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.