4.10.2008

Halftime!

Due to the various campaign participants being busy with work, homework, moving to California, Adepticon, and various other matters I've decided that the campaign is at "Halftime" and actually has been at halftime since March 1st.

The Campaign will resume on April 30th. All special mission deadlines have been extended significantly.

2.27.2008

Eldar Rumors: Energy Surge

A massive energy surge was detected in the approximate center of the desert region where the Eldar have built a well-fortified zone of control.

The surge disappeared from the instruments when the Eldar raised some kind of holographic force field in the region.

Whatever the Eldar came here to do, they're obviously doing it.

2.26.2008

Impact Warning




After a brief proximity alarm the observation platform's computer reported an impact on the planet surface. The Asteroid's trajectory shows that it came from the system's asteroid belt but not from a part known to contain Ork Roks. Perhaps the Orks are more widespread than scouts reported.

The Impact site is on the far eastern fringe of the continent. The impact has thrown up a dust cloud so it's impossible to know from this point of view if it was related to xeno activity or just an ordinary asteroid strike.

The Orks saw it, that much is certain. It looks like a WAAGGH! has set out from their HQ in the direction of the asteroid.

Special Mission: Investigate the Asteroid Strike.

Start Date: 3/1/2008
End Date: 6/1/2008
This mission may be attempted any number of times

Assemble a 1250 point force using your current FOC.

Mission: Hidden. Beacons can be used to uncover mission objectives as follows:

First Beacon: Secondary
Second Beacon: Primary
Third Beacon: Secret Objective available only if you have 3 Beacons.

(just email me if you might be interested in attempting the mission. I'll tell you the objectives according to your # of beacons)

You must have an Aerodrome to use Deep Strike in this mission
You must have an Aerodrome to use Infiltrators in this mission

Outcomes:

Any victory earns 3 CP plus hidden perks. Crushing or Slaughter earns extra perks, also hidden.
Any loss: Hidden

After each time a player loses this mission the campaign master rolls a d3. If the number rolled is less than the total number of times the mission has been attempted the Orks from the fort have reached the impact site! The Orks gain d6 WAAGGH! points if that happens. If nobody attempts the mission then the Orks gain d6 WAAAGGH! points when the mission expires.

Campaign Notes:
The Impact site is a waste tile.

2.19.2008

Unrest!

From the transmissions emanating from the Cathedral city it has become clear that the planetary government has fallen.

Transmissions are overwhelmingly from the civil defense forces and are mostly of a "distress" nature. Reports are inconsistent and incoherent. Some areas of the city report water shortages. Others are reporting that the food supply is dwindling. Many districts are reporting mass hysteria, plague, rioting, and a complete lack of response from the government. What's strangest of all is that some districts are reporting everything as "normal." When I ask them to verify their status they confirm "normal." It is plain that they are lying as the fires in their district are clearly visible!

Imperial offices in the city are mostly quiet with some reporting that they've barricaded themselves into their temples or offices. One can only assume that the quiet ones are filled with corpses at this point.

The Orks are moving through the city with ease but in small numbers. If the civil defense force and the Adeptus Arbites were organized they could easily push the Orks out but so far this is showing no signs of happening. What few forces remain are reporting the disappearance of patrols sent out to scout the city outskirts.

The Imperial Guard and Chaos forces are poised to fight for possession of the suddenly-crazed city! For the love of the Emperor, where are the Space Marines? Even though out-system transmissions are still being blocked by the odd interference I find it very odd that the Astropaths on the planet have not made any attempt to call for help!

2.18.2008

Necron Rumors: Northern Lights




The glow emanating from the northern mountain range bears the telltale energy signature of the foul Necrons. They must have something cranking out an awful lot of energy.

Campaign Notes:

The Necrons have gained a special campaign asset by spending an extra CP to "search" a mountain tile that contained a hidden asset. They have gained the "power plant" asset.

The power plant asset allows the owning player to immediately build a free stronghold in the tile where it was discovered. For 1 CP the power plant can be upgraded to the "mega weapon" asset. The mega weapon is a one-shot asset which allows the owning player to penetrate the force field protecting an enemy HQ. It can also be used creatively to accomplish other tasks, pending CM approval. It does not grant any in-game perks. It can be captured by another player but be advised that meddling with alien technology can be very hazardous!

Anticipating the most frequently asked question: "I paid for a search asset and I didn't get a power plant or anything! What gives?" Some tiles have hidden "treasure" like this one. It's just luck. However, no matter what your "search" yields it moves you closer to uncovering a useful asset. There's no such thing as a "wasted" point spent on a search!

Game Results: 2/18/08

Tau vs Imperial Guard

Result: Imperial Guard Victorious Slaughter!

IG get 4+d3 (rolled 2) 6 CP
Tau get 1 CP

IG achievement: Victorious Slaughter!
IG achievement: Unit service distinction (Hellhound, if it survived. Let me know.)

Both players must spend CP before their next game

Eldar vs Necrons

Result: Eldar Victory

Eldar get 3 CP
Necrons get 1 CP

Eldar Achievement: Close but no cigar (pending)

Both players must spend CP before their next game

Scoreboard updates pending

Map Updated: 2/17

Click here to view the map

2.13.2008

Recent Game Results

Chaos vs Orks 2/13/2007

Exodus at the North River Special Mission

Result: Chaos Victory

Chaos claims the river tile adjacent to the Hive City




Necrons vs. Orks - Weeks ago

Necrons Crushing Victory

Necrons spend 3 CP to claim a mountain tile

Necrons spend 1 CP to "search" (I still have not emailed that one out yet.)

Scoreboard updated

Exodus at the North River - Epilogue

The energy readings near the Ork activity south of the North River were significant enough to set off the observation platform alarms. Zooming in to view the source of the readings I saw something unexpected. Some sort of Orky cult had followed two bizarre looking Ork commanders out of the obscured zone. The Ork commanders were spewing warp energy and producing the energy signature.




That must have been what led Chaos to that position in the Ork line. I watched them smash through the Ork lines and breach the outer fringe of the Ork smog.

In the days that followed the refugee flow, which had already slowed to a trickle, stopped completely. The smog abated for a short time revealing that the Orks had strip mined the entire region. The smoldering mountains of dead human slaves were visible for a time before the Orks regrouped and drove the Chaos forces back to their redoubts. Millions must have died toiling in the Ork mines.

The Ork mining operation must be huge to have resulted in the strips that were briefly visible. Why do the Orks need that much metal? They seem to have no lack of weapons or vehicles.

As for the Refugees...their fate is left to the Chaos Lord. It would seem the lucky ones died in the mines.

2.07.2008

North River Deadline Extended

Due to the weather and various minor emergencies resulting in delayed games the deadline to attempt the North River special mission has been extended to 2/13.

I'd extend it to 2/14 but we all know damn well that none of us are going to be 40k gaming on that day.

2.06.2008

The Scouring of the Suburbs

















The sprawl of settlements surrounding the hive city harbors many pockets of survivors despite heavy Ork infestation. The number of desperate distress calls from this region has increased tenfold. The remnants of local militias are creating openings in the Ork lines such that a force could punch through and secure a firebase in one of the outlying urban areas. The humans there might know something about Ork activity in the area.


Begins: 2/20/2008

Expires: 6/1/2008

Limits: This mission can be attempted by any number of players until the Orks capture a grand total of 13 buildings. After each attempt the Campaign Master will note how many buildings were flagged by the Orks for the primary objective. When/if this number reaches 13 the special mission ends as the Orks have eliminated all hope of securing a foothold.

The sprawl of settlements surrounding the hive city harbors many pockets of survivors despite heavy Ork infestation. The number of desperate distress calls from this region has increased tenfold. The remnants of local militias are creating openings in the Ork lines such that a force could punch through and secure a firebase in one of the outlying urban areas. The humans there might know something about Ork activity in the area.

Assemble a 1250 point force to invade the area and establish a firebase. You must obey your current force org chart. There are no prerequisites.

Objectives

Primary: Firesweep

Secondary: Refugees*

Tertiary: High Ground**

*After setup but before turn 1 place an objective marker in the ruin closest to the center of the table. Roll a d6 for each remaining ruin. On a roll of 5+ place an objective marker in the ruin. These markers represent pockets of refugees, or possibly puppies and kittens, hiding in the ruins. Regardless of your army's alignment the refugees are worth more to you alive (even if only so you can slaughter them later.) If the Orks flag a building (for the primary objective) with refugees it is assumed they kill them all. Remove the objective marker. At the end of the game any ruin with a player flag and a refugee marker counts as a rescue. To decide the objective score the number of rescues versus the number killed by the Orks. If the player manages to rescue ALL of the refugees they may be entitled to campaign assets and so forth.

**You have to have a scoring unit in the building ruin to own it for the tertiary objective. Planting a flag in it is NOT enough.

Special Rules: Cities of Death Gamma (4x4 table, 2 Stratagems per side,) Dusk and Dawn

Incentive:

Victory in this mission will uncover plot details to ALL players. Some special intelligence will be revealed only to the player who finished the mission.

Any victory gives you control of one tile adjacent to the Hive City as if you had spent 2 CP to occupy it. You also gain a stronghold in said tile. In addition you gain other perks depending on your margin of victory.

Victorious Slaughter: You gain 2 CP in addition to the perks associated with a crushing victory. You may use the points to conquer an additional tile adjacent to the one you take for winning the mission.

Crushing Victory: The massive success of this operation has provided you with ample intelligence regarding enemy activities. You gain a Decisive Action Asset.

Solid Victory: No extra perks

Defeat: If you are defeated you gain 0 CP. The Orks gain 1 WAAGGH point for any victory. If the Orks manage a Victorious Slaughter they get to ruin a tile in the vicinity of the Hive City.

How to undertake the mission: Schedule a game against the Campaign Master

2.02.2008

State of the war



The campaign map has been posted online! Click the image to view the map (with legend)

Game Results: Chaos vs Tau

Chaos vs Tau

Result: Victorious Slaughter for Chaos!

Chaos scores 4 CP plus d3 roll of 1 plus 1 for Chaos special ability for a total of 6
Tau scores 1 CP

Chaos conquers unowned tile and uses special ability to conquer a second unowned tile (4 CP)
Chaos calls for reinforcements (Elites, 1 CP)
Chaos spends an additional CP to conduct a search action.

Tau has 1 CP to spend before next game

Scoreboard updated

1.30.2008

Game Result: 1/29/08

Eldar vs Imperial Guard
1100 Points

Eldar Solid Victory

Eldar have 3 CP to spend
Guard Calls for Reinforcements (Fast Attack)

Eldar Achievement: Won 3 campaign games in a row
Eldar obtain a Wargear asset!

Scoreboard updated

Chaos Rumors

In an obvious public display near the Chaos HQ the entire Chaos command has congregated to greet a transport from a newly arrived strike cruiser. It would appear that a good number of local inhabitants were used to weave some kind of gristly red carpet.

From the landing ramp strode forward a huge daemon form. The Chaos high commander Lord Kromosuck boldly spoke. His expression was that of calm assurance that the recent set backs were not a trend as his head was obliterated by a blindly fast blow of immense strength from the closed fist of the daemon prince.

The body slumped to the ground and the remaining commanders stood transfixed on the display. The daemon prince raised his other mighty arm towards the remaining cowering group without even looking at them. They each in turn slowly burst into mutating forms. Tentacles whipping about, teeth emerging where teeth should not be, and mewling whimpers of pain filling the air.

It would seem that Chaos has found new leadership on the planet.

Imperial Guard Rumors

Surface to ship transmissions from the Imperial Guard landing force have gone dark. The personnel aboard the orbiting support vessels are puzzled and frustrated as their transmissions go unanswered.

The imaging sensors on the observation platform clearly show that the Guard forces on the ground are alive and well.

The Guard have no need to draw reinforcements from orbit since the planetary garrison has everything they need. Perhaps they're just maintaining comm silence for security purposes...

Still, you'd think they would have told their ships before turning off their 'casters.

1.28.2008

Southeast Desalinization Plant Occupation

A news bulletin has gone out that the desalinization plant supplying water to the cathedral city has been occupied by the Imperial Guard. It would appear that the Guard moved in to the area after defeating a Chaos strike force. It appeared that an Eldar support craft visited and safely departed the Imperial Guard HQ hours before the attack but this seems so unlikely that it may have been a radar glitch.

The plant appears to be fully intact and operational. The Orks either hadn't found it or hadn't gotten around to wrecking it yet.

There appears to be a refugee camp of sorts set up in and around the plant. It looks like several hundred thousand refugees from the Cathedral city. There's no visual indication that the nearby Cathedral city has sustained major damage although some small fires on the outskirts suggest that the Orks may be taking an interest in it. Regardless there's no apparent reason why people have fled that city.

Imperial Guard gain a campaign asset: Southeast Desalinization Plant. No opponent may use the Sewer Rats stratagem against the Imperial Guard while they hold this asset. In addition the Imperial Guard gains a Beacon at no cost.

Exodus at the North River 1/28/08

The Imperial Guard finally responded to the Ork disturbance at the North River but they were turned away before making any kind of dent in the Ork defensive line. Whatever the Orks are doing down there is well defended by Trukks and large bands of Orks with rockets strapped to their backs. As of yet it still does not appear that the Orks have put a Warboss on the battle line.

This can only mean that they're all lurking under the thick smoke that hides their activities in many regions. From here in Orbit they can be seen all over. If the Warbosses aren't in the fighting so far that can only mean that they're gearing up for a much bigger fight.

1.27.2008

Game Results (Week of 1/21)

Chaos vs Imperial Guard

Imperial Guard Solid Victory (3 CP)

Imperial Guard conquers desalinization plant and uses race special ability to build a stronghold for free.

Imperial Guard calls for reinforcements (Elites)

Chaos calls for reinforcements (Heavy Support)

Eldar vs Tau

Eldar solid victory

Eldar conquers desert tile

Eldar calls for reinforcements (Fast attack)

Tau calls for reinforcements (Heavy Support)

Imperial Guard vs Orks in the North River special mission

Ork solid victory

Scoreboard updated, plot updates to follow.

1.17.2008

Green Rumors

The fighting around the Ork activity at the North river has so far failed to lift the thick black cloud that shrouds their activity. It has, however, been generating some interesting comm traffic amongst the human bands of refugees (some of which appear to be formidable warbands in their own right.)

One such warband apparently tried to warn another that the Orks are telling their human slaves that the " 'pockalypse" is coming and that the slaves had better work faster. The bands seem to be debating whether it would be preferable to toil to death under the Orks, get flayed by the Necrons, or have their souls stolen by the Eldar.


note to players: the term " 'pockalypse" does NOT imply any connection to the Warhammer 40k expansion entitled Apocalypse. I just thought I'd be crystal clear on that point.

1/16/2008 - Exodus at the North River

A force of Jetbikes, Swooping Hawks, and Warp Spiders attempted to penetrate the Ork "cloud" near the North River but was turned away for just long enough for Ork reinforcements to block their path to the objective.

Orks vs Eldar in the Exodus at the North River special mission

Result: Ork Victory

1.15.2008

1/13/08 - Exodus at the North River

Despite the black cloud that hangs over the Ork encampment the station's instruments were able to detect a clear Necron energy signature in the area of the river. Whatever is under that cloud is driving people from their homes in great numbers and the Necrons want to know what it is. That or they're interested in flaying the refugees. It's impossible to distinguish from orbit.

Some time later the detector picked up muzzle flashes and the telltale green glow of Necron Guass weapons. In seemingly no time the Necrons were gone. The Orks must have driven them off.

During the fight I recorded the presence of an Ork Big Mek. The imperial datafile on Orks suggests that the presence of a Big Mek is evidence that the Orks are building something.


Orks vs Necrons in the Exodus at the North River special mission.

Result: Ork Crushing Victory
Orks gain 1 WAAGGH! Point

Necrons gain nothing

Scoreboard updated (link in sidebar)

1.14.2008

The Narrator

For the purposes of this blog the campaign has to have a narrator. The narrator has to have an omni-presence and yet be powerless to intervene. The Narrator cannot have any direct affiliation with any of the participating armies.

I thought of something perfect on the way in to work this morning.

The previous updates have been mostly from an Imperial point of view so I figure the Narrator can at least be a human.

The Narrator is a crew member on an orbiting observation station. His little station is unarmed and has been ignored by the Eldar and Tau fleets. He's orbiting over the continent where all the action is taking place and he can see everything but he can't communicate with anyone. After all, if he started passing information to the Imperial Guard it would only take a single Eldar ship one salvo to destroy his station.

He's alone on the station and can only watch and hope that the alien fleets are driven away. If Ahon IV falls then surely the observation platform will become his tomb as its systems slowly fail over the course of a decade or two.

1.10.2008

The Greater Good Arrives

The imperial blockade was no match for the nimble Tau landing craft and their sensor-confounding suites of electromagnetic countermeasures. Orbital surveillance reveals that they landed without incident in relatively close proximity to the Necron Tomb.

The landing caught the attention of one of the many Meks that roam the regions near the Hive city. Spotters for the planetary militia directed their forces to give the Tau a wide berth to explore the region, as the Orks have long since forced the Human settlers out. A brief clash between an Ork salvage krew and a Tau detachment resulted in fierce fighting in a Human village but neither side appeared to gain the upper hand. The spotter team's last imaging of the battlefield showed the Ork Mek seriously wounded and out of action and the Tau commander in a crisis suit fleeing without his troops.

Game Result: 1/9/08

Tau vs Orks (1000)
Result: Draw (2CP)

Tau spend 1 CP to call for reinforcements (Elites)
Tau designate Fast Attack as floating FOC choice
Tau construct 1 Beacon for 1 CP.

Scoreboard will be updated later

1.09.2008

Exodus at the North River

Begins: 1/10/2008

Expires: 2/7/2008

Limits: This mission can be attempted by any number of players as long as there are unowned river tiles available.

Orbital surveillance has discovered thousands of human refugees attempting to cross the river in the northeast quadrant. Makeshift bridges are in place but are generally easily and quickly destroyed each day, presumably by Ork Kommandos or Fighta-Bommerz. Ork presence in the area cannot be scouted from orbit because Ork activity is inevitably shrouded in a thick dark cloud of oily smoke from their engines, workshops, and overall tendency to burn everything they see.

Assemble a 1000 point force to investigate the activity. Special force org is in effect:

HQ: 1

Troops: 2-4

Fast Attack: 1-2

Elite: 0-1

Heavy: 0

Objectives

Primary: Recon

Secondary: Destroy Fast Attack

Tertiary: Take and Hold

Ork objectives will be separate and determined randomly.

Special Rules: Concealment, Infiltrate, Deep Strike, Escalation

Incentive:

Victory in this mission will uncover plot details to ALL players. Some special intelligence will be revealed only to the player who finished the mission.

Special consideration for veteran upgrades will be given to units that complete the primary objective.

Any victory gives you control of one river tile as if you had spent 2 CP to occupy it. In addition you gain other perks depending on your margin of victory.

Victorious Slaughter: The enemy front line was run down like grass and fled from their fortifications in terror. You are easily able to adapt their structures to your needs. Your new territory includes a stronghold! (You also gain the perks associated with a crushing victory)

Crushing Victory: The massive success of this operation has provided you with ample intelligence regarding enemy activities. You gain a Decisive Action Asset.

Solid Victory: No extra perks

Defeat: If you are defeated you gain 0 CP. The Orks gain 1 WAAGGH point for a Solid or Crushing Victory and d3 for a Victorious Slaughter. The Orks do not get to ruin a tile if they win.

How to undertake the mission: Schedule a game against the Campaign Master.

1.07.2008

Dev Article: Overview of the Campaign

Again, this article is more for the benefit of visitors to this website as opposed to the campaign participants.

First, I must apologize that participation as a player in the Ahon IV Project was by invitation only. There are 5 players and 1 Campaign Master participating. If you're interested in the Campaign, please visit this site regularly.

Over this past Autumn myself and a handful of 40k gamers in the Chicago area have been brainstorming an adaptation of Mighty Empires for 40k. We wanted a physical map as opposed to an online or paper map so I designed and built the map that you see in today's other post.

Our primary goal from the start was to develop a campaign that doesn't suck. We wanted to avoid the burnout and stagnation that inevitably ruined every other campaign we've ever been involved with. To accomplish this we nominated one of the players as a Campaign Master. This role is analogous to that of the Dungeon Master in an RPG. The Campaign Master is the only one who knows the entire plot. He can introduce events and surprises and dole out bonuses to players who accomplish impressive feats in-game. This role, in my opinion, is necessary to keep players interested for the duration of the campaign.

Now that the campaign has started I feel that the Campaign Master's goal is - quite simply to make sure everyone is looking forward to their next game.

I'll try to post a development article once per week. Next week I will elaborate a little on the ways that the players are creatively engaged in the campaign.

The Campaign Map



For the benefit of our visitors I've posted some pictures of the campaign map we're using. It is a portable, miniature version of the Mighty Empires set that GW sells. It's almost completely scratch built out of laser-cut plywood hex pieces, plasticard, texture gel, and pink foam.

A longer article about its construction is available at http://www.adeptuswindycity.org







It travels even better than it looks! If only my Orks were this easy to transport!

1.03.2008

Brian's Availability

I'm not sure I've mentioned this formally.

I'm free every Wednesday and Thursday night to play 40k or whatever.

My employer is located at the nexus of I-55, I-294 and Harlem avenue. This makes it very easy for me to get to Games Plus, The Bunker, or Oak Park by 6. Hooray!

1.02.2008

Opening Engagements

The Imperial Guard's arrival in the Ahon system was not an easy one. A medium sized space hulk hiding in the system's asteroid belt destroyed one frigate by diverting an asteroid into its flight path. The hulk was unstable and was broken apart after a week of bombardment. The transmissions from the hulk were clearly Ork. The Ultramarines Space Marine chapter was notified of Ork activity but declined to send a company at this time.

The IG expeditionary force was well-prepared for a landing into Ork territory. Chimeras mounting anti-infantry loadouts and armored fist squads set out from the IG headquarters to determine the status of the human colonists.

The tactical analysis of the Ahon system's position relative to Eldar Craftworlds assigned a very low probability of encountering them in-system or en route to the system. The Eldar fleet that did appear was able to easily elude the Imperial Fleet, who thought their instruments were malfunctioning when the Eldar craft dropped out of warp. They were convinced that their instruments were malfunctioning when a Chaos battle barge followed the Eldar fleet out of warp. Both fleets were able to land forces on the planet without a shot in their direction from the Imperial Navy. Scans did eventually confirm that the two fleets were firing at each other while conducting their landings.

The suspected instrument malfunctions were not completely unfounded. The fleet had experienced communication problems the moment they entered orbit. Communicating with forces on the ground has proven difficult. The Astropaths report a vague interference when attempting to send and receive transmissions. It is likely that the planet is the source.

The IG armored force sent to investigate and report the strength of the Orks in the region of the HQ encountered severe electromagnetic fields approximately 50 clicks from HQ. A detachment reported that the source of the fields was apparently a black obelisk standing 50 meters tall. 30 minutes later they reported demolition charges set. Only a small part of that detachment managed to rejoin the expeditionary force. The survivors reported that out of the destroyed obelisk poured thousands of tiny metallic spider-like creatures. Humanoid robots appeared out of thin air and opened fire on the tanks. It would appear that Necrons AND Orks have laid claim to the planet.

Additional attempts to summon a nearby Space Marine chapter have failed. No communication with other systems is possible. Scans indicate that all 4 races are fortifying headquarter positions on the planet.

An Imperial Corvette sent on a long range patrol reported encountering Tau ships.

1.01.2008

Dealing with an odd number of players

It is always difficult to manage the situation that arises when an odd number of players show up for a campaign event. Usually this situation is dealt with by setting up a 2 on 1 game. In a campaign, however, this is not always fair. Putting 2 players on a side creates a situation where 2 out of 3 players can potentially rack up a ton of points.

At the kickoff we had 5 players including the campaign master. Here's how we dealt with it:

We ran 2 games with the CM not directly participating in either one. The CM generated the following list:

2: Battlewagon w/Killkannon, Battlewagon w/zzap gun and Deth Roller
3: 12 Lootas + Kustom Force Field Mek
4: 4 Killa Kans
5: 20 Shoota or Slugga Boys
6: 12 Stormboyz + Power Klaw Nob
7: 20 Shootas or Sluggas Boys with Power Klaw Nob
8: Trukk with 12 Slugga Boys
9: 12 Burna Boys + Weirdboy
10: Shokk Attack Gun Mek + 12 Shoota Boys
11: 10 Tankbusta Boys in Battlewagon
12: Deth Roller Battlewagon + 20 Sluggas with Power Klaw Nob

Starting in turn 3 of each game the CM would roll a d6. On a 4+ one of the units above (randomly determined by 2d6) would enter the game on either a random board edge or a randomly determined terrain piece (d6 1-4 board edge, 5 terrain piece, 6 center of table.)

Rolls would also be made in the middle of turn 4 and the top of turn 5 but none in turn 6. During those turns the Orks come in on a 3+.

It worked well although I rolled lots of twos. On 1/1 A big unit of sluggas showed up on the Eldar vs. Chaos table and a Shokk attack mek and his Boyz showed up in the Necron deployment zone and bashed some Scarabs.

Game Results: 1/1/2008

Necrons versus Imperial Guard (1500)
Result: Necrons Crushing Victory (4CP)

Necrons Spend 3 CP to capture a mountain tile and 1 CP to call for reinforcements (Fast Attack)
Imperial Guard spend 1 CP to call for reinforcements (Heavy Support)

Eldar versus Chaos (1500)
Result: Eldar Victory (3CP)

Eldar spend 2 CP to capture desert tile and 1 CP to call for reinforcements (Fast Attack)
Chaos spends 1 CP to call for reinforcements (HQ)

Scoreboard Updated