Tuesday, February 16, 2010

Attika Campaign: Mission 3

Mission three for the Attika Campaign. This was an apocalypse sized game. We ended up with Abbadon's Black Crusade leading a demon force against defending imperial guard, dark angels, and witchhunters backed up by a baneblade and stormlord. After some brutal carnage, the imperial forces barely managed to eek out a victory, holding the line against the chaos incursion.

Here is mission 2 and mission 1.

Mission Set 3 - Temple City Walls

Kept within the vaults of the Temple City are numerous tomes and artifacts of ancient lore. Seizing these alone would be reason enough for the forces of chaos to attack a planet. The greatest prize, though, lies miles below the surface: gene seed which can be used to bolster the ranks of the chaos many times over. With all the chaos forces converging on the walled city, the defenders have rallied to keep them out.

Mission

This is an apocalypse mission played at 3000 points. Each side should divide the points evenly amongst its players.

If the chaos forces win this battle they have broken the city defenses and will pour unchecked into the city. If the imperials win they have broken the chaos advance and allowed time for further reinforcements to arrive. In either case, the side that wins will be allowed Reinforcements in the next mission. In the case of a tie the furious battle has taken its toll on both forces and neither receives Reinforcements.

Reinforcements - Once a game when a unit from a troops choice is killed that unit may immediately be put into reserves. When they arrive the controlling player must bring them in from his table edge, they may not deep strike or outflank. Dedicated transports do not count for determining if the troops choice is destroyed, and do not come back with the reinforcements.

Sunday, February 14, 2010

WIP: Ork Runtherd

A while back a orc boar chariot went by me and I snagged a spear and arms off it. I knew when I saw them they had to become a grot-prod. Last night I finally got a chance to add the arms to an ork model and put the rest of the fiddly bits on him. Here's how he came out.

The power cable is just an old guitar string. I know that other people use special power cables from Dragon Forge Design and I'm curious how their stuff compares to simple guitar string in terms of workability. Cost-wise guitar string is definitely cheaper, but it's pretty stiff and you have to sort of kink it to get any sort of curve.

The backpack is just a battery from an imperial guard lascannon heavy weapons team. The bit sticking out the top is a piece of flamer. I think either from an old sentinel or a leman russ.

I'm pretty happy with the little guy. If the rain here ever lets up I'll get some primer on him and see what he looks like painted.

Saturday, February 13, 2010

Attika Campaign: Mission 2

I posted the first mission a few days ago, and here's the second mission from the Attika Campaign. My group had four people in it, so doing two missions like this made sense. If you've got more than that, or an odd number of people you can make it work by doubling up players on either side and splitting or upping the point allowance. If you have fewer players, 2 or 3, just play the missions one after the other. When we did these missions each side kept which player was assigned to which mission a secret, so no one knew exactly what army they were going up against.

Mission Set 2 - Strategic Goals

With chaos strike forces landing across the globe, the defenders are hard pressed to respond to every attack. Some locations are more strategically important to than others, and both sides are making big pushes to take control of them.

Players choose which of the two missions they wish to play, making sure that there are an equal number of players on each side per mission.

Manufactorum
The bulk of materiel for the imperial garrison comes from a single manufactorum located to the north. Whichever side controls it will more easily be able to resupply and refit their forces.

This is a Seize Ground mission played at 1500 points per army with 5 objectives. Whoever gained the initiative in the last mission places the first objective. If no one has the initiative then roll dice to see who places the first objective.

Reward: The winner of this battle has seized an important source of armament and resupply. In the next mission the winning side gains, at no point cost, the Extra Armor upgrade on all vehicles that have it as an option. In the case of a tie the fighting has damaged the manufactorum to the point where it is useless to both sides.

Defense Laser
An orbital defense installation threatens the fleet of whoever does not control it. Both forces are desperate to seize it in order to provide their fleets in orbit with surface-based fire support.

This is a Seize Ground mission played at 1500 points per army with 5 objectives. Whoever gained the initiative in the last mission places the first objective. If no one has the initiative then roll dice to see who places the first objective.

Reward: The winner of the battle will use the defense laser to push the opposing fleet out of low orbit. This takes the pressure off their own fleet and allows them to provide orbital support to the ground troops. Whichever side wins gains the Orbital Bombardment strategic asset in the next mission for free.

Thursday, February 11, 2010

Attika Campaign: Mission 1

Last year I put together a campaign for my gaming group. It lasted four weeks and was a blast not only to play, but also to create the backstory and scenarios. I'll be posting the missions and backstory that we used for this four week campaign. The scenario fluff is written for Imperials vs. Chaos, but there's no reason it won't work for any mix of armies. Everyone should just pick a side and try to have an equal number of players on each side.

In 862.M41 Ordo Hereticus Inquisitor Enzio Balmont was dispatched to the far western sector of Segmentum Pacificus to oversee the gene seed tithe of the Sons of Mars space marines chapter. After acquiring the gene seed, Inquisitor Balmont set out to return to the Mechanicus tech-priests on Mars. So precious was the gene seed, the strike cruiser Ares was sent as an escort with the entire fourth company of the Sons of Mars onboard.

Under Inquisitorial edict, and against the wishes of Euenos Ialmenos, captain of the fourth company, a detour was made to the temple world Attika VI. Reports from the imperial governor indicated a recent increase in mutant births, psyker expression and the heretical beginnings of an end times cult. Backed by the might of a full Space Marine Company, Enzio decided it would be short work to uncover and uproot the heresy on this world.

On Attika VI itself, civil unrest was at an all time high. Cult leaders claiming the emperor had abandoned humanity were gaining new followers every day. The local Arbites were suppressing a continuous riot. All their energy was spent maintaining order. No resources were available to expose the roots of the heresy.

At the same time, members of the cult began expressing the psyker mutation at an increased rate. As the psychic presence of Attika VI grew in size, the baleful gaze of the Eye of Terror finally fell upon it. Slipping through the Cadian Gate, Spurci Odorin, a chaos warlord in command of the battle barge Deordo Chao, set course for the Attika system.

The chaos incursion force arrived just hours after the imperial convoy put into orbit. The demon-infested spacecraft launched their drop pods and landing craft before quickly retreating out of range of the planet's orbital defense lasers and the guns of the Ares. The war for Attika VI had begun.

Mission Set 1 - Incursion

With the arrival of the chaos fleet, the cultists rose up against their planetary rulers and warp rifts spilled demons into the material plane. The chaos fleet used their teleporters and landing craft to strike at random locations around the heavily fortified temple compounds. High above the atmosphere imperial spaceships engaged the chaos fleet.

Missions

Chaos and Imperial players should pair off against each other. Games are 750 point annihilation games played on 4 foot by 4 foot tables. At the end of each game players should note down how many kill points they managed to score. Add up the total points for chaos and imperial. The side with the most total kill points wins. Each player can play multiple games, the results of which all contribute to the final tally.

If chaos wins they have sown panic and mayhem in the ranks of the imperials. If imperials win they have responded swiftly and decisively to the chaos incursion. In either case, whichever side wins has gained the initiative and can choose the deployment type for the next mission. In the case of a draw, roll randomly for deployment type as described in the Warhammer 40,000 rulebook.