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Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Tuesday, January 11, 2011

Crusade of Alamodia IV: The Last Stand

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6






Battle Briefing:

This battle represents the final major battle in the conflict. This winner of this battle will secure the planet for themselves.

Playing the Battle:

- Mission Type: Annihilation
- Deployment: Victor of Battle 4 may choose
- 2500 pts per side, Spearhead FOC
- SpearHead formations are available

Special Rules:

The Victor will be the attacker in the battle 6.

The Victor may add 50 points to his army list for every VP above the loser for Battle 6

The final battle for Alamodia IV is here. Both armies are committing everything they have to decide the fate of the planet. Only one side can arise victorious!

Since I won the last battle I got to choose the deployment, so I went with the Pitched Battle.
Jason got first turn which I immediately stole the initiative from him and moved all of my forces as far forward as I could, Annihilation is an orky type of mission if you ask me and my boyz were ready to get into combat.

TUrn one was mostly uneventful until The Templars blew up my prized veteran Looted Vehicle, but that was ok with 2500 points to spend Grubak made sure to bring a second one to the battle!

Turn two saw a good round of shooting for Waaagh! Skulzbasha, The Tank Busta fired 5 rockets into the Predator on the west flank managing to stun it. Then the lucky shot of the game happened as my only Killa Khan with a rokkit launcha managed to glace the Land Raider Crusader immobilizing it, this set up a charge on the Land Raider by both the Deff Dread and Khans, in which I destroyed the Crusader and managed to kill one of the Assault Terminators cargo during the explosion.

The Templars had their revenge by Stunning one of my Trukks and immobilizing my Battlewagon; apparently Grubak was going to have to walk his way into combat! The rest of the turn was pretty uneventful.

 Turn 3 Started with Gruback bellowing a WAAAGH! ensuring as many of his Boyz as possible made it into combat. On the west flank the two Turkk mobs charged charged the Emperor's Champion and his Crusade Squad. In the Center of the field the Deff  Dread managed to kill a Terminator before being taken out by the units Thunder Hammers. The killa Khans also managed to take our one of the armoured behemoths, before one of their own fell as well. On the right flank a mob of boyz took a crusade squad down to two Templars, while another Crusade squad managed to kill off most of my Storm boyz who then failed their leadership test and were the slaughtered in a sweeping advance. Several of my Tank Hunters fell to the Crusade squad with the Plasma Cannon and gun


The Carnage continued in the 4th round as the Emperor's Champion and his squad were cutting down the two units of boyz, that charged them last turn. I charged in the Large unit of Shoota Boyz to back them up. In the center of the field a unit of boys attacked the dreadnought and the Nob managed to immobilize the ancient machine, but not before 3 of his boys were crushed to a pulpy green and red mess. Gruback and his ladz charged the Crusader unit that a group of boyz was struggling to eliminate. Over all at this point the battle seemed pretty even with both of us just on the brink of losing battle points in critical areas of the field. One great moment for the Orks came when the 2nd looted vehicle managed a direct hit on the Templar Squad with the Plasma and managed to wipe them out.


We knew round 5 was going to be the decisive round, the question was who was it going to be decisive for? Well the dice gods decided to smile on Waaagh! Skulzbasha from the get go. It started with my Grot Oil Rigger repairing the immobilized Battlewagon. Then another direct hit from the boomgun managed to stun the Predator thus eliminating it again from doing any damage this turn. Then my 3 units of boyz managed to wipeout the Emperors champion and his unit.. In the center of the field Gruback and his nobz charged the other predator and turned it into a wreck, then consolidated towards the Dreadnought that the unit of boyz and their nob were struggling with. The Battle wagon tank shocked a lone crusade unit who then failed their morale test and ran.


The Dice gods decided that there would be a turn 6 and I have to commend Jason as I looked over the battle field and saw the last remnants of his beleaguered army. But in true Templar fashion they fought on like the Champions of the Emperor that they are.

The battle wagon moved up to the Crusade squad it had tank shocked forcing it to run off the battlefield. The Chaplain in Terminator armor managed to finish off the Khans, but not before losing the rest of his unit. The boomgun fired at the one of the last Crusade squads, and even though the shot scattered it still hit the unit and caused some casualties trigger their righteous fury and forcing them to charge Grubak and his nobz. The battle was short lived for the Templars and the Ork warboass and his retinue chopped them to pieces. The 3 units of boyz who had previously killed the Emperor's champion charged the remain dilapidated crusade squads, one unit of Templars managed to make a unit of boyz flee but failed to catch them in a sweeping advance. The other squad was wiped out to a man by the other two units of boyz. The dice prevented a game 7 which probably would have led to me tabling Jason so I was grateful that the bloodbath came to an end with the Orrks of Waaagh! Skulzbasha claiming victory over Alamodia IV!

Like I said this battle was a complete blood bath which I learned several things from.
  1. 2500 points take way too long to play, we never made it to 6th Battle of the campaign because this battle took most of a day!
  2. Campaigns are a blast and really sparked my waning interest in 40K, I just need to find more people interested in playing for the story instead of practicing with their next tournament list.
  3. My Warboss and his Nobz will never, ever leave home without a pain boy.
  4. I don't care what the net pundits say, I love the Looted wagon and will field two whenever possible!
Jason and I had a blast running through this campaign and are already talking about having another the next time we can get together, maybe this time adding in a kill team mission and a game of Battle Fleet Gothic. Overall this campaign is the most fun I have had since 5th edition came out and I hope to continue playing this type of game at my local FLGS.

As always thanks for stopping by the blog and please feel free to leave a comment. I am including a slideshow of all the pic below I hope you enjoy it.

- Meatball



Wednesday, January 5, 2011

Crusade of Alamodia IV: Siege of Saint Antonius

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6


Battle Briefing:

This battle represents an all out city fight for control of Saint Antonius, the victor here will have a major advantage going into the final battles.

Playing the Battle:

- Mission Type: Firesweep (Cities of Death)
- Deployment: As per scenario
- 1750 pts per side, Standard FOC
- OMEGA size battlefield

Special Rules:

The Victor of this battle has gained a major strategic advantage and may choose  the deployment for Battle 5 


With the Hill Country secured, fighting has now moved into the city of Saint Antonius. Marshal Haas' victory was short lived as Waaagh! Skulzbasha quickly re-organized, the launched an attack on the city, where both sides now must fight for control of the city and its star-port.

Once the board was set up we both picked our Stratagems. Jason took Tank Traps, Combat Engineers and a Wrecker for his Dreadnought. I chose the sufficiently Orky stratagems of Sewer Rats, Booby Traps and Demolition which I placed on the Administratum building with round 3 as its target round to blow!




Marshal Haas deployed his forces in the northeast corner near a chemical factory, many of them taking cover in the canal system. Grubak Skulzbasha deployed his mounted forces  along with a few foot sloggers in the southwest  corner where he was immediately able to claim two buildings.  The rest of the army was going to be moving through the city's sewer system.


The Templars moved first sending crusade squads toward several buildings, but only claiming one. They also took a few potshots at my vehicles but caused no problems. Then my turn came and I realized that Jason had done an excellent job of blocking my vehicles into my deployment zone by creative placement of his Tank Traps! This did not deter Grubak as he just ordered the trukks to drive through the ruined buildings. 


The Templars then decided to make the push. While his smaller squads were running to claim buildings, his sent his heavy hitters straight through the center of the board at my line. This meant I was now staring down a unit of Assault Terminators with Thunder Hammers and Storm Shields as well as a Dreadnought and the Emperor's Champion with a large Crusade squad.


The Templars then opened up their shooting and managed to wreck Gruback's trukk. 

The Orks turn started off really well as all of my reserves decided to find their way through the sewers on the first attempt. One unit of Boyz came up deep in the Templars deployment zone right near the chemical factory. The other came up on the North side of the board just outside the only building the Templars currently had claimed. THe final unit of Boyz came up in the Northwest corner to claim  and defend a building that a Templar Crusade squad was heading towards. The Boys in the other trukk who had claimed the Administratum Knew they didn't want to be in that building next turn so they charged the Sword Brethren squad just outside where they were efficiently butchered. The Sword Brethren squad then consolidated into the doomed building, not knowing the fate that lay ahead :)


My plan with the Sewers did exactly as I hoped it would, Jason immediately began pulling back his Crusade Squads to deal with my new Units. I truly believe this is where the game turned too the Orks favor. The Templars moved into assault range but were not able to destroy either mob of Boyz, which is exactly what I needed to happen.


The momentum continued for the Ork as Turn 3 started with explosive charges bringing the Administratum down on top of the Sword Brethren killing all but 3 of the veterans. Further shootinf from a large unit of Shoota boyz put their numbers down to 2. The good luck with shooting continued as my Tank Bustas launched 5 rockets into the Dreadnought turning the ancient warrior of the Emperor into nothing more than a crater in the road. This left the Terminators very alone in the middle of the battlefield, but that didn't last long as Grubak (this time donning Mega Armour) and his Nobz (with a painboy) assaulted the Terminators, along with the Deff Dread who just couldn't help himself.


The Templars were able to finish off the Orks near the Chemical Factory as well as the other Boyz in their deployment zone but not without sustaining some heavy casualties in the process and pulling The emperor's Champion and his unit from the center where the fighting was. The remaining Sword Brethren crawled through the rubble of the now ruined Administratum. Then Jason's dice began to abandon him at the worst time. 


In the battle with Grubak and the Dread, he starting failing 2+ armour saves. This only got worse as he then failed to cause any wounds with the remaining Thunder Hammers. His one saving grace was that his Chaplain was able to off two nobz with his attacks. The Templars could feel the tide of the battle shifting out of their favor but remained true to the Emporer and fought on, attempting to gain victory from and inevitable defeat!


On my turn Gruback was able to finish off the Terminators and their Chaplain. Now free to look for more carnage, The warboss moved towards the Emperor's Champion. For the first time in the game my Boom gun had line of sight and was able to launch a direct hit on the large Crusade squad led by the Emperor's champion, inflicting almost 50% casualties to one of only two complete squads left for the Templars.


The other was about to fall to the oldest trick in the book against a Templar Player. The was a full crusade squad that had been methodically moving from building to building along the northern edge of the board. It had finally come to the last building which I occupied with a mob of Boyz. I had managed to also get my Kans to slip away from the main battle heading on a cross street to intercept the squad. In my shooting pahse I blasted away with my bi shoots and rocket. I only killed one Templar but that is all it took to trigger their Righteous Zeal, forcing them to charge into the Killa Khans, a unit the had no hope of defeating.




The game was winding down now. My Kans finished off the crusade Squad. Furthing shooting from my Shoota Boyz and the Boom Gun reduced the Emperor's squad even further and forced them to charge Gruback, his Nobz and the Dread. By the end of the round the rest of the squad was dead including the Emperor's champion. The Orks were able to claim one of the Templars buildings and as if the Dice Gods felt pity for the Templars the game ended with a merciful roll of 2 and the end of the 5th round. Final Tally Orks = 6 buildings, Templars  = 1. 


Jason and I both had a blast during this City fight. He realized that my use of the sewers really threw off his plan, as he took units that were committed to other duties, back to deal with the new arrivals. Then the bad dice rolls for the Terminators didn't help and then my boom gun put the final nail in the coffin.


This was easily the most fun battle we have had thus far in the campaign. I contained moments of comedy, moments of drama, some spine tingling action and epic battles. This will be in my memory as one of my all time favorite games of 40K for years to come.


As always, thanks for stopping by and taking the time to read my blog. Please feel free to leave a comment and I will be posting a slide show below of all the pics from this Cities of Death game.

- Meatball






Friday, December 31, 2010

Crusade of Alamodia IV: Higher Ground

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6


Battle Briefing:

This battle represents a fight for some strategic ground. This winner will most assuredly control the destiny of further battles in this war.

Playing the Battle:
- Mission Type: Capture and Control
- Deployment: Spear Head
- 1500 pts per side, Standard FOC, restrictions/additions as per Special Rules for Battle 2
- Terrain - Hills, woods, open ground
- Each sides objective will be a hill located in their deployment zone

Special Rules:

The Victor of this battle has gained a strategic advantage and therefore may choose to go first or second in battle 4 with no Seize the Initiative for their opponent.

With the loss of one of the ancient dreadnoughts, Marshal Haas is looking for vengeance as the Templars approach the first major action of the war. The hill country outside of Saint Antonius is a pivotal battle ground. He who controls the Hill Country may just control the war.

Both sides set up their forces to initially protect their section of the Hill Country. The Black Templar seized the initiate and things just went down hill from there for Waaagh! Skulzbasha.

 
The first sign that things were going to be bad came when the Templars destroyed my looted wagon in the first round of shooting.

 With the loss of the looted wagon as well as many more of my boyz than I liked on the templars first round of shooting,things were not looking good as I stared at the Templar's heavily fortified hill.

I left a unit of Shoota Boyz and headed straight for his objective with everything I had left. The only way I was going to win this battle was an all out Orky Waaagh! adn hopefully overwhelm the templar forces.


My Battle Wagon  was able to speed around to the east flank but failed a cover save and thus was immobilized, forcing Grubak to once again try to get to the enemy on foot. My boyz in a trukk were even less lucky as their transport was blown out from under them, only to ramble into another unit of boyz on foot, causing more causalities than I was comfortable with. 


Then the Templars brought the pain, first the Chaplain and Assault squad assaulted Grubak and his Nobz and no matter what I did I could ot make a save or feel no pain roll. This cost me big as I lost the fight then proceeded to get run down as I ran away.


I was faring no better in the middle of the field where I was in protracted battles with several of my mobs, none of which were making any progress and stayed stuck in combat for far too many turns.


My shooting was terrible even for Orks and Marshal Haas took advantage by swinging he Speeders along the west flank and getting ever nearer to my objective. If I didn't do something about them soon my boyz on the objective would be taking some serious hit from them.

Things were looking grim for Waaagh! Grubak, as the number of Orks on the battlefield dwindled to insignificance compared to the number of Templars left.

I was seeing quickly that there was no way I was going to pull off a win, so I started playing for a draw by concentrating on defending my objective.


For my shooting phase I began to concentrate any fire I could on the land speeders and I was successful at bringing down one of Templars crafts.


Defending my objective was a long shot, and one I was not feeling very confident about as the Templars continued to dwindle down my Orks leaving me with only the mob left guarding my objective.


The Templars pushed their advantage, and continued onward towards my objective. I did what I could with my shoota boyz, but I no longer had the numbers needed to inflict serious casualties on the Marines. Finally the remaining orks fled the board after taking some serious shooting from the remaining Speeder.


This battle was doomed from the beginning for Waaagh! Skulzbasha. I just couldn't get anything to go my way. Jason played smart and I just couldn't keep up.

Jason was able to roll for two more units for Veteran abilities, while I had no units left at the end of the game so I was unable to nominate anyone.

The battle itself was fun even though my orks failed me at every turn. It was nice to see the ebb and flow of battle as we fight each battle in the campaign.

Stay tuned for the next battle in the campaign as we put to use my City of Death themed board for battle 4. I have a ton of pics of the battle so the report may take me an extra day or so to post.

As always, thank you for stopping by my blog, and please feel free to leave a comment.

-Meatball

Thursday, December 30, 2010

Crusade of Alamodia IV: Reinforcements

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6

Battle Briefing:

This battle represents both sides trying to get or stop reinforcements to the front lines.  It uses the Ambush rules on pages 268-269 or the BRB

Playing the Battle:
- Mission Type: Ambush
- Deployment: Ambush
- 1000 pts per side, Standard FOC
- Terrain - Hills, woods, open ground and buildings

Special Rules:

Random Game Length
Any units the defender gets within 12" of the Attackers board Edge are free to buy for Battle 3
Any Defenders Non-Troop Units that get Destroyed cannot be used in Battle3.

With the supplies recovered it is now time to reinforce the front lines. As the convoys make their way they must watch out for deadly ambushes. Since neither side was able to recover any objectives we decided to roll off to determine attacker/defender. 


Marshall Haas recovered from his battle wounds quickly and took the lead of a vital convoy to re-supply the front lines.  Meanwhile Grubak Skulzbasha was determined to crush the convoy in retaliation for the Templars knocking him out of the last battle.

Jason pretty much lined up in a column with a supporting Assault Squad and Chaplain to deal with any ambushers. 

I set up my ambush markers heavy on the south side of the board leaving only two on the north side, one of which was a decoy and the other was Grubak Skulzbasha with his nob bodyguard. This is the one I wanted Jason to focus on so I put it as close as I was allowed to his formation.


On the first turn he revealed Grubak's unit which is exactly what I wanted as now I knew his chaplain and assault marines would focus their attention on the warboss, which is exactly what Jason did.


With my plan intact I began revealing my other ambushing units. First of which was my Tank Bustas who shot five rokkits into the lead vehicle, a Sisters of Battle Rhino, I managed to immobilize it, thus obscuring the path for the rest of the vehicles. 


On Turn two Jason got his assault marines and chaplain into combat with Grubak and his boyz this battle lasted several turn effectively taking an HQ and assault unit away from the main battle. I was able to bring my reinforcements on in the form of my Deffkopters and a looted wagon. The Koptas launched rockets into the Templars Dreadnought destroying the old warrior (This meant Jason could not use him in the next battle). Then my boomgun struck the now disembarked Sisters of Battle landing a direct hit and killing off half of the unit.


The next couple of rounds had plenty of action as most units engaged in hand to hand combat. The Templars managed to wipe out the Tank Bustas, while a unit of boyz took out the remaining Sisters. 
The Templar Assault Squad finished off Gruback and his boyz (next game they will have a pain boy damnit!) only to be wiped out to a man from another lucky shot of the looted wagon's boomgun. 
Other battles continued as neither the Templars or the Orks would give ground!



Jason attempted to get his only functioning Rhino across the now difficult terrain left by the Dreadnought only to have it become immobilized in the terrain. (His dice were just not with him this game). 


Two mobz of boyz converged on the Emperor's Champion's unit that was trying to get to the objective on foot, the attack stopped the cold and probably saved the game for me. 





Meanwhile the rest of units continued to battle it out. The Templars were losing more numbers than they could afford and it was quickly turning into a route by the Orks.


The Emperor's Champion and his unit were able to wie out the Orks blocking them from their destination, but the victory was shortly lived as at the end of the turn fates had ended the game.


This scenario was a blast to play. I truly felt bad for Jason as he fell right into my trap, and then to top it off his dice would just not cooperate with him when he needed it.

When it came to the Veteran Abilities, I thought my Looted Wagon did well destroying two units at vital times in the game, so I rolled on the vehicle Crew Veteran Ability and got the only thing I didn't want, the ability to re-roll dangerous terrain tests. Since I won I got to nominate a 2nd unit for an ability so a unit of my boys got lucky and rolled Feel No Pain . Jason got Counter-Attack for his Emperor's Champion's unit.

Over all this was a fun battle as we had a few epic moments. Stay tuned for further battle reports from the campaign. As always, thank you for reading the blog and please feel free to leave a comment!

-Meatball

Monday, December 27, 2010

Crusade of Alamodia: Planet Fall

This is a battle report from the recent Campaign my friend Jason and I played, for more details you can view the following posts right here on My Dice Hate Me!

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3
Crusade of Alamodia IV Campaign: Battles 4 thru 6

Battle Briefing:

This battle forms a 'prologue' to the campaign, taking place before the main offensive gets underway. Both sides have deployed a force to recover the supplies lost by an ill-fated re-supply mission. On top of the supplies the Canoness of the Order of the Valorous Heart is missing in the same general area and must be rescued.

Playing the battle:
- Mission Type: Seize Ground
- Deployment: Dawn of War
- 750 pts per side, Standard FOC
- Terrain - Hills woods and open ground

Special Rules:

No matter the amount of Objectives rolled, at least one will be a Sister's of Battle Canoness. If the Canoness is controlled by the Templar Player, they will then have access to Units from the Witch Hunter's codex for the rest of the campaign. If the Orks capture this objective then the Templar player will not have access to the Witch Hunters units; they will be too busy mounting a rescue of their Canoness. If no one controls this objective, roll a D6, if an even number is rolled the Templars will still get access to the Witch Hunter codex for units.

Each objective controlled gives 50 additional points to the player for the next battle.
The victor of the battle gains an additional 50 points to spend.
The Victor of the Battle is the attacker for Battle 2.

As WAAAGH Skulzbasha prepares its onslaught of Saint Antonius, Marshal Haas of the Black Templars has responded to the distress calls and is preparing for planet fall. Supplies have been dropped to the planet's surface in automated containers; some have went off course and must be gathered for the upcoming battle. Just before the drop, word came from the planet that the Canoness of the Order of the Valorous Heart has gone missing in the same grid as some of the supplies. Marshal Haas has vowed to rescue her as well as recover the supplies.



We rolled 5 objectives and immediately both armies deployed their forces either on top of objectives are heading towards the closest ones. Just like in real life the battle plan did not survive contact with the enemy. Grubak Skulzbasha decided that he didn't care how many supplies he got, he wanted to get that Canoness and torture the human female for a bit, so he directed the majority of his forces to intercept the leader of the Order of the Valorous Heart.




Seeing the Ork horde change focus to the Canoness, Marshal Haas ordered the bulk of his Crusaders to her aide. This left relatively small forces on both sides to guard the remaining objectives.






As the battle heated up around the lone Sister of Battle small skirmishes broke out around the other objectives with neither side giving/taking much ground.












As the smaller battle continued to wear each other down the Major fight around the Canoness came to a head s both Ork and Templar smashed blades and brawn.




The Templar were winning the struggle for the other objectives as the lone surviving Crusade squad beat the last of the Ork resistance. The only problem now was the fact that the lone squad could only control one objective and word had reached the Emperor's Champion that the Marshal and his men were losing the fight to save the Canoness.








The Marshal himself had to be removed from battle due to an injury suffered from Grubak Skulzbasha, and without their leader the Templar forces were quickly succumbing to the Orks superior numbers. It would not be long before this battle was decided.




The long Crusade squad decided to abandon their objective and take on their Marshal's quest of rescuing the Canoness. By the time they arrived at the site the battle had already been decided. The Emperor's Champion shouted his war cry at the remaining Ork, he answered by abandoning the Sister of Battle and charging the last of the Templar forces.




The orks hit the Crusade squad hard slaying over half of the unit, but it was the Templar's counter attack that won the day, in a flurry of power and chain swords they were able to wipe out the entire ork mob finishing off the Nob at the very end of the fight.


The skirmish would go to the Templars but as no one controlled any objectives, the battle ended in a draw.












 
It was a close fight but in the end it was a draw. Jason was lucky enough to have a few models left on the table so he was able to nominate them for a veteran ability. He rolled on the table and got counter attack for his unit, that would come in very handy in future battles.


With battle one under our belt as a draw, we rolled off to see if the Canoness would offer Jason the help of her forces. He got a lucky roll and for the rest of the campaign the Templars were able to pull units from the Witch Hunter's codex.


This initial battle to the campaign was a blast and it quickly reminded me why I enjoy playing friendly games with my buddies as opposed to tournaments. I was able to put some role-play elements into the game and just have my orks act like orks.  Yes it may have cost me a win in the game, but in the end Jason and I had a fun battle with some epic movie type moments.

I have included a slide-show of all the pics I took, so please feel free to view them and leave me a few comments. Now I am off to type up battle 2. As always, thanks for stopping by the blog.

- Meatball



Are you looking for that one special bit? Why not try the Barter Bucket? I have used it over a dozen times, so stop by and check it out.

Thursday, December 9, 2010

Cursade of Alamodia Campaign: Battles 4 thru 6

This is the 3nd in a Series of posts Please read the prior posts to get all the information.

Crusade of Alamodia IV Campaign: An Introduction
Crusade of Alamodia IV Campaign: Battles 1 thru 3

In the last post I discussed the the first 3 missions of the campaign. Today I will be posting my rules for the last three battles in the campaign.

Battle 4 - Siege of Saint Antonius

With the battle for the hill country over, fighting has now moved into the city of Saint Antonius where both sides are fighting for control of the city and its star-port.


 Battle Briefing:

This battle represents an all out city fight for control of Saint Antonius, the victor here will have a major advantage going into the final battles.

Playing the Battle:

- Mission Type: Firesweep (Cities of Death)
- Deployment: As per scenario
- 1750 pts per side, Standard FOC
- OMEGA size battlefield

Special Rules:

The Victor of this battle has gained a major strategic advantage and may choose  the deployment for Battle 5

Battle 5 - The Last Stand

The final battle for Alamodia IV is here. Both armies are committing everything they have to decide the fate of the planet. Only one side can arise victorious!

Battle Briefing:

This battle represents the final major battle in the conflict. This winner of this battle will secure the planet for themselves.

Playing the Battle:

- Mission Type: Annihilation
- Deployment: Victor of Battle 4 may choose
- 2500 pts per side, Spearhead FOC
- SpearHead formations are available

Special Rules:

The Victor will be the attacker in the battle 6.

The Victor may add 50 points to his army list for every VP above the loser for Battle 6

Battle 6 - "Remember Alamodia"

With the final battle over, the enemy is retreating, this is the final chance to wipe out the enemy, preventing any further attacks and securing a claim of true victory.

Battle Briefing:

This battle represents the victors chasing the defeated enemy as the retreat. The enemy is trying to get someone import to a shuttle to evacuate the planet!

Playing the Battle:
- Mission Type: Evacuation
- Deployment: Per BRB Page 271
- 2000 pts per side, plus additional points for the victor of battle 5

Special Rules:

Random Game Length

If the Templars are the Defenders they must get an Inquisitor to the shuttle. Use the stats for an "Elite" Inquisitor from the Witch Hunters codex along with 25 points of gear. No henchmen are allowed, they have already died getting the Inquisitor this far.

If the Orks are the defender they must get their Warboss to the shuttle.

The defender may get the entire campaign to a draw if they can get their objective to the shuttle. It will take one full round to get the objective off the planet once they have reached the shuttle.

If the Defender cannot get the objective off the planet then the attacker wins the entire campaign.

Well there you have it. The final 3 battles in this narrative campaign. I hope you have enjoyed reading my campaign rules. Please feel free to leave some comments, I just ask that they be constructive so that I can make quality adjustments to the campaign.

-Meatball

Wednesday, December 8, 2010

Crusade of Alamodia IV Campaign: Battles 1 thru 3

This is the 2nd in an Series of posts Please read the prior post to get all the information.


Crusade of Alamodia IV Campaign: An Introduction

In the last post I discussed the basic rules of the campaign and some background on the event Today I will be posting my rules for the first three battles in the campaign.

Battle 1 - Planet Fall

As the Ork WAAAGH prepares its onslaught of Saint Antonius the Black Templars begin preparations for their planet fall. Supplies have been dropped to the planet's surface in automated containers; some have went off course and must be gathered for the upcoming battle.

 Battle Briefing:

This battle forms a 'prologue' to the campaign, taking place before the main offensive gets underway. Both sides have deployed a force to recover the supplies lost by an ill-fated re-supply mission. On top of the supplies the Canoness of the Order of the Valorous Heart is missing in the same general area and must be rescued.

Playing the battle:
- Mission Type: Seize Ground
- Deployment: Dawn of War
- 750 pts per side, Standard FOC
- Terrain - Hills woods and open ground

Special Rules:

No matter the amount of Objectives rolled, at least one will be a Sister's of Battle Canoness. If the Canoness is controlled by the Templar Player, they will then have access to Units from the Witch Hunter's codex for the rest of the campaign. If the Orks capture this objective then the Templar player will not have access to the Witch Hunters units; they will be too busy mounting a rescue of their Canoness. If no one controls this objective, roll a D6, if an even number is rolled the Templars will still get access to the Witch Hunter codex for units.

Each objective controlled gives 50 additional points to the player for the next battle.
The victor of the battle gains an additional 50 points to spend.
The Victor of the Battle is the attacker for Battle 2.

Battle 2 - Reinforcements

With the supplies recovered it is now time to reinforce the front lines. As the convoys make their way they must watch out for deadly ambushes.

Battle Briefing:

This battle represents both sides trying to get or stop reinforcements to the front lines.  It uses the Ambush rules on pages 268-269 or the BRB

Playing the Battle:
- Mission Type: Ambush
- Deployment: Ambush
- 1000 pts per side, Standard FOC
- Terrain - Hills, woods, open ground and buildings

Special Rules:

Random Game Length
Any units the defender gets within 12" of the Attackers board Edge are free to buy for Battle 3
Any Defenders Non-Troop Units that get Destroyed cannot be used in Battle3.

Battle 3 - Higher Ground

With both sides reinforced it is now time for the first major action of the war. The hill country outside of Saint Antonius is a pivotal battle round. He who controls the Hill Country may just control the war.


Battle Briefing:

This battle represents a fight for some strategic ground. This winner will most assuredly control the destiny of further battles in this war.

Playing the Battle:
- Mission Type: Capture and Control
- Deployment: Spear Head
- 1500 pts per side, Standard FOC, restrictions/additions as per Special Rules for Battle 2
- Terrain - Hills, woods, open ground
- Each sides objective will be a hill located in their deployment zone

Special Rules:

The Victor of this battle has gained a strategic advantage and therefore may choose to go first or second in battle 4 with no Seize the Initiative for their opponent.

Well there you have it. The first 3 battles in this narrative campaign. I have tried to make each battle effect the next in some way to really tie it all together. Please feel free to leave some comments, I just ask that they be constructive so that I can make quality adjustments to the campaign.

-Meatball