Sunday, December 18, 2011

Week 3!

Welcome to week 3!  Technical difficulties have been mostly resolved, and updates should continue as planned.  Remember to check the map for apocalyptic terrain.

The weather this week is:
3: Dust Clouds- Night fighting rules apply for this game.

Send in your moves by next Sunday.  If you haven't moved yet this week, get your moves to me ASAP.

Sunday, December 4, 2011

Darkness Rising

Escaping the protracted wars of Talassar, several warlords formerly of the Occupation have made landfall on the Tau world of Au'daan.  No sooner had Imperial forces arrived in pursuit than a terrible revelation shook the forces on the planet.  All of the warlocks, sorcerers, seers and astropaths on the planet agree: someone had unleashed a terrible evil at the heart of Au'daan.  Though the prophetic details differ, each leader knows that survival will mean getting off the planet as soon as possible.  With dark energies stirring, the weather of the formerly tranquil world has become erratic, and safe landing sites have become rare and coveted.  One such location is the spaceport in Au'daan City, protected by the Tau equivalent of voidshields.  Each leader could be extracted with little difficulty, but to retain enough martial strength to pursue the mysteries of Talassar will require speed and luck!

Welcome to Au'daan!

Okay guys, after much delay I present the campaign rules for Settlers!

This campaign will last five turns, with each turn lasting a week.  Each turn is broken up into three phases: the Roll, the Battle, and the Move. 

At the roll, experience points may be spent, then I will randomly determine the special board effects for the round.  The battle phase will last most of the week, and will allow players to play any number of games.  Each game played awards the player 1 movement point, with an extra point awarded to the winner.  Movement points DO NOT carry over from week to week.

Games may be played against outside players, but only one outside game will count toward movement and no experience points may be earned this way. 

During the Movement phase, each player may spend movement points to advance on the map.  Moving on one edge costs 2 movement points, moving through another player's line (where the player is moving or where they have previously moved) costs 3 points unless you defeated that player this turn.  There is no limit to the number of moves allowed during a turn, but moving more than 1 edge will forfeit your next turn's movement.  If you do not play at least one game during the battle phase, another player may move you back one edge during the movement phase.

Each player starts at an intersection on the map edge.  The goal of this campaign will be to reach the spaceport at the center of the map before the planet tears itself apart.  Each player occupying one of the six corner spaces of the spaceport at the end of the campaign wins.  If two players would occupy one of the spaceport corners, they will play a game to determine who gets to stay.  The other player will be pushed off onto the nearest unoccupied space.

Each turn, two tiles will randomly become Apocalyptic terrain.  Games fought by players bordering apocalyptic terrain count all difficult terrain as dangerous.  In addition, all movement touching Apocalyptic terrain costs 3 movement points.

All other tiles will have a randomly determined game effect:
1: Eldritch Storm- All psychic tests automatically succeed on any roll of doubles, but also cause Perils of the Warp
2: Lightning Strikes- At the beginning of each player turn, the tallest unit in the opposing force takes d3 S10 AP4 hits
3: Dust Clouds- Night fighting rules apply for this game
4: EM Disruption- All Vehicles and other non-troops models that are mechanical in nature (servitors, drones, Techmarines, Necrons etc) suffer -1 Initiative and -2 Leadership.  Any Vehicle Damage roll also inflicts one Crew Shaken result.
5: Earthquake!- At the beginning of each player's turn, roll a d6. On a 1-3, subtract 1" from all movements made this turn.  On a 4-6, add 1" instead.
6: Hurricane Winds- No scatter distances may be reduced.  All units have a 6+ cover save against shooting attacks.

Sunday, October 2, 2011

Beyond Talassar

Thank you all for playing in our 40k campaign!  I’m very pleased with the results, so we’ll be starting a new campaign in about a month.  We’ll be heading to the galactic north and a bit rimward to the edge of the Tau expansion, following a few of the fleeing Occupation leaders.  See me in store for signups and additional rules.

Anyone who has logged at least one reported game in this campaign should see me in store for campaign buttons!  I’ve got a generic design for all players, or you can send me something cool you’d like on your button.  Please keep it campaign related and under 3” square.  Each button will cost $1 to cover the cost of making them, and I’ll be able to print them until we start our new campaign in November.

Thanks again for playing, and watch this space for updates on the next one!

Wrapup

Despite the valiant efforts of the Expedition forces, Talassar’s orbital weapons have been destroyed.  Even with the news that a massive Ultramarine relief fleet is inbound, the loss of the guns will be devastating to the Imperial war effort.  The Occupation ships are using the gift of extra time to deploy orbital mines and traps, so that even after the fleets withdraw the Ultramarines will be denied orbital weaponry and surveillance.  Further, the failure of the Expedition to evacuate the noncombatants limits the relief forces to a defensive posture.

While many of the leaders on both sides have fallen in the fighting, many more have escaped.  With their objectives accomplished, most of the Occupation leaders have withdrawn from Talassar, moving on with their elite guards and leaving the rank and file to continue the ground war.  Many of the Imperial commanders have vowed to pursue, but they must wait for the reinforcement fleet first.

The astropaths of the Imperial fleet report strange signs and portents.  It appears that one of the darker minded servants of chaos operating on Talassar put into motion a ritual to engulf the world in a warp storm.  His plot was barely thwarted, but the mere attempt seems to have unintentionally benefited the Expedition.  With the clearing of the warp disturbances, the Eldar seers are free to read the tides of the warp.  They claim that without the psychic disturbances and the masking done to fight it, the Tyranid presence on Talassar would have called forth a greater hive fleet from the void, likely dooming the world.


Week 5 results:
Primary: Occupation
Secondary: Occupation
Tertiary:Expedition



Final Results:

Primary: Occupation
Secondary: Occupation
Tertiary: Tie

The Invasion of Talassar has been a success for the coalition of warlords forming the Occupation.  While casualties have been high, many of the warlords came to Talassar simply for the privilege of spilling Imperial blood, and that goal has certainly been met.  The Ultramarine reinforcements will face years, if not decades, of war to cleanse Talassar of the invaders, and the production capabilities of the ocean world have been crippled.  With Imperial resources already stretched thin, who knows how many colonies will be lost as the soldiers and weapons they need to defend themselves are redirected to Talassar.

While bloodshed was the Occupation’s primary goal, many of the leaders on both sides had hidden reasons for coming to Talassar.  Inquisitors within the Expedition report that the information leak that allowed the Occupation access to Imperial communications may also have exposed sensitive Ultramarine threat assessment documents to the cultists and pirates.  What effect this will have remains to be seen, but Expedition leaders are certain that whatever use the information is put to, it will not benefit Mankind.

In the chaos of conflict, the sources of Talassar’s sorrow have escaped identification.  While many clues and incongruities have been discovered, no conclusive evidence shows who engineered the conflict on Talassar.  The Occupation leaders are generally indifferent: while they chafe at the manipulation, none would have wanted to miss the bloodshed.  The Imperial commanders, however, fear that with the dispersal of the warlords the architect of Talassar’s war will be free to practice his craft on another Imperial world. 

Saturday, September 17, 2011

Week 5: Evacuation

With the common men and women of Talassar at risk, the Expedition forces have shown a remarkable strength of purpose.  Space Marine raiding parties led by the Imperial Fists, Space Wolves and Angels Encarmine executed an operation designed to hamstring the Ork hordes.  Eldar spearheads fell upon the cultists of the Ruinous Powers, who had been tempted out of the battle lines in their clamor for innocent blood.  All the while, Inquisitorial forces including a cohort of mysterious Grey Knights fought a bloody rearguard against the deadly Tyranids, buying time for their allies in blood.  The Expedition forces have successfully relieved the siege on Talassar's urban centers and made contact with the remaining civic leadership.

The strikes on Occupation communication nodes were another resounding success.  Expedition leaders have fragmented the enemy forces, and the apparent leak into the Imperial Strategium network has been silenced.

Autarch Morningchild sends word that the Eldar devices have quieted the psychic storm somewhat, raising hopes that Imperial reinforcements can be contacted and that the investigation into the warp disturbances might bear fruit.

Week 4 results:
Primary: Expedition
Secondary: Expedition
Tertiary:Expedition

 
Mission 5: Evacuation


With the relief of the Talassarian cities and the restoration of Astropathic communication, Imperial leaders have decided that a protracted war on Talassar is winnable.  In order to prepare for a long ground war, the orbital conflict must be resolved.  To this end, Talassar's remaining orbital defenses have been activated.  Every minute the gun facilities remain active increases the chances of successfully evacuating Talassar's noncombatants and bringing the inexhaustible might of the Imperial war machine to bear.  Expedition forces have been redeployed to defend these facilities, and the Occupation hordes will make them pay in blood for every shot the orbital guns take.  These final battles will determine the ultimate fate of Talassar: eternal battleground or recovering Imperial colony.

Primary Objective: Place an objective in each table quarter.  At the end of each game turn, each player is awarded one Objective Point for each objective he controls.  The player with the most objective points at the end of the game wins.


The long and bitter war on Talassar has created many hatreds and rivalries.  The leaders on both sides will take any opportunity to settle the score with their opposite numbers personally.

Secondary Objective: If at the end of the game, your opponent has no unwounded HQ units on the table, you achieve this objective.  Both players may achieve this objective.

While delaying the Imperials has always been important, none of the Occupation leaders ever truly believed they would be allowed to hold Talassar.  While some may have come simply for the opportunity at bloodshed, many of the Occupation warlords had much more sinister goals in attacking a Jewel of Ultramar.  While the ground war may take a heavy and destructive toll on the Imperium, it is now inevitable that Talassar will eventually return to Imperial control.  To obscure the psychic traces of their activities, Occupation leaders have turned to the surest method of causing psychic turmoil: bloodshed.

Tertiary Objective: Before the game, count the number of models in both players armies.  At the end of the game, if the combined total number of models destroyed is 75% of that number or greater, the Occupation player achieves this objective.  Otherwise, the Expedition player achieves this objective.

Sunday, September 11, 2011

Week 4: War of Attrition

 Despite a concerted push, Expedition forces were unable to turn the Occupation flank.  Showing an unprecedented level of coordination, Tyranid and Dark Eldar forces were able to meet the push and turn the quick strike into a protracted battle.  Despite the setback, the Imperial forces were close to attaining victory when the failure of several disruption missions left large detachments of Traitor Guard free to reinforce the Occupation lines.  The failed missions were without exception planned by Captain Fabian, and in the backlash of the tactical disaster he has stepped down as Imperial commander, leaving the fleet in the hands of a cabal of Inquisitors.

With the failure to break through the Occupation lines, Expedition leaders have been forced to focus on keeping their units intact, and have been unable to deny the supply depots to the enemy.  While the Occupation gained significant reserves of promethium from the seizures, the information implied by the drops might be more valuable.

Week 3 results:
Primary: Occupation
Secondary: Occupation
Tertiary: Tie



Mission 4: War of Attrition

The time for maneuvers and subterfuge is over.  The besieged underground cities of Talassar have made contact with Expedition forces, begging for aid.  With starving citizens rioting in the streets, the liberation of Talassar’s cities must come quickly, or the would-be saviors will find Talassar devastated from within.  To further increase the atmosphere of desperation, Occupation units have started disengaging and making for the population centers.  Questions about how the Occupation could know of the civilians’ weakness are troubling, but they must wait.  Each side is aware of the situation and the stakes: they must bring the enemy to a battle of annihilation and destroy his ability to interfere in the Talassarian sieges.  The race is on!

Primary Objective: Destroy your opponent’s ability to make war.  This objective will be determined by kill points, with Heavy Support choices worth 3 kill points each.
With the ground war rapidly developing into a massive pitched battle, communications have become the key to a defeat in detail.  An element without a direct line to the main forces can be isolated and destroyed.  Additionally, Occupation leaders who capture Imperial communications equipment may be able to tap into the Strategium communication networks for valuable tactical information.  Expedition leaders are likewise eager to capture communications apparatus in order to discover the source of the Occupation’s unprecedented coherency and organisation.

Secondary Objective: At the beginning of the game, nominate a single Elites or Troops unit.  For the duration of the game, that unit may re-roll all Leadership, Morale, and Pinning tests (but not Psychic tests!)  If you destroy your opponent’s nominated unit and they do not destroy yours, you achieve this objective.

The psychic disturbances speckling the planet’s surface have started to develop into something much more disturbing.  Bizarre manifestations are appearing with greater frequency and spreading across the planet.  Eldar Seers have developed a temporary solution to the disruptive phenomena in the form of psychic “lighning rods” that will hopefully contain the disturbances.   Unfortunately, the psychic chaos works to the advantage of the warp-spawned and tainted in the Occupation ranks, so all Occupation forces are ordered to destroy these devices wherever found.

Tertiary Objective: After deployment, the Expedition player places an objective marker in his deployment zone.  Psychic powers used within 18” of this marker have their range reduced by d6”.  If, at the end of the Expedition player’s turn, the Occupation player has an unengaged HQ or Elite unit in base contact with the marker, they destroy the device and complete this goal. If the Occupation player does not complete the objective before the end of the game, the Expedition player completes this objective.