D-Company Campaigns
Thursday, May 9, 2019
Fatal Error
My Map program created a fatal error while adding icons for different factions and I can not access the previous map . So I have started the map from scratch and made multiple backups now . Going forward I have made the map a bit smaller .
Starting May here I am going to gut a few things and simplify a few others . There will still be special monthly missions going ahead .
Campaign points : 5 points for a victory, with a Plus 5 for the Special mission . Imperial Victories will negate points/tiles back to the Invaders deployment zones on the map ( and area of 5 tiles )
Bonus Points : EVERY MISSION
Cut off the head : 1 point for killing an enemy warlord
Overran - 5 points for wiping out your opponent
Titan Killer - 2 points for killing a Lord of War unit .
Special Bonus points will be added to monthly Special Missions .
Wednesday, May 1, 2019
The Aftermath of April
The first month of the campaign has passed and we got a few battles in, Though I was hoping for a bit more. Ill just keep at it to see how this goes .
The first wave of Chaos forces have begun to make planetfall across the planet. Areas where they land close to Imperial forces are devastated. Many Imperial forces are forced to fall back and retreat, while some are just barely able to hold their ground. The onslaught is far from over though and the first wave have done massive damage to imperial fortifications. Death Guard and Iron Warriors now have a beachhead from which to push from and with the Imperials occupied there, This will divert attention for other Chaos and Xenos a like to begin their invasion of the planet .
Meanwhile , The Orks four surrounded camps have become emboldened to attack the defensive Imperial lines holding them at bay . The Big Mek Soot Mouth has shattered defenses guarding the western side of his camp and push out capturing a outpost that was supplying the imperial defenders. In the South , Big Mek Oakalliano rallied his boys to attack the line of Blood Angels and Crimson Fists blockading the land bridge. While they failed to smash through completely, They did massive damage to the fortifications. Another attack would certainly roll over the Imperial defenders
For the month of May I will be pushing a few special missions one for the Orks, one for Chaos and one for anyone new joining the campaign .
Ork Players will be given a Mission specific to breaking out of there camps and flooding into the imperial controlled areas . Stronghold Missions : Break though or All out Attack Missions. ( 2017 Chapter Approved Book)
Chaos Players will be pushing out from their beachheads and after much success destroying fortifications , this months encouraged mission for Chaos players is : Blitz from the main Rule book .
I will have rules up for both missions this week . And as always you don't have to play those missions , you can do whatever you want just get some battles in .
The first wave of Chaos forces have begun to make planetfall across the planet. Areas where they land close to Imperial forces are devastated. Many Imperial forces are forced to fall back and retreat, while some are just barely able to hold their ground. The onslaught is far from over though and the first wave have done massive damage to imperial fortifications. Death Guard and Iron Warriors now have a beachhead from which to push from and with the Imperials occupied there, This will divert attention for other Chaos and Xenos a like to begin their invasion of the planet .
Meanwhile , The Orks four surrounded camps have become emboldened to attack the defensive Imperial lines holding them at bay . The Big Mek Soot Mouth has shattered defenses guarding the western side of his camp and push out capturing a outpost that was supplying the imperial defenders. In the South , Big Mek Oakalliano rallied his boys to attack the line of Blood Angels and Crimson Fists blockading the land bridge. While they failed to smash through completely, They did massive damage to the fortifications. Another attack would certainly roll over the Imperial defenders
For the month of May I will be pushing a few special missions one for the Orks, one for Chaos and one for anyone new joining the campaign .
Ork Players will be given a Mission specific to breaking out of there camps and flooding into the imperial controlled areas . Stronghold Missions : Break though or All out Attack Missions. ( 2017 Chapter Approved Book)
Chaos Players will be pushing out from their beachheads and after much success destroying fortifications , this months encouraged mission for Chaos players is : Blitz from the main Rule book .
I will have rules up for both missions this week . And as always you don't have to play those missions , you can do whatever you want just get some battles in .
Thursday, April 25, 2019
April Battle Reports
First Battle - Soot Mouth's Breakout
Turn 3. The ork units continue to appear chipping damage onto the remaining imperial forces. The airsupport the saving grace for the imperials continues to pour fire into the Orks killing of a unit of Tankbustas.
Turn 4. Overwhelmed the Last of the Crimson fists fall to overwhelming fire from ork units. A final Crimson fist lueteniant falls in a hail of shoota fire the next turn .
Turn 5 sees the Orks capturing what objectives and scrap they can, They the remaining Tempestus and damaged Valkyries fleeing from the field.
Second Battle
Crimson First (Mike) Vs Death Guard ( Dale) Landing of Lord Scoliosis
Planet Strike!
Third Battle
Landing of Warsmith Rohalen
Iron Warriors ( Jay ) vs Ultramarines Viatagian (Bill)
Planet Strike !
UltraMarines Remembrancer
I had a huge amount of first, and second turn carnage.
-I made sure to save two command points for auspex scan.
-I had figured there maybe a chance to use it if a fortification was destroyed and a good fire power unit was forced to disembark from the destroyed building. It was not as effective as I had hoped, but still good.
-It knocked out 5-6 chaos marines of a ten man squad, but not enough to kill any of the 4 flamers from the same squad that were left.
-Those flamers then fired from 6" away after arriving from reserves and ate up six of the hell blasters they were targeting. Both units then routed in the morale phase, which is in keeping with what almost any unit would do if hit by a flamer or plasma incinerator.
-As Iron Warriors totally out class the Ultramarines in this type of mission with their legion special rules, there were no fortifications remaining at the start of my first turn. The Ultramarine special rule came in handy as a few of my units could fallback and still shoot at -1.
-Defender gets to set the board up. Knowing Iron Warriors allow no cover saves (later forgetting this), the board had only my three buildings, figuring the imperial commander would clear cut and demo all cover because it would only be of use to the Iron Warriors. Kinda like the Russians reportedly did when they were invaded.
-I took a vindicator, and it didn't make it to my first turn.
-I figured that it wouldn't last long, but it is just not fun to unpack a power level 7 model, put it on the table, and then pick it up off the table with only you opponent being able to interact with your unit. That is all the Vindicator really does in this edition in my experience.
Jay had some Forge World rules dread claws that he down played before the game started. I think everyone can who saw this game can agree, they are a VERY GOOD unit for this mission.
Ultra Marines were able to hold back the tide of Chaos Marines flooding out of their landing zone Iron warriors by actually bringing the game to a 16 -16 tie no that I have recounted the score for campaign points . No one received the 10 points for the Victory and that negates the Additional 10 for the Mission specific points also , and Both Warlords Survived . They also tied on the mission points. Ultra Marines killed 6 Infantry Units getting them 6 Campaign negation points. Iron Warriors destroyed 3 fortifications grabbing them 6 Campaign points . So all in all a straight tie. WHAT A TWIST .
Tie 6-6
Crimson Fists (Mike) Blood Angels (Kevin T)
Vs
Campaign points
Attackers - Bonus
2 points for escaped units
2 points for destroyed fortifications
2 points for slay the warlord
5 points tabled enemy
Defenders Campaign points
2 Points slay the warlord
1 point for every 2 transports destroyed
1 point for every infantry destroyed
StrongHold - Breakthrough Mission .
Campaign Battle
The Ork Breakout - Michael Arenas vs Ben Simon . Imperials vs Orks
Battle Report - Orks Vs Crimson Fists/Scions.
The Ork Breakout - Michael Arenas vs Ben Simon . Imperials vs Orks
Battle Report - Orks Vs Crimson Fists/Scions.
A Crimson Fist patrol is returning to its bastion on the border of the Ork containment zone of ORKBERG. Upon their return early warning systems detect a Ork force pushing out of the containment zone . Ork Craft arriving in orbit start the attack by launching meteors onto the Crimson Fist bastion and surround defenses. The Crimson Fist Captain send out a distress call to to the nearest unit, a rapid response unit of Tempestus form the 54th Psian Jakals. some units arrive a they arrive and take up positions the meteors begin to fall.
Turn 1. Meteors strike the fortifications destroying an Aegis Gun emplacement and doing severe damage to a Tempestus unit. Soon after the Big Mek Soot mouth leads an attack up the field causing massive damage. His forces wreck a Dreadnought with rockets and shoota fire. Stormboys finish off the squad of severely damage Scions at the Aegis line and pounce on a Valkyrie arriving to the battle. Soot mouth leads a charge towards the Bastion and rips it apart with his Killsaws, forcing the tac squad inside to pile out. The Valkyrie barely escapes and is able to deploy its unit of Scions Returning fire and annihilating the group of Stormboys. The returning Crimson Fist patrols opens up and kill the group of boys protecting Soot mouth.
Turn 2.
More Orks keep arriving to the battle buggies with new ork tech and and rockets pour out of Ork positions Wrecking the Partols Razorback and killing the Crimson Fist Captain.
Now Shattered units or Crimson First and Scions continue to fight to the death and with Air Support they are able to wipeout a group of Ard Boys.
Turn 3. The ork units continue to appear chipping damage onto the remaining imperial forces. The airsupport the saving grace for the imperials continues to pour fire into the Orks killing of a unit of Tankbustas.
Turn 4. Overwhelmed the Last of the Crimson fists fall to overwhelming fire from ork units. A final Crimson fist lueteniant falls in a hail of shoota fire the next turn .
Turn 5 sees the Orks capturing what objectives and scrap they can, They the remaining Tempestus and damaged Valkyries fleeing from the field.
ORk Victory- scoring 25 points with the Imperials negating 4 of those points.
Second Battle
Crimson First (Mike) Vs Death Guard ( Dale) Landing of Lord Scoliosis
Planet Strike!
.
The Withering Taints Remembrancers
The great barge entered the system via the warp. It slowly flew into the planets gravity and the front opened up like a rotten mouth spitting phlegm.
The space marines on the planet had enlisted the help of the local militia. 3 squads of hardened fighters gathered from all over the planet. Little did they know that these fighters had positioned themselves for this moment. The leaders had already made contact with the invaders and had their orders weeks before the event. As the skies darkened and the foul ones fell from the skies, they made their move. They turned on the Crimson Fists and opened fire thus was there corruption completed at the start of the battle. The space marine chapter was not forgiving to them, but it was too late. The damage was done and it ran deep. The Death Guard had gotten the positions of the defenders BEFORE the battle and they were taking advantage of it. The Lord Scoliosis pinpointed all of the weak spots in the defense and vaporized 1 squad and did heavy damage to another squad using sniper-like firing from the space barge. As the Death Guard came down to the battlefield, their positions were perfect.
Scoliosis had made a pact with Lord Felthius before the battle and they had agreed upon the attack group. The landing sites were set by mutual agreement and it certainly seemed that this was a good decision. The silly Crimson Fists had not provided any real defense so far, and it didn’t look like they were going to be able to get anything working in this battle. The stupid cultists that were enlisted from the planet had charged the only Fist dreadnaught at the battle and it seemed that the space marines were focused on wiping out the locals instead of the bigger threat coming down from the skies. Whatever.
These fools would be just one more seedling in the great garden that is Nurgle, and one step closer to the engulfing of the planet. The losses were minimal for the Death Guard, while maximum against the Fists, and completely wiping out the sorry cultists that had set this whole thing up.
End result.......... The Withering Taint score a major victory.
Turn 1: The Death Guards Firestrom bombardment devastates the Crimson fist defenders destroying an Agis Gun and almost destroys an entire 10 man tac squad in a set of ruins . The 3 squads of militia that had been sen by the area's governor turn out to be Cultist and open fire on the Crimson Fists . A Second squad of Tactical Marines are encircled in another agis point . Their gun crippled they are charged from all sides by Plague Marines and Terminators . They fight back barely surviving the round .
The Withering Taints Remembrancers
The great barge entered the system via the warp. It slowly flew into the planets gravity and the front opened up like a rotten mouth spitting phlegm.
The space marines on the planet had enlisted the help of the local militia. 3 squads of hardened fighters gathered from all over the planet. Little did they know that these fighters had positioned themselves for this moment. The leaders had already made contact with the invaders and had their orders weeks before the event. As the skies darkened and the foul ones fell from the skies, they made their move. They turned on the Crimson Fists and opened fire thus was there corruption completed at the start of the battle. The space marine chapter was not forgiving to them, but it was too late. The damage was done and it ran deep. The Death Guard had gotten the positions of the defenders BEFORE the battle and they were taking advantage of it. The Lord Scoliosis pinpointed all of the weak spots in the defense and vaporized 1 squad and did heavy damage to another squad using sniper-like firing from the space barge. As the Death Guard came down to the battlefield, their positions were perfect.
Scoliosis had made a pact with Lord Felthius before the battle and they had agreed upon the attack group. The landing sites were set by mutual agreement and it certainly seemed that this was a good decision. The silly Crimson Fists had not provided any real defense so far, and it didn’t look like they were going to be able to get anything working in this battle. The stupid cultists that were enlisted from the planet had charged the only Fist dreadnaught at the battle and it seemed that the space marines were focused on wiping out the locals instead of the bigger threat coming down from the skies. Whatever.
These fools would be just one more seedling in the great garden that is Nurgle, and one step closer to the engulfing of the planet. The losses were minimal for the Death Guard, while maximum against the Fists, and completely wiping out the sorry cultists that had set this whole thing up.
End result.......... The Withering Taint score a major victory.
Turn 1: The Death Guards Firestrom bombardment devastates the Crimson fist defenders destroying an Agis Gun and almost destroys an entire 10 man tac squad in a set of ruins . The 3 squads of militia that had been sen by the area's governor turn out to be Cultist and open fire on the Crimson Fists . A Second squad of Tactical Marines are encircled in another agis point . Their gun crippled they are charged from all sides by Plague Marines and Terminators . They fight back barely surviving the round .
Turn 2 . The Crimson Fists return fire at anything not wearing Blue . Thunder Fire Cannons placed on the top floor of a building rain down shells on the stumbling herds of Cultist and Poxwalkers . The Tactical marines encircled finally fall to Lord Scoliosis and his retinue.
Turn 3 ; The Crimson fist captain and his Terminator bodyguard continue to pour storm bolter fire into anything that moves. But Nurgles Demons engines and Plague marines pour steady amounts of fire into them. one by one the Terminators Drop along with their Captain , Scouts that have been providing sniper support are caught and killed by Terminators in a building and now Drones circle the bastion in the center grinding away at its ceremite shell.
Turn 4 . Lord Scoliosis forces have all but brushed aside the entire Crimson First forces . Their Bastion crumbles killing a psyker and almost entire Devastator squad inside. It is a near flawless victory for the forces of Nurgle .
Death Guard - 27 Campaign Points
Crimson Fists - 4 Campaign Points
23 Tiles for the Death Guard landing .
Crimson Fists - 4 Campaign Points
23 Tiles for the Death Guard landing .
Third Battle
Landing of Warsmith Rohalen
Iron Warriors ( Jay ) vs Ultramarines Viatagian (Bill)
Planet Strike !
I had a huge amount of first, and second turn carnage.
-I made sure to save two command points for auspex scan.
-I had figured there maybe a chance to use it if a fortification was destroyed and a good fire power unit was forced to disembark from the destroyed building. It was not as effective as I had hoped, but still good.
-It knocked out 5-6 chaos marines of a ten man squad, but not enough to kill any of the 4 flamers from the same squad that were left.
-Those flamers then fired from 6" away after arriving from reserves and ate up six of the hell blasters they were targeting. Both units then routed in the morale phase, which is in keeping with what almost any unit would do if hit by a flamer or plasma incinerator.
-As Iron Warriors totally out class the Ultramarines in this type of mission with their legion special rules, there were no fortifications remaining at the start of my first turn. The Ultramarine special rule came in handy as a few of my units could fallback and still shoot at -1.
-Defender gets to set the board up. Knowing Iron Warriors allow no cover saves (later forgetting this), the board had only my three buildings, figuring the imperial commander would clear cut and demo all cover because it would only be of use to the Iron Warriors. Kinda like the Russians reportedly did when they were invaded.
-I took a vindicator, and it didn't make it to my first turn.
-I figured that it wouldn't last long, but it is just not fun to unpack a power level 7 model, put it on the table, and then pick it up off the table with only you opponent being able to interact with your unit. That is all the Vindicator really does in this edition in my experience.
Jay had some Forge World rules dread claws that he down played before the game started. I think everyone can who saw this game can agree, they are a VERY GOOD unit for this mission.
Tie 6-6
Battle 4
Big Mek RustNutz BreakoutCrimson Fists (Mike) Blood Angels (Kevin T)
Vs
Orks ( Joe & Dacio )
Campaign points
Attackers - Bonus
2 points for escaped units
2 points for destroyed fortifications
2 points for slay the warlord
5 points tabled enemy
Defenders Campaign points
2 Points slay the warlord
1 point for every 2 transports destroyed
1 point for every infantry destroyed
StrongHold - Breakthrough Mission .
Crimson Fist forces under Captain Dominguez had fortified ruins on the outer edge of the Ork containment zone around Mungus Town , Lines for sandbags and fortifications gave plenty of cover and obstacles for the defenders, while the Orks had to cross miles of bombed out wastelands to reach them. With one great push the Orks had decided to try and break the defenders backs,
Turn 1. The attack comes at night , The Orks think they are cunning by making a push during the night . But their loud war machines do nothing but let the defenders know they are coming . The defenders open up with missiles , lascannons and other heavy weapons dumping damage into the oncoming battle wagons while the Orks dash forward under the come of their forcefields . Orks fire Grot Bombs in return doing some damage, but not a great amount.
Turn 2 . More heavy weapons fire from the defenders begin to wreck oncoming battle wagons forcing their Orc crews to spill out and push forward on foot. Anything caught out on foot is focussed down by small arms fire . Ork rockets continue to stream overhead wildly as the dawn breaks. With first light two squads of stromboys and Mega Nobs drop down behind the defenders and try to destroy Thunderfire cannon and Whirlwind support.
Turn 3. The Whirlwind and Thunderfire Cannon are able to escape allowing defenders in the back to begin mopping up the stormboy squads. Death Company and Mephiston doing most of the work . But as the Breach is being dealt with . Ork Kanz and Deff Dreads reach the first line of defense . So starts the tactical retreats to new fire points .
Turn 4. Now Chaos , Stormboyz break combat and push out behind the battlefield Nobz and Kanz continue to break through lines , now mixing into melee with Terminators and other space marines. Now a mighty Goranaught shuffles its way to the defensive center to crush the bastion at its strong point. All the while Space Marine disciple keeps the Marines firing still doing so much damage to the on coming Ork tide .
Turn 5 . The Bastion crumbles to the might of Gork , The Ork attack runs out of steam. The orks feel they have done enough destroying the defensive line and having a few units breakthrough and escape the battle. The remaining Orks are pushed back and now the defenders must consolidate their equipment and ready for the next big wave .
We ran out of time at the end . But the game turned into a draw so Im told . I had to leave early also.
Orks campaign points - 4 for escaping units - 2 for Bastion destroyed = 6 points .
Imperials Campaign Points - 4 units of infantry destroyed - 4 battle Wagons destroyed = 6 points
Turn 1. The attack comes at night , The Orks think they are cunning by making a push during the night . But their loud war machines do nothing but let the defenders know they are coming . The defenders open up with missiles , lascannons and other heavy weapons dumping damage into the oncoming battle wagons while the Orks dash forward under the come of their forcefields . Orks fire Grot Bombs in return doing some damage, but not a great amount.
Turn 2 . More heavy weapons fire from the defenders begin to wreck oncoming battle wagons forcing their Orc crews to spill out and push forward on foot. Anything caught out on foot is focussed down by small arms fire . Ork rockets continue to stream overhead wildly as the dawn breaks. With first light two squads of stromboys and Mega Nobs drop down behind the defenders and try to destroy Thunderfire cannon and Whirlwind support.
Turn 3. The Whirlwind and Thunderfire Cannon are able to escape allowing defenders in the back to begin mopping up the stormboy squads. Death Company and Mephiston doing most of the work . But as the Breach is being dealt with . Ork Kanz and Deff Dreads reach the first line of defense . So starts the tactical retreats to new fire points .
Turn 4. Now Chaos , Stormboyz break combat and push out behind the battlefield Nobz and Kanz continue to break through lines , now mixing into melee with Terminators and other space marines. Now a mighty Goranaught shuffles its way to the defensive center to crush the bastion at its strong point. All the while Space Marine disciple keeps the Marines firing still doing so much damage to the on coming Ork tide .
Turn 5 . The Bastion crumbles to the might of Gork , The Ork attack runs out of steam. The orks feel they have done enough destroying the defensive line and having a few units breakthrough and escape the battle. The remaining Orks are pushed back and now the defenders must consolidate their equipment and ready for the next big wave .
We ran out of time at the end . But the game turned into a draw so Im told . I had to leave early also.
Orks campaign points - 4 for escaping units - 2 for Bastion destroyed = 6 points .
Thursday, April 4, 2019
Month Of April Mission : Planet Fall.
The Month of April marks the start of the 2019 Campaign with Enemies of the Imperium making planet fall across the world . I am encouraging players to play a game of Planet Strike, specifically the MISSION PLANET FALL using the rules from the 2017 Chapter approved book. I have attached the rules to this post and a link to the 2017 chapter approved document pdf . Playing other Planetstike Missions will also give your team and additional 5 points this month. This missions can be found it this link . https://vk.com/doc86451882_454299414?hash=d6afaee55fb06f8d95&dl=71177a7fdf4a24a7c2
Playing the specific mission of Planet Fall will grant the winning team an additional 10 points for the map .
Bonus points will be awarded to the attackers for the following .
1 point for slaying the enemy warlord .
2 points for destroying a fortification.
5 points for tabling the enemy army.
This month the defending Imperial Armies can mitigate points of the attackers points by completing the following objectives .
2 points for slaying the enemy warlord
1 point for every two destroyed transports.
1 point for every destroyed infantry unit.
Planet Fall Mission rules.
The Month of April marks the start of the 2019 Campaign with Enemies of the Imperium making planet fall across the world . I am encouraging players to play a game of Planet Strike, specifically the MISSION PLANET FALL using the rules from the 2017 Chapter approved book. I have attached the rules to this post and a link to the 2017 chapter approved document pdf . Playing other Planetstike Missions will also give your team and additional 5 points this month. This missions can be found it this link . https://vk.com/doc86451882_454299414?hash=d6afaee55fb06f8d95&dl=71177a7fdf4a24a7c2
Playing the specific mission of Planet Fall will grant the winning team an additional 10 points for the map .
Bonus points will be awarded to the attackers for the following .
1 point for slaying the enemy warlord .
2 points for destroying a fortification.
5 points for tabling the enemy army.
This month the defending Imperial Armies can mitigate points of the attackers points by completing the following objectives .
2 points for slaying the enemy warlord
1 point for every two destroyed transports.
1 point for every destroyed infantry unit.
Planet Fall Mission rules.
Wednesday, April 3, 2019
The War Begins
The War Begins. (storyline)
The planet of Adfer Tenebris or Dark Reach in the common tongue has become increasingly cut off from the rest of the Imperium over the last few years with the fall of Cadia and the start of a new Black Crusade. Imperial Forces have been stretched thin and with new warp storms popping up all over the Galaxy communication back to imperial outpost has become near impossible. Now the planet of Dark Reach finds itself set to become a new front in the never-ending war for the galaxy.
The Planetary Defensive scanners have picked up multiple signals arriving in system around the planet. Chaos and Xenos craft converge from all sides. The planets defenders have already been fighting an Ork infestation for years, barely able to keep the Ork menace contained to certain areas. These new enemies entering the system will almost certainly spell the collapse of whatever order remains on the Planet.
The Imperial defenders issue orders to man all fortifications and prepare for planet fall. A distress signal has been sent requesting immediate reinforcements. They can only pray that the Emperor hears their call before it is too late .
The planet of Adfer Tenebris or Dark Reach in the common tongue has become increasingly cut off from the rest of the Imperium over the last few years with the fall of Cadia and the start of a new Black Crusade. Imperial Forces have been stretched thin and with new warp storms popping up all over the Galaxy communication back to imperial outpost has become near impossible. Now the planet of Dark Reach finds itself set to become a new front in the never-ending war for the galaxy.
The Planetary Defensive scanners have picked up multiple signals arriving in system around the planet. Chaos and Xenos craft converge from all sides. The planets defenders have already been fighting an Ork infestation for years, barely able to keep the Ork menace contained to certain areas. These new enemies entering the system will almost certainly spell the collapse of whatever order remains on the Planet.
The Imperial defenders issue orders to man all fortifications and prepare for planet fall. A distress signal has been sent requesting immediate reinforcements. They can only pray that the Emperor hears their call before it is too late .
2019 Campaign Begins
·
2019 Summer Campaign
War of Secrets –
Planet : Adfer Tenebris – Dark Reach
( Larger Map will be provided online in the blog)
The planet is mainly controlled by the Imperium with the exception being a few Ork strongholds in remote areas left over from a Waagh that passed through . Do to the constant warring with these leftover Ork Mobs, Detachments of Space Marines and Imperial Guard have been stationed there fighting them for quite some time.
Ork territory will be outlined with a Green border. Once Chaos Forces begin landing on the planet, their territory will receive a Red border. Imperial borders will be Blue once the main conflict begins as they begin to set perimeters around their locations.
Points will be scored by completing the following.
Every Winning player in a game receives 10 points.
Playing that Months Specific Mission will give the winning team an Additional 10 points.
Playing other themed missions for that month will give your team an additional 5 points
( If you give me a good story Ill give you some bonus points maybe.)
War of Secrets –
Planet : Adfer Tenebris – Dark Reach
( Larger Map will be provided online in the blog)
The planet is mainly controlled by the Imperium with the exception being a few Ork strongholds in remote areas left over from a Waagh that passed through . Do to the constant warring with these leftover Ork Mobs, Detachments of Space Marines and Imperial Guard have been stationed there fighting them for quite some time.
Ork territory will be outlined with a Green border. Once Chaos Forces begin landing on the planet, their territory will receive a Red border. Imperial borders will be Blue once the main conflict begins as they begin to set perimeters around their locations.
Points will be scored by completing the following.
Every Winning player in a game receives 10 points.
Playing that Months Specific Mission will give the winning team an Additional 10 points.
Playing other themed missions for that month will give your team an additional 5 points
( If you give me a good story Ill give you some bonus points maybe.)
·
Each Tile is worth 1 point, I will count the
Battle reports at the end of the month and show the expansion of the Chaos and
Xenos armies. For now, everything
without a border is considered Imperial territory. Imperial victories will negate Points earned
but Chaos and Xenos factions.
Battle Reports: I am only asking for basic information but feel free to get as detailed as you want. Id like to see People give their Armies their own classic warlord. Like Warboss Mungus, or Plague lord Anus. Whatever you give me I will use to fill in the story and we will get to see how this plays out by big game.
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