Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> [40K] Apocalypse Series, 18th of July
Dono1979
post Dec 23 2014, 09:10 AM
Post #1


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



Welcome to 2015!

This year the Apocalypse events will be run slightly differently to 2014; there will be a formal Apocalypse event every second month this year, with a casual Apocalypse day on alternating months (in conjunction with formal 30K Campaign events).

The Casual Apoc days will be for people who are not especially interested in the 30K format and would like to have a game of Apocalypse. There will not be any organised scenario (unless someone wants to run them!) and I will be playing/co-ordinating the 30K event, however people are enoucraged to still come along and have some grudge matches.

The Formal Apoc days will be scenario based with more structure similar to the games played during the middle of 2014. While the Iterators and Cultists factions will be dropped this year, there will still be a tracked campaign and planets will be invaded, battle reports created and Super Heavies destroyed.

Fluffwise people will be free to make alliances and form factions, people are also free to betray their allies and stab them in the back. I am still in the planning stages, however I intend to have a planetary map with territories and locations of interest. During Casual Games people will be free to launch attacks against one anothers strongholds and territories while the formal games will be new locations for people and factions to fight over. There will be advantages and disadvantages for creating 'power blocs' of multiple players and the stronger the alliance gets the more tempting it will be for the players to betray one another and shatter the alliance. With all of this running, it is still more than acceptable for people to team up in games, to come along for one or two games through the year or start playing part way into the campaign!

The scenario will be narrative driven based on the results of previous games and an evolving story line using the Factions campaign scores as the games progress. The following are the Factions within the series:

Tau
Ork
Eldar (includes Dark)
Necron
Tyranid
Chaos (Daemons and Chaos Space Marines etc)
Imperial (IG, Marines, SoB etc)
Traitor (alternative Imperial forces who have rebelled against the Imperium)


Here are the proposed dates for the 2015 events:

Jan 17 - Formal Event: 5K scenario based (two games during the day)

Feb 28 - Casual Day

Mar 21 - Formal Event: 5K scenario based (two games during the day)

Apr 18 - Casual Day

May 16 - Formal Event: 5K scenario based (two games during the day)

Jun 20 - Casual Day

Jul 18 - Formal Event:

Aug 15 - Casual Day

Sep 19 - Formal Event:

Oct 17 - Casual Day

Nov 21 - Formal Event:

Dec 19 - Casual Day

This post has been edited by Dono1979: Jun 29 2015, 02:43 PM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Dec 23 2014, 09:19 AM
Post #2


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



In the closing days of 964.M41, the psychic phenomenon commonly known as the Phonicas Choir faltered, the amplification of the Astronomicon waned and for twenty-three days the systems and planets which had been rejoicing in the renewed light of the Emperor fell into darkness again. During this time the alliance between the factions which made up the Iterators, already reeling from multiple defeats in the Kildrech System, crumbled, as did their vision for an Imperium of Truth.

In its place instead, rose an even more dangerous threat to the Imperium of Man; complete and utter anarchy.

Like cascading rocks in a landslide, system after system fell to civil war and unrest. The Xenos factions previously held in check by the Iterators were set loose to rampage among, now, undefended Imperial worlds. Drawn to the calamity, forces of the dark gods awakened and joined the fray. When finally the Phonicas Choir regained its strength and the Light of the Emperor once again shone bright in the Eastern Fringe, it illuminated a place of chaos and madness.

Amidst this insanity shone a new sickly star. The Warp Storm in the southeastern corner of the sub-sector had abated and previously untraversable warp lanes were now open, although still fraught with dangers. The Savage System, engulfed by the Warp over ten thousand years ago during the Horus Heresy, had returned to real space. Only containing a single planet, Savage was nonetheless a powerful beacon in the expanding Imperium during the Great Crusade, not only housing one of the most expansive naval yards on the Eastern Fringe but also home to a mighty Blackstone Fortress.

This corrupted jewel has become a beacon for all factions in the turbulent Sector.


IPB Image


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Jan 2 2015, 11:11 AM
Post #3


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



STAGE ONE: Savage Landing

News of the abating Warp Storm spread throughout the Sub-Sector like wild fire, within weeks no less than a dozen warp signatures were detected en route towards the newly returned Savage System. Rather than massed flotillas of warships, however, these convoys were hastily assembled and dispatched mass transport conveyors, aiming to deliver their cargo to the fresh warzone before significant naval presence could secure the planet itself.

Without prior scouting, logistical support or naval assistance the forces being dispatched would be on their own for the initial stages of any conflict bound to arise. But the risks are worth it; a former Fortress World from the Great Crusade, returned to realspace after 10,000 years lost in the warp. The technology, the resources, the power to be gained is incalculable!



Welcome to the first stage of the Savage: Apocalypse event series for 2015.

This year will see a slight change in the format of the Apocalypse events, moving away from the two faction (Iterators and Cultists) setup to a more varied and broader one, incorporating the various factions within the 40K universe. The overall campaign points will go towards the players generic faction (detailed above in the opening post) with ongoing special effects and scenario alterations based upon the results of previous stages.

A faction doesn't necessarily need to be leading the Campaign Points to have an effect on the story line, for example if the Tyranids or Necrons get a significant presence this may start influencing the direction of the subsequent scenarios and story arc, meanwhile large factions like the Imperium, Chaos and Traitor may need to score higher levels to start securing their objectives which are a lot complex than simply consuming the biomass of every living thing.


Campaign:
This event will be played on the world of Savage in the Phonicas Sub-Sector of the AUS40K.com website. For players familiar with the Campaign please indicate your faction preferences if you have one, for players new to the Campaign please follow the link above if you are interested in knowing more.

Format:
Games will be played between armies of 5,000pts, these armies can be made up of multiple players, however there can only be a single Warlord and all forces within the army will need to adhere to the Alliance Matrix (meaning some forces may not be able to deploy near one another).

There will be TWO games played on the day, so please be sure that you bring an army which you are familiar with and can play with reasonable confidence and speed.

The following house rules will be in effect:
- No Master of Disaster
- No Strategic Assets except those gained through formations (see players pack for more details)
- Objective Secured units are only effective within 3" of Objectives
- 'Breaks' will occur at the end of turns two and four with the games finishing at turn six

Registration:
Registration to this event is required by 9pm Thursday the 15th of January.
To register please contact me via PM, email, phone or in person.
Payments however need to be made to Brad at Good Games, not me.

Players Pack:
Coming Soon

Prizes:
Players will all receive a $20 Good Games voucher.

Cost:
The event will be $20 per person and can be paid in advance or on the day at Good Games.

Confirmed Players:


Sponsors:
Thank you to the following sponsors who are supporting this events series:
Three D6
Blood and Skull Industry

This post has been edited by Dono1979: Mar 10 2015, 08:08 AM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Mar 10 2015, 08:24 AM
Post #4


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612




STAGE TWO: Exploring the remains

While the naval war continues to rage throughout the Sub-Sector the war on the surface of Savage is far more concentrated. The planets primary Space Port and its surrounding city has become the focus of the invasion; its infrastrcuture being ideal for all factions purposes and goals and it also being one of the more stable locations on the planet not still being ravaged by lingering warp anomolies.

However as the battle for possession expands into the surrounding districts a number of areas are certainly no longer what they were intended to be when the planets population built them before being consumed by the warp ten thousand years ago. Whether these locations are the target for securing or purging is largely dependant on the goals and motivations of the forces moving through the area. Whipsers have already began spreading throughout the fleets that Inquisition has stakes in the planet and have began their manipulating puppet play. What their ambitions are still remains a mystery to all.



Welcome to the second stage of the Savage: Apocalypse event series for 2015.

This year will see a slight change in the format of the Apocalypse events, moving away from the two faction (Iterators and Cultists) setup to a more varied and broader one, incorporating the various factions within the 40K universe. The overall campaign points will go towards the players generic faction (detailed above in the opening post) with ongoing special effects and scenario alterations based upon the results of previous stages.

A faction doesn't necessarily need to be leading the Campaign Points to have an effect on the story line, for example if the Tyranids or Necrons get a significant presence this may start influencing the direction of the subsequent scenarios and story arc, meanwhile large factions like the Imperium, Chaos and Traitor may need to score higher levels to start securing their objectives which are a lot complex than simply consuming the biomass of every living thing.


Campaign:
This event will be played on the world of Savage in the Phonicas Sub-Sector of the AUS40K.com website. For players familiar with the Campaign please indicate your faction preferences if you have one, for players new to the Campaign please follow the link above if you are interested in knowing more.

Format:
Games will be played between armies of 5,000pts, these armies can be made up of multiple players, however there can only be a single Warlord and all forces within the army will need to adhere to the Alliance Matrix (meaning some forces may not be able to deploy near one another).

There will be TWO games played on the day, so please be sure that you bring an army which you are familiar with and can play with reasonable confidence and speed.

The following house rules will be in effect:
- No Master of Disaster
- No Strategic Assets except those gained through formations (see players pack for more details)
- Objective Secured units are only effective within 3" of Objectives
- 'Breaks' will occur at the end of turns two and four with the games finishing at turn six

Registration:
Registration to this event is required by 9pm Thursday before the event.
To register please contact me via PM, email, phone or in person.
Payments however need to be made to Brad at Three D6, not me.

Prizes:
Players will all receive a $20 Three D6 voucher.

Cost:
The event will be $20 per person and can be paid in advance or on the day at Three D6.

Confirmed Players:


Sponsors:
Thank you to the following sponsors who are supporting this events series:
Three D6
Blood and Skull Industry

This post has been edited by Dono1979: Apr 21 2015, 11:37 AM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Xera32
post Mar 10 2015, 08:38 AM
Post #5


Member
*

Group: Veteran Members
Posts: 267
Joined: 28-August 13
Member No.: 14,805



Copy pasting still dono? We are at TD6 now tongue.gif


--------------------
QUOTE(jimjimjimmyjim @ May 1 2015, 03:39 PM) *
Ok I was incorrect about that one.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Mar 10 2015, 09:11 AM
Post #6


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



Dont know what you are talking about! armata_PDT_04.gif


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Mar 13 2015, 08:35 AM
Post #7


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



Battle Report from round 1:


As the opening salvoes of the Naval war above the planet commenced the landing craft of nearly a dozen invading forces shattered the atmosphere, leaving smoking trails leading towards the city below. Even though more than half of the deployed armies claimed loyalty to the Imperium, infighting had already commenced in orbit with Generals jockeying for political positions, using their troopers as pawns to gain any advantage they could. Amidst the various regimental colours and Astartes Chapter badges were the more subdued icons of the Inquisition, their goals a mystery even to each other. Taking advantage of the lack of unity, various other factions, including remnants of the Iterators core forces and a number of Xenos, also slipped through the naval blockade and made planet fall.

The first stage of the invasion began with the securing of appropriate landing zones and while the Space Port was the intended target for a number of Imperial Guard landing craft, an armoured division of the Kildrech Crusade managed to land and deploy before more than a single Imperial landing could be made. Unwilling to risk continued disembarkation in a contested landing zone amidst heavy fire, the reinforcing Guard elements instead diverted to alternate landing designations. Without adequate support the lone Imperial bastion failed to hold the Space Port but managed to loot a number of supplies before withdrawing and co-ordinating with other Guard divisions on the ground.

Around the city Hab zones were crushed beneath landers and parks repurposed for hasty landing pads, disgorging troops and armour which rapidly moved to secure their patch of terrain, quickly entering into fire fights with other forces in the area. With their overwhelming numbers the Imperial landing zones quickly came to dominate the majority of the sectors, forcing the Xenos and Secessionist landings to abort and redeploy into less favourable positions.

Amidst the raging warzones, the stealthy forces of the Inquisition waged their own war; securing territory overlooked and ignored by other forces, fortifying buildings deemed tactically useless and scouting districts considered unviable. What they discovered is unknown but high volumes of burst augur communications were detected shortly after the worst of the fighting had subdued, the recipient was not any known Imperial ship in orbit.

Not wanting to lose the upper hand the Imperial forces agreed to continue the offensive and launched into the second phase of the invasion plan; securing on site resources and creating a buffer zone between the landing zones and hostile terrain in order to protect their lifelines with the orbiting fleets. Without the use of the Space Port (now securely in the Secessionists hands) the conflicts concentrated on network of roadways linking the outer districts and a number of Agri Plots which were not destroyed in the initial landing attempts.
Almost immediately the internal fighting of the Imperial forces became evident with an Imperial Guard regiment attempting to take possession of the Agri plots encountering a significant force of Imperial Fist space marines, intent on doing the same task. Both forces refused to withdraw resulting in the Marine forces engaging and subsequently routing the Guard units. This scenario was replayed time and again throughout the city with ‘friendly’ forces being ordered to engage each other in order for their generals to gain a stronger strategic foothold over their competing colleagues. The few Xenos and Secessionist forces still in the area were caught in this cross fire and pushed further out of the combat zones.

While a number of vital road networks appear to have been secured for the Imperial forces, along with the operating agri fields, a number of reconnaissance units have also reported that a series of unidentified buildings within the combat zone have also been taken by Inquisition forces. Access to the area surrounding the buildings is also being closely guarded with all Imperial forces being stopped and turned about, being told to use alternate routes or even, in extreme cases, being fired upon.

With a slight lull in the fighting, some co-ordination of the invasion has returned and a council of war assembled, clearly being controlled and influenced by the Astartes commanders, amongst whom it appears that the Ultramarines hold the most sway. What their next movements will be will soon be unveiled as conflict again breaks out.


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ThatWallyGuy
post Mar 13 2015, 10:03 AM
Post #8


Member
*

Group: Veteran Members
Posts: 3,270
Joined: 1-August 12
Member No.: 13,305



Oh yeah just over a week away =D


--------------------
Only The Insane Can Truly Prosper
Only Those Who Can Prosper Can Truly Judge What Is Sane
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Æon
post Mar 13 2015, 10:06 AM
Post #9


Edition Change Skeptic
*

Group: Veteran Members
Posts: 13,218
Joined: 19-November 04
From: Canberra
Member No.: 222



I'm planning to be there with newly painted nids smile.gif


--------------------

"Hail ĆON - Slayer of the Scrubs"


Full Disclosure - Yes, I really am a scrub :)


WHFB 8.5 Community FaceBook Group

40K Chapter Unapproved FaceBook Group
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
ThatWallyGuy
post Mar 13 2015, 11:47 AM
Post #10


Member
*

Group: Veteran Members
Posts: 3,270
Joined: 1-August 12
Member No.: 13,305



You joining in on the BFG as well John?


--------------------
Only The Insane Can Truly Prosper
Only Those Who Can Prosper Can Truly Judge What Is Sane
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Æon
post Mar 13 2015, 12:02 PM
Post #11


Edition Change Skeptic
*

Group: Veteran Members
Posts: 13,218
Joined: 19-November 04
From: Canberra
Member No.: 222



QUOTE(ThatWallyGuy @ Mar 13 2015, 12:47 PM) *

You joining in on the BFG as well John?


Nah, only got one day spare that w/e


--------------------

"Hail ĆON - Slayer of the Scrubs"


Full Disclosure - Yes, I really am a scrub :)


WHFB 8.5 Community FaceBook Group

40K Chapter Unapproved FaceBook Group
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Xera32
post Mar 13 2015, 12:48 PM
Post #12


Member
*

Group: Veteran Members
Posts: 267
Joined: 28-August 13
Member No.: 14,805



Christmas bugs! The eldar can get some pre revenge.


--------------------
QUOTE(jimjimjimmyjim @ May 1 2015, 03:39 PM) *
Ok I was incorrect about that one.
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Mar 23 2015, 11:31 AM
Post #13


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



Battle Report from round 2:

Considering the Secessionist forces isolated at the Space Port and little to no Xenos activity detected planet side, the Imperial forces, under the firm guidance of the Ultramarine detachment commander the Imp immediately struck against two high priority targets; the Medicae District and the Planetary Defence network. This (over)confidence was soon shattered as the deployed troops discovered why there had been so little Xenos activity in the initially secured districts; they had made planet fall elsewhere.

With Gene Seed Storage being the primary target of the Imperial forces move into the Medicae district the Ultramarines, support by two Warhound Titans, led the assault while other elements attempted to secure the surrounding Triage and Medicae treatment facilities. A number armoured Imperial Guard detachments rolled into the area and an unexpected planetary landing by the Space Wolves also appeared to bolster the offensives initial push. This push almost immediately stumbled.

In the outer lying areas the buildings were already undergoing looting and ransacking by rampaging Orks along with a high level of Tyranid infiltration in the bio storage areas. A number of Tau detachments had also slipped themselves past Imperial lines amidst the chaos and proceeded to suppress a large Imperial Guard section supporting an Inquisitor’s investigation. While a number of the facilities were secured and valuable medical packages removed, the cost was devastating and more than three quarters of the intended supplies fell to enemy hands in one form or another.

Ignoring the pleas for reinforcements and ploughing through the district, the Ultramarine spearhead burst through scattered xenos stragglers into the Gene Storage area proper; directly into the path an Eldar Corsair landing party. Fielding their own titans, the Eldar quickly assessed the escalating scene and elected to continue with their nefarious plans, the Wraith Knights and supporting troops surging forward to engage the stunned Astartes. Although the Titan princeps reacted swiftly and felled the Revenant engines, pouring so much firepower amongst them that the Eldar hollow fields couldn’t hide the towering constructs from everything.

But with all of the firepower directed against the enemy Titans, the Astartes forces left nothing for the remaining Knights which had sprinted across the field faster than the marines had anticipated. Within minutes battle was closed and the mighty, but cumbersome, Warhounds were struggling in closed combat, their powerful Turbo Lasers and Plasma Destructors no use. As the first Legio Engine fell to the ground and detonated the true purpose of the Eldar tactic became apparent, with additional forces sweeping into the area from all sides; an ambush which the marines had walked straight into. It was then that the orbiting Corsair fleet revealed themselves and began pummelling the ground targets to assist the assaulting Eldar units, further deepening the trap which had been sprung.

In less than an hour the Eldar forces engaged, surrounding and contained the Astartes, systematically executing the detachments, and while some Marines managed to disengage and withdraw, the vast majority of the strike force perished without ever entering the valuable storage vaults which they had predictably come for.

Further south on the main peninsula the second prong of the dual offensive encounter similar levels of Xenos incursions, however without the impassioned drive for a target as valuable as the Gene Seed, the assaulting forces took a far more calculated approach. Assessing the immediate area it was quickly determined that the primary Defence HQ facility was already embroiled in a ground shaking conflict between an invading Eldar corsair force and a gigantic Tyranid infestation, even as the reconnaissance units began to withdraw to make their reports significant stress fractures had been observed in the command building indicating the walls would soon fall, taking the orbital platform network with them. Latter observers deployed to confirm the outcome witnessed a single Wraith Knight holding the field amidst a ruined control bunker and utter carnage, its own wraith bone construct shattered in many places but its spirit still alert to any threats as it awaited retrieval from its orbiting fleet.

With prior warning that the Defence HQ was no longer a valid target the Imperial forces redeployed and focused on the outlying ground based defence batteries in order to try and maintain some limit air cover and prevent low atmospheric insertion. Even with a strong leadership structure, however, the power mongering generals of individual regiments gained the upper hand in a number of sectors, with numerous internal fighting reported amongst Guard regiments, rumours indicating that the Inquisitions manipulating hand may have been behind some of the ‘friendly fire’ incidents.

Had the strike remained cohesive, the outcome may have been a complete success with the seizure of all four ground batteries, giving the Imperials an effective screen against incoming orbital insertions and high altitude attack craft. With the break down in command and control, only two were successfully captured, and one of those only after it was kept offline for an extended period of time by raiding forces which allowed dozens of unchallenged landings. A third weapon battery was secured by a large Tau contingent, giving the Xenos forces their defence against incursions and also hampering Imperial landings in the same way. Coupled with the Space Port facility, which their weapon battery now defends, the rebel forces have now firmly entrenched themselves on the planet with a secure method of landing additional reinforcements.
Unable to maintain the momentum and desperately needing to reinforce certain areas, the Imperial offensive fortified their captured territory and withdrew from any contested zones, leaving the raiding alien forces to run rampant and hopefully burn their own strength out fighting each other.


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Apr 21 2015, 11:49 AM
Post #14


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



STAGE THREE: Losing Control

With the Imperial Offensive stalled and the Secessionist elements mustering in their isolated territories, rogue elements of factions have begun to splinter away, joining the raiding parties roaming across the districts, pillaging and destroying as they go. While a central fortified zone of control still exists, backed by the Imperial armies, the outer lying areas are beyond their control and only heavily armed convoys dare to venture far from friendly lines.

A change in the tides of the orbital war above Savage however may provide the advantage which the Imperials need to restart their offensive. The Xenos dominance was broken by a late but decisive attack from the Blood Angels Strike Force Angelus who are now securing the immediate space around the planet. With allies in control, additional reinforcements may be able to make planet fall to counter the ever increasing Xenos insurgents.



Welcome to the third stage of the Savage: Apocalypse event series for 2015.

This year will see a slight change in the format of the Apocalypse events, moving away from the two faction (Iterators and Cultists) setup to a more varied and broader one, incorporating the various factions within the 40K universe. The overall campaign points will go towards the players generic faction (detailed above in the opening post) with ongoing special effects and scenario alterations based upon the results of previous stages.

A faction doesn't necessarily need to be leading the Campaign Points to have an effect on the story line, for example if the Tyranids or Necrons get a significant presence this may start influencing the direction of the subsequent scenarios and story arc, meanwhile large factions like the Imperium, Chaos and Traitor may need to score higher levels to start securing their objectives which are a lot complex than simply consuming the biomass of every living thing.


Campaign:
This event will be played on the world of Savage in the Phonicas Sub-Sector of the AUS40K.com website. For players familiar with the Campaign please indicate your faction preferences if you have one, for players new to the Campaign please follow the link above if you are interested in knowing more.

Format:
Games will be played between armies of 5,000pts, these armies can be made up of multiple players, however there can only be a single Warlord and all forces within the army will need to adhere to the Alliance Matrix (meaning some forces may not be able to deploy near one another).

There will be TWO games played on the day, so please be sure that you bring an army which you are familiar with and can play with reasonable confidence and speed.

The following house rules will be in effect:
- No Master of Disaster
- No Strategic Assets except those gained through formations (see players pack for more details)
- Objective Secured units are only effective within 3" of Objectives
- 'Breaks' will occur at the end of turns two and four with the games finishing at turn six

Registration:
Registration to this event is required by 9pm Thursday before the event.
To register please contact me via PM, email, phone or in person.
Payments however need to be made to Brad at Three D6, not me.

Prizes:
Players will all receive a $20 Three D6 voucher.

Cost:
The event will be $20 per person and can be paid in advance or on the day at Three D6.

Confirmed Players:


Sponsors:
Thank you to the following sponsors who are supporting this events series:
Three D6
Blood and Skull Industry


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Jun 29 2015, 02:55 PM
Post #15


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



Battle Report from Round 3:

Even as the Imperial forces began entrenching themselves into their hard won territories reports began trickling through the chains of command of a higher than normal level of co-ordination on the part of the raiding xenos armies planet side. Rather than rampantly pillaging their way through the outer districts and brawling with each other a number of the separate alien forces appeared to have intentionally withdraw from the calamity and redirect their forces to otherwise ignored areas.

Initially content to allow the aliens to pillage under covert supervision, the Imperial command quickly grew concerned about the obvious manipulated movements of the co-ordinated forces. Eager to intercept any offensive, scouting missions were conducted in and around the areas where the massing of forces had been tracked; three primary targets were identified. A shattered Habitat district which contained a significant number of civilians, the local planetary armoury and the cities Atomantic Power Node, although no clear records of which scouting party reconned the area could be found.

Leading the call to protect the civilian population in the Habitats the Ultramarine forces rallied a considerable attack force which, backed by a number of Guard regiments under the direction of Inquisitors, surged into the district… directly into a number of ambushes laid by both Secessionist and Xenos forces awaiting them. While the Ultramarines fought valiantly and gallantly ensured a large number of citizens where safely escorted back to the safe zones, the price was high; huge numbers of Astartes and Guardsmen alike were slaughtered by Ork and Tyranid while an entire sector of district was abandoned to be fought over by the Eldar, Tau and traitor Templar forces.
While reports confirmed that nearly a quarter of the cowering populace were slaughtered by rampaging aliens or inadvertent cross fire and a huge swathe were seen being taken away by Heretical and Xenos slavers, Imperial Command also registered close to seven thousand civilians leaving the area under escort. Strangely, the count was closer to only six and a half thousand by the time the convoy reached friendly lines, rumours claiming that a number of transport vehicles were rerouted by Inquisitorial forces just before they reached the fortified zones. The Habitats themselves have become a second base of operations of sorts for a number of the Xenos invaders coupled with the Medicae facilities.

The second prong of the Imperial interception strike was aimed at the Planetary Armoury, with orders to salvage as much equipment as possible and deny anything that was left to the enemy. With a more cautionary approach many of the mistakes which the forces at the Hab District made were not repeated by the southern attack, instead scouting of the area quickly revealed a number of ambuscades and counter assaults were launched. Although some valuable ordnance was recovered and a number of the storage facilities were destroyed, it was not before many more caches were raided by Tau and Eldar led strike forces. With the bulk of the facility in ruins and most of the others standing empty or sabotaged, none of the invading forces opted to try and capitalise on the attack and secure the area.

Lastly the third target of the Imperial operation was directed towards the Atomantic Power Node facility, primarily consisting of Inquisitorial led forces and a zealot Crusade of Black Templars. Unlike the other two theatres of operation however, there was no evidence of ambushes, deception or any other enemy forces, in fact a number of Imperial force commanders claim that the only reason why the area came under attack was because the Imperial forces moved there in the first place. Given the advantage of taking the ground and securing defensive positions the two Inquisitorial forces quickly set about cleansing the area and soundly eliminating incoming forces including a large Ork Stompa convoy who stumbled into the conflict and an element of the rogue Templar chapter. With the area largely secured some leaked pic feeds show a number of high level Inquisitorial retinue entering the Node control centres and shortly after wide spread power outages and surges began tearing across the city; those with access to more acute sensory equipment also detected a far more concentrated focus of power as something deep beneath the city began to awaken from its slumber.

However the third member of the intervention force, the Black Templars, met significantly more resistance in the area which they were assigned (by a shadowy Inquisitor). Like the beginning of an avalanche, the Tyranid incursion which flowed into the area was unstoppable; small xenos infestations led to larger creatures soon to be followed by reports of Bio Titan contact. All requests for orbital support was met with distorted vox static and scouting units sent to notify the neighbouring Inqisition forces were never seen again. Unable to stem the tide of Xenos and no longer in control of the Node centre, the Templar Brethren made the only decision which occurred to them; destroy everything.

Directing their allied Warhound to open fire on the Atomantic Node itself the Titan unleashed a fusillade of firepower each capable of levelling city blocks, more than enough to rupture the intricate containment bands of the primary Node causing a monumental feedback explosion for several kilometres. Every distribution pylon turned into a super heated conductor as the network attempted to vent the tidal wave of electrical energy, vaporising flesh and flaying the machine spirit of anything within a hundred meters of each pylon. Unable to drive their smouldering tanks, the surviving Templars contentedly marched back to their Crusades mustering zone to report the mass of Xenos kills.

Behind them in the wake of the explosion, the energy surges had ceased as had the underground activity, but the remaining control nodes were firmly fortified by Imperial forces, though flagged as Quarantine Restricted access; by order of an Inquisitorial Decree.


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post
Dono1979
post Jun 29 2015, 03:08 PM
Post #16


Resin Whisperer
*

Group: Veteran Members
Posts: 7,659
Joined: 13-June 08
From: Canberra
Member No.: 5,612



STAGE FOUR: Savage Lessons

The devastating defeats of the failed counter offensive by the Imperials has destroyed morale and weakened unity. Rumors of betrayal and secret agendas by Inquisitorial forces are rife throughout the camps, sowing distrust and paranoia. The Imperial commanders demands for explanations from their 'allies' appear to go unanswered creating even more dissension.

Although the Imperial forces are in disarray, their lines still hold strong for the territory which they control; outside of that though the Xenos and raiding parties are gaining more and more ground. In fighting is minimal and some even say that there is a coordinating force behind them, a prospect even more sinister than the rumors of what is happening to the civilians outside of the protected zones.



Welcome to the fourth stage of the Savage: Apocalypse event series for 2015.

This year will see a slight change in the format of the Apocalypse events, moving away from the two faction (Iterators and Cultists) setup to a more varied and broader one, incorporating the various factions within the 40K universe. The overall campaign points will go towards the players generic faction (detailed above in the opening post) with ongoing special effects and scenario alterations based upon the results of previous stages.

A faction doesn't necessarily need to be leading the Campaign Points to have an effect on the story line, for example if the Tyranids or Necrons get a significant presence this may start influencing the direction of the subsequent scenarios and story arc, meanwhile large factions like the Imperium, Chaos and Traitor may need to score higher levels to start securing their objectives which are a lot complex than simply consuming the biomass of every living thing.


Campaign:
This event will be played on the world of Savage in the Phonicas Sub-Sector of the AUS40K.com website. For players familiar with the Campaign please indicate your faction preferences if you have one, for players new to the Campaign please follow the link above if you are interested in knowing more.

Format:
Games will be played between armies of 5,000pts, these armies can be made up of multiple players, however there can only be a single Warlord and all forces within the army will need to adhere to the Alliance Matrix (meaning some forces may not be able to deploy near one another).

There will be TWO games played on the day, so please be sure that you bring an army which you are familiar with and can play with reasonable confidence and speed.

The following house rules will be in effect:
- No Master of Disaster
- No Strategic Assets except those gained through formations (see players pack for more details)
- Objective Secured units are only effective within 3" of Objectives
- 'Breaks' will occur at the end of turns two and four with the games finishing at turn six

Registration:
Registration to this event is required by 9pm Thursday before the event.
To register please contact me via PM, email, phone or in person.
Payments however need to be made to Brad at Three D6, not me.

Prizes:
Players will all receive a $20 Three D6 voucher.

Cost:
The event will be $20 per person and can be paid in advance or on the day at Three D6.

Confirmed Players:


Sponsors:
Thank you to the following sponsors who are supporting this events series:
Three D6
Blood and Skull Industry

This post has been edited by Dono1979: Jun 29 2015, 03:11 PM


--------------------
User is offlineProfile CardPM
Go to the top of the page
+Quote Post

Reply to this topicStart new topic
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 17th November 2019 - 10:38 AM