Monday, March 30, 2009

Next week is the beginning of the campaign:

The Lost Fleet of the Slann

Concord III a planet in the Drasanac Nebula was once a thriving planet in the Imperium. Now this once proud planet is all but used up. The population ekes out an existence scavenging from it's glory days. Those that could have left have already done so and those that could not were left behind. The only control is from the gang leaders that control the different sectors. Pirates in the Drasanac Nebula use the planet as a safe haven. One of the gangs came across an alien artifact deep in one of the hives. The gang leader, seeing that the artifact had value went to the pirate Mondo to purchase a way off the planet.

Mondo promptly killed the gang leader and secured the artifact for himself. The pirate soon made contact with brokers on the black market to sell the item. The Imperium caught wind of the artifact and made arrangements to meet Mondo and purchase the artifact. Mondo has arranged the meeting to take place in an asteroid belt in the Ultima Segmentum. There is a large asteroid in the belt called "The Cover", a meeting place for such transactions. There are others that have caught wind of the artifact as well and seek to have it. This brings us to the first battle of the campaign.

Battle #1: Evacuation Misson on Page 271, Team play. Objective is to get Mondo and the artifact off the asteroid. Imperium side (defender) will be starting out with Mondo and the dark side (attacker) will be trying to take him. Mondo cannot start in a trasport and must be 10 inches away from one at the beginning of the game.

Battle #2: Ambush Mission on Page 269, Team play. Winner of Mission #1 will be defneder and the loser will be the attacker. The objective for the defenders is to transport Mondo to HQ, while the attackers will try and stop that from happening. Takes place on the planet named Attila.

Battle #3: Pitched Battle on Page 92 and Seize Ground on Page 91, One on One play (battles on different parts oft he planet Desperation). The objective is to find the alien (Slann) mechanisms and use the artifact with it to unlock the secret. There will be three objectives. With each objective gained the attacker (winner of Battle #2) will be able to deny access to their opponent for each objective successfully defended.

Battle #4: Apocalypse (standard). Hidden setup for the portals with as many decoys as there is portal tokens. There will be one central objective (clues to the Slann fleet). Attackers will be the ones with access to the portals; the defenders will not be given access to them. The winner of the battle gains time in the first battle of section 2 (placing their army down as they see fit). The battle starts out with the loser of Battle #4 coming on in reserve. The winner can start the game with their army on the board or some of it in reserve.

Thanks to Craig for this campaign.

  • Craig - Attending
  • Kevin - Hosting
  • Luke - Unconfirmed
  • Mike - Unconfirmed
  • Rocky - Attending
  • Tom - WAAAAGH
  • Colin - Unconfirmed
  • Scott - Unconfirmed
  • Steve - Attending
House Rules

* No looking at your opponents' roster before the game. You will only know the army type.
* You do not need to let your opponents know what is in any of your transports.
* Once you have picked an army you stay with it throughout the entire campaign.
* You will know who you are playing before the battle.
* You must name the units in your army or at least number them to help keep track of veteran abilities.
* We can adjust points for each battle as we see fit.
* If something is not working we can change it pending all players' agreement.

* Veteran Abilities (see page 263)
* Winner of a battle gets two per battle (per side).
* Loser of a battle gets one per battle (per side).
* A unit that has been wiped out will lose all its Veteran skills, but if you have at least one model left they keep their skills.

* Number of Battles
* 4 battles per section with three sections for a total of 12 battles.
* We will be playing the first section. After which we will keep the same army and veteran abilites for the next section.

* Team Play
* Each player brings 500 points of any kind of unit (adjust to how many players per side).
* Each side must have 1 HQ and 2 Troops.
* A player cannot have over three of one type of unit, i.e. 4 Heavy, unless they are troops.

6 comments:

"It's Unbelievable" said...

I should be there on monday.

Tom said...

I will be there. My army will have one H.Q. one fast, one heavy and two troops.

Rockwell said...

I'll be there.

Is it OK with the 'good' side if I only bring one troop?

I think I'm going to kind of copy Craig's list a bit...

Rockwell said...

One question:
If a squad gets a Veteran Ability does the attached IC get it while he is attached?

Steve Daniels said...

I will be there. I will not have time to plan ahead on what to bring, but will bring my marine stuff & figure it out there.

Tom said...

Hopefully we can have the game on and maybe take a break to watch the end.