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