the transport. Any unit that falls back off of the table after the player has forfeited, or that is falling back with no enemy model within 12" at the end of the battle, will be treated as having survived the battle with the number of models in the unit at the time it leaves the table. A forfeit always counts as a massacre victory for the opponent.
 
Finally, as regards minimum requirements for troops and HQ for missions, it is entirely possible that through the course of the campaign a player could lose all of their compulsory units and be unable to fulfill compulsory choices. They must make every effort to satisfy compulsory choices, but if their army has lost all eligible units for compulsory selections, they simply build their army without that particular unit type.
 

 List Creation

This is perhaps the most unique and potentially confusing portion of this campaign, how to make your 5000 point army list. First of all, it will use the following composition chart:

HQ : 3 - 5

Elites : 0 - 6

Troops : Minimum 6

Fast Attack : 0 - 6

Heavy Support : 0 - 6

In addition, each player will select an additional HQ choice to be their 'Army Commander' representing themselves. This HQ will play a more significant role in the campaign storyline (and I'd appreciate getting a heads up on who your commander will be as soon as possible).

Now, you do NOT have to have 5000 points of army in order to play this campaign. Multiple units on your Army List may be represented by the same model in your actual collection, for example if I own 1 Necron Monolith and 3 Necron Heavy Destroyers, for my 0-6 heavy support choices for my army list I could choose to take 2 Monoliths and 3 units of 3 heavy destroyers. HOWEVER, you may never deploy units that you do not own. So if you are playing a 2000 point game, you couldn't decide to play 2 Monoliths in the game, unless you had purchased an additional monolith and had it assembled and ready to go. No substitutions will be allowed for this sort of situation, period. You need to have 2000 points of unique army for this campaign.

  A War of Attrition

 This scenario is very much a war of attrition, in that the units, vehicles and characters that you lose in the campaign don't come back. This is very simple for independent characters - they live or they die. If they are not counted as a casualty at the end of the game, then they live to fight another day. For units, it gets a bit more complicated but not very much so. If a unit is reduced to 50%, it is permanently reduced to 50% (this has no effect on the units options that had a minimum model count for purchasing), if the unit is deployed in subsequent games is is deployed with half the models it originally had on the main sheet. If a unit is completely wiped out, it is permanently destroyed. Some of the newer codexes allow for units to be split into multiple units when deployed, or joined into larger units. For the purposes of determining SURVIVORS (not kill points or other mission related scoring) units that were split rejoin with the rest of their unit, then compare the rejoined unit to the original unit. For units that joined to form a larger unit, resplit the units into their consituent units, completely building the first unit before putting models into the second unit, ignoring the specific surviving weapon options. Then determine which units survive at half or full strength, and which are destroyed.

Vehicles will work in much the same way, with one minor difference. A destroyed vehicle is simply destroyed and removed from the list. However, if the vehicle is only immobilised at the end of the battle, it is recovered if either of these conditions is true: A) You won the battle or B) You lost the battle, but the vehicle is within your deployment zone and you did not forfeit the game and retreat. 

A final note - there are certain units in the game that have the ability to 'come back' when they die through various means. I will look at these on a case by case basis, but the general rule of thumb is this: if the SAME unit or character reappears, it can survive the battle. If an identical unit or character REPLACES the unit, the unit has died on the main army list.

Campaign Rounds / Scoring / How to Win

The campaign will take place in rounds, there will generally be 2 campaign rounds per weekend, though there may be as many as 4 on a given weekend. Each round, players will roll to determine who has 'initiative' for the round (d100 - your previous turns initiative, with the highest score going first for that round). Players may choose to deploy their forces against any other army in the sector in order to achieve their ultimate goals.

Each round will have a certain number of points that are possible to be achieved during it, as well as potential other benefits (for example, being able to 'rescue' a previously lost headquarters unit). The scenario sheets for each round will give pertinent information about the scoring options for that scenario.

The winner will be the player who, through the course of the campaign, achieves the most overall objective points during the campaign.

Registration

To register your army for the campaign, simply PM Kaeros with what army you are going to be playing, your commanders name, and the book entry you will be using for the commander.

Please note, I would prefer that your commander's name be original, rather than using a specific character from the 40k lore. Abbaddon and Marneus Calgar are not in the sector, you can use their rules but name them something else :)

Last Updated on Tuesday, 16 June 2009 03:21
 
Apocalypse Event: The Wrath of Con! PDF Print E-mail
Written by Eric W. Hampton   
Monday, 25 May 2009 03:29

Well everyone, this upcoming event seems to be our biggest battle yet. Rough estimations place the total near 50,000 points a side! Without any further fuss, I present to you...

THE BATTLE FOR CON SECUNDUS

 The forces of Chaos have set their sights upon the hive world of Con Secundus. Months of fighting have reduced the planet's magnificent hives and manufactories to ruin. The Imperials stand upon the brink; the Archenemy stands poised to claim victory. In the darkest hour, the planet's fate will be decided in the final conflicts.

The Evacuation of Polaris

 The Despoiler, Abbadon himself, and his daemon lieutenant M'Alis have all but scoured the Planetary Capital. The few remaining survivors flee for their lives, and for their souls. Providing rearguard for the refugees are Saint Alyssa and her Oder of the Sacred Flame. Can they hold the line long enough for the reinforcement of Lt.Colonel Kilgore's Air Cavalry?

The Battle of the Golgothan Highway

 Lord General Airobright, with aid from Raven Guard Captain Kayvaan Shrike, makes a desperate gambit to face the Archenemy head on along the planet's superhighway. Unknown to the Imperial Guard commander, High Consul Darco has foretold this action with signs and portents. At the behest of the Traitor Lazarus, the Chaos army moves forward anyway, intent on crushing the Loyalists.

The Cirulean Ambush

 In an epic display of bad timing, Orks have invaded the mining moon of Cirulea. They move under the banner of WAAAGH! DakkaTeef, with the absorbed mobs of Warbosses Dogok and Bobgutz. This means big trouble for the Imperials, as they cannot hope to win two wars simultaneously. Having foreseen this, Eldar Loremaster Muerteazul has laid his warhost in ambush. Tau commander O'Shasnar lends his Cadre to the effort, in repayment to the Loremaster for previous aid against the Orks.

 The stage is set, the battle lines drawn. Heroes and champions will rise, others will fall. Who will reign supreme over Con Secundus?

Table Assignments:

Table #1
Imperials- Jason Heath, Matt Connor
Chaos- Mike Landstra, Frank Galligan

Table #2
Imperials- Keith McKern, Dave Kelly
Chaos- Chris Titus, Chris Moreno

Table #3
Xenos Coalition- Greg Roberts, Micah Hundley, Anthony Shuman
Orks- Ralston Heath, Brian Landstra, Chip Ward

SEE YOU ALL AT THE CON!!

Last Updated on Monday, 25 May 2009 04:24
 
Imperial Guard Valkyrie - Kit Review PDF Print E-mail
Written by Kaeros   
Tuesday, 19 May 2009 14:57

Okay, so I've just finished the assembly of my first Valkyrie model using the new plastic kits, and figured I'd toss a few impressions up here. I'll try and get around to some pictures at some point.

 

First of all, this is hands down one of the best plastic kits I've ever dealt with for vehicles. The pieces were well done and fit nicely, and were fairly easy to locate on sprue. Stuff used at the same time is grouped together for the most part. That said, there are two little pieces that are shown in the printed instructions but are not shown in the online instructions, and I cannot find ANYWHERE on the sprues that are supposed to go on the bottom of the wing booms. No clue what that's about.

 

The kit is set up so that it is VERY easy to assemble to where the top of the cargo compartment is removable, so if you're wanting to do an ultra-detailed version with the interior painted I'd strongly suggest it. Alternatively I think this kit has the most potential of any kit I've done before (with the exception of the Necron Monolith) to be an easy conversion to electronic lighted. The pilot/gunnr seats take up only a tiny portion of the cockpit assembly space, and there's a huge amount of hollow area beneath them that could easily house a battery compartment. It wouldn't be too difficult to assemble it so that the bottom of the cockpit was removable for battery replacement, and there are quite a few places to easily hide an on/off switch. The wing booms would be quite easy to run strands down if you were interested in adding fiber-optic running lights to the vehicle as well.

 

Consider whether or not you are going to be using the heavy bolter sponson addons option before you assemble, if you're not going to, and aren't planning to light the interior or make the top removable to paint the interior, I'd skip the steps related to the guns and just glue the doors and hatches, save yourself a lot of time. It's so dark in there you won't be able to make out any detail anyway. Alternatively, I magnetized the gunners so that they're easy to pop in and out depending on whether I'm using the sponsons or not.

 

The final thing is the weapons systems. It's not easy, but it IS possible to magnetize them so that you can swap out payloads or remove your missiles when they've been used. I don't really know if it's totally worth it though.

 

All in all though, this is an excellent kit, I hope GW continues in this trend with their new kits being so freaking awesome.

 

Alternative Opinion- Inquisitor Zim

(Apologies for tacking this onto your article, didnt think it warranted a second one :D )

 

While the kit is impressive for a Forgeworld conversion to plastic, there were a few minor points I loathed about the kit. The most notable was the cockpit hatches. I had to cut and file down the clear plastic windows against the frames so the peices would sit semi right on the fuselage. I still have a considerable gap where the windows seem to be resting on the shoulders of the pilots and not sitting flush.

The rear door drops too far, I had to add a thin peice of sprue underneath the door to keep it dropping open flat. I dont see any Stormtrooper in his right mind attempting to leap off that droopy rear ramp. I also had issues with excessive plastic flash on the engine fan housings and had to sand them considerablly to get them to sit right. and poor engine housing assembly is a detriment as you have to fill the large seam along both engines.

 Everything else about the kit was great, the wing and tail assemblies were fantastic. The detail on the kit is also top notch. I love my Valk, but I wish those few glaring problems would have been addressed in the design of the kit. The slding doors and the moveable gunners were also a nice touch. All in all, happy with the kit, but I found the Baneblade much easier to assemble, and lots of room for conversions over the Valkyrie.  

Last Updated on Tuesday, 19 May 2009 22:01
 


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