The fight to contain the Expeditionary forces at their dropzones has been brutal and close, but ultimately fruitless. The fragmented nature of the command, with decisions made by field commanders rather than Strategia in orbit, has allowed the Imperials to disperse across the continent and prepare enough landing zones to receive significant reinforcements.
Occupation leaders had hoped that the Tyranid-infested countryside would prove difficult to move through, but Eldar scouting forces were able to guide the bulk of the allied troops away from the alien swarms. This came as cold comfort to the already decimated Space Marine forces acting as the vanguard: the tremendous casualties sustained have indicated that the Swarms may well be the most deadly foe on the planet.
In the confusion of the breakout, many of the leaders on both sides were incapacitated. While neither side managed to gain an advantage in this fashion, the thinned ranks among the elite bear some interesting implications to the ongoing war. With fewer rivals in play, the warlords of the occupation have banded into something resembling a true alliance, with Daemon Princes negotiating with Archons and warp-witches influencing the roiling tides of the Tyranid swarms. The already united Imperials have suffered from newly born dissension in their ranks, with the hardline supporters of Captain Fabian’s strategies affected the most by the massive casualties.
In order to focus on the retreating Expedition troops, the Occupation was forced to destroy the Defense Towers in and around the drop zones. With easy access to Talassar’s orbital defenses denied to both sides, the Occupation can focus on the ground war, which favors their heavily entrenched forces.
Week 2 results:
Mission 3: Flank March
With new forces on the ground and turmoil in the upper echelons of the Expedition’s command, the next step falls to the field commanders. The prevailing opinion is that the Imperial forces defending Talassar’s underground cities should be relieved as soon as is practical, but the dispersed landing has left the Expedition forces stranded in an isolated wilderness. In order to break through to the populated regions, strategists have identified what they believe to be the least cohesive flank of the Occupation forces. Taking ground will be key to turning the flank.
Primary Objective: Have more units in your opponent’s deployment zone than they have in yours at the end of the game.
Automated code signals indicate that a strategic intelligence and materiel dump was hidden by the retreating Talassarians somewhere in the area. Retrieving it may be useful, but more importantly will deny whatever resources are contained to the opposing side.
Secondary Objective: Place five objective markers at the beginning of the game. Whenever an objective becomes controlled, roll a d6 and add the number of objective rolled for so far. On a 1-4, the unit that controls the objective takes d6 S8 hits with no AP as they trigger a trap. On a 6, remove all other objectives from the field. The player who controls the remaining marker achieves this objective at the end of the game.
The battle field has been identified as a particularly active psychic location. Whether this is indicative of a Daemon incursion, a past event or a freak alignment of natural forces, either side will be desperate to investigate.
Tertiary Objective: Nominate one piece of terrain on the table’s center line at the beginning of the game. This is the centerpoint of the psychic disturbance. All psychic tests taken within 18” of this terrain will incur perils on any roll of doubles. To investigate the disturbance, a psyker or independent character must spend one full game turn in contact with the terrain without taking any voluntary actions. If both players have investigated the phenomenon before the end of the game, this objective is a draw.