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> 40K Kildrech Campaign Thread, Campaign map and turns.
Dono1979
post Jan 22 2012, 06:38 PM
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Kildrech Campaign

The Campaign will be made up of two factions competing against each other for possession of 15 locations, each location granting some form of benefit for the final game at the end of the Campaign. Each turn the factions will declare two locations which they are attacking, if the location is currently unowned and the opposing faction does not attack the same location, it is automatically conquered. If, however, it is already owned or the opposing faction also attack the same location, a battle will ensure for ownership.

As soon as a Campaign turn results in one or more battles the Campaign turns halt until all battles are resolved. It will be up to the players within the factions to determine who will be fighting which battles, although the same pair can fight multiple or even all the battles if that is more convenient. No player is locked into a particular army or codex and can change from one army to the next for each battle they fight.

The initial rounds of the Campaign will start with small scale battles of 750pts and slowly work their way up to higher points. Although not mandatory it is encourage that battles taking place for Urban location should play with the City Fight rules to add some variety.

An agreed upon date for the final battle will be decided upon by all the players. Once the last Campaign turn has been completed before the Final Battle, the locations will be tallied and the factions will be able to plan how to form their final armies for the end of the campaign. The Final Battle will be a 10,000 point per faction Apocalypse game.


Locations:

Manufactorum:- Warhost of Farseer Wixrad

Space Port:- Champions of Chom

Vox and Auspex Array:- Warhost of Farseer Wixrad

Imperial Reliquary:- Warhost of Farseer Wixrad

PDF Regional HQ:- Kildrech Crusade

Last Hold Supply Cache (SF):- Warhost of Farseer Wixrad

Ore Storage Facility (SF):- Kildrech Crusade

Manufactorum Supply (SF):- Champions of Chom

Imported Goods Storage (SF):- Warhost of Farseer Wixrad

PDF Storage (SF):- Josh's Jacks

Alpha Reserve (MD):- Josh's Jacks

Beta Reserve (MD):- Josh's Jacks

West Gate Depot (MD):- Champions of Chom

East Gate Depot (MD):- Champions of Chom

Manufactorum Armoury (MD):- Kildrech Crusade

This post has been edited by Dono1979: Mar 29 2012, 07:32 AM


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Dono1979
post Jan 22 2012, 06:41 PM
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Manufactorum (City Fight)
One of the great Manufactorum's based on Kildrech, its production line has slowed considerably but with increased lines of supply the production rate could easily be lifted again. Although robust, the complex is completely reliant upon raw materials from the scattered Storage Facilities as its own stockpiles have long since been exhausted.
The output of the controlling factions Storage Facilities are doubled if they possess the Manufactorum.

Space Port (City Fight)
Being the central hub of the region, the Space Port is a vital installation to control, allowing troops to move into the warzone with a lot more ease.
The controlling faction may choose a single bonus Strategic Asset from the following; Strategic Redeployment, Surgical Raids, Replacements, Flank March, Recon

Vox and Auspex Array(City Fight)
This huge complex of Long Range Vox Caster towers and Auspex Arrays are the regions central communications hub including planetary to orbital operations. Whilst the majority of the network is damaged or inaccessible, the remaining elements which are operational would be invaluable to any military force in the area, defending or invading.
The controlling faction may choose a single bonus Strategic Asset from the following; Blind Barrage, Jammers, Orbital Bombardment, Precision Strike, Scheduled Bombardment

Imperial Reliquary (City Fight)
The Imperial Reliquary was founded on Kildrech Prime in an attempt to strengthen the moral and loyalty of the Imperial citizens of this frontline system. Housing hundreds of artefacts from as many wars, saints, foundings and explorations, there are many items which are in fact powerful Xenos devices or even chaos tainted relics. Whether the item itself is authentic may not mean much if the troops rally behind it.
Each player in the controlling faction may select an additional bonus Strategic Asset from the racial specific Assets list.

PDF Regional HQ (City Fight)
Being a world within a highly contested system Kildrech Prime’s Planetary Defence Force, compared to most, is a well armed, highly trained and organised body. This is largely due to the well funded and equipped Head Quarters facilities which the PDF Command works out of. Databank upon databank contain maps of the region, known ambush locations, movement routes, kill zones and weather patterns, all invaluable information in the hands of a military commander.
The controlling faction may choose a single bonus strategic asset from the following; Careful Planning, Vital Objective, Hold at all Costs, Supreme Headquarters, Ambush

Storage Facility (x5)
Although not as rich as other mineral heavy worlds, the region is dotted with a number of high yield mining operations to supply the local industry with raw materials. Along with imported materials from outlying worlds these valuable resources are stored throughout the region to fuel the ever hungry Manufactorum.
Each Storage Facility will provide the controlling faction with an additional 100pts to spend on their forces.

Military Depot (x5)
Scattered throughout the region are a number of Military supply depots used by the local PDF to ensure adequate equipment where ever they may require it. Although largely depleted there is still useful hardware stored in a number of such installations in the current theatre of conflict.
For each Military Depot a faction controls they are able to pick an additional bonus Strategic Asset from the Battlefield or Front Line Assets list.

This post has been edited by Dono1979: Mar 13 2012, 04:39 PM


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Yaleling
post Feb 7 2012, 10:06 AM
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Wow, I can see how much work you've put into this campaign. Good luck with it, it sounds great.


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Dono1979
post Feb 7 2012, 08:03 PM
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QUOTE(Yaleling @ Feb 7 2012, 11:06 AM) *

Wow, I can see how much work you've put into this campaign. Good luck with it, it sounds great.


Thanks mate, yeah it looks fun. Hopefully kicking it off this Saturday!

-Dono


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Dono1979
post Feb 13 2012, 07:32 AM
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Turn 1 Campaign Moves:

Well it didnt take long for the conflict to start, in fact the first turn produced a contested move with both teams selecting to attack the Manufactorum. The second selections for each team was, thankfully, clear with Champions of Chom & the Kildrech Crusade successfully securing the Manufactorum Storage and Josh's Jacks and the Warhost taking over the Vox & Auspec Array.


Turn 1 Battles (750pts):

The Manufactorum was obviously an important site for both forces as this location came under conflict straight off the bat with a Orc horde charging in on foot and a Tyrants legion force attempting to cut them down.

Kildrech Crusade - Tyrants Legion
Centurion w/ Power Weapon
Corpse Taker w/ 5 Servitors & Razorback
5 man Retaliator Squad w/ 2 x Power Weapons & Razorback
20 man Auxilia Legion w/ 2 x Grenade Launchers
10 man Armsman Cadre w/ Autocannon & Heavy Stubber
10 man Armsman Cadre w/ Autocannon & Heavy Stubber
5 man Iron Hunters squad w/ Power Weapon & Meltagun

Warhost of Farseer Wixrad - Orcs
Big Mek w/ Forcefield
30 man Shoota Boyz w/ 2 x Rokets (?)
30 man Chopper Boyz w/ 2 x Rokets (?)
10 man Loota squad
1 Defcopta

Annihlation - Dawn of War deployment - Kildrech to play first.

Deployment was relatively quick (apart from 60 orks taking the table!) with the Tyrants Legion forces putting a 20 man blob reinforced with the Centurion across the centre of the table in the open and an Armsman Cadre on the right flank as far forward in cover to force the Orks to deploy back a bit. The orks didnt mind and just appeared as a 60 man blob in the middle of the board led by the big mek.

First turn the Tyrants Legion's bikes turbo boosted onto the board on the other flank trying to get around the back of the orks. The second Cadre came onto the same side of the board as the first cadre to give some fire support when their brethren come under attack. The two Razorbacks came on with their passangers just left of mid board. Some pot shots were taken but night fighting hindered any hits.

The orks brought the lootas on directly behind the main blob along with a defcopta on the left flank to slow the bikes. The main blob advanced forward, keeping within 6" of each other. No shots were taken, running instead.

0-0

Second turn the Retaliator squad got out, aiming to reinforce the Centurion and his blob, whilst the second Cadre got into position behind a sand bag wall. The turn was a little better for the Tyrants shooting, the bikes moved forward again and took the Defcopta down with the melta. The Armsman Cadres opened fire to little effect, taking down the odd ork, whilst the razorbacks took some more down as well as a couple of Lootas.

The Orks responded by advancing closer and the Lootas fired on the bikes, taking one down. Unfortunately for the legion though the Orks declared a Waaagh! and surged forward with both blobs, one (the shootas) into the Centurion and his men with the Choopas hitting the forward located Cadre. As to be expected the first Cadre collapsed utterly, taking only a couple of greenskins with them. The Centurion's unit however held fared a little better... initially. Taking a lot of wounds, they did manage to give some in return, but lost combat, opting to fallback they were caught and destroyed utterly.

3-1 Wixrads way

Third Turn saw the Tyrants Legion's forces step up a level, the bikes sped towards the Lootas whilst the Corpse Takers Razorback moved towards the Orks to reinforce the disembarked Retaliators. Shooting commenced with the Bikes opening fire on the Lootas, killing enough to make them test, which they failed and they subsequently ran off the board. The luck dried up there, all remaining forces then centred fire on the Shoota boyz and the big mek, only taking down two or three bodies. Leaving the Retaliator squad quite a large target to tackle. They inflicted some greivious wounds and didnt take many in return but the Orks were fearless so stayed.

In response the Orks moved their only free squad toward the remaining Cadre, assaulting them through cover and wiping them out without much hassle, consolidating towards their comrades. Meanwhile the Big Meks sqaud struggled to finish the Relatiators leaving one remaining and tying the combatants up.

4-2 Wixrads way

Fourth Turn, the Corpse Takers unit disembarked and moved towards the lone Retaliator in combat, whilst the Razorbacks repositioned slightly to get better lines of fire on the Choopa squad. The bikes moved forward to offer support the following turn. In shooting the Razorbacks opened fire on the Choopas and inflicted some serious damage. The Corpse Taker squad assaulted and just made into into combat to help the lone retaliator, inflicting some good damage, though the lone Retaliator fell.

The Choppa orks tried to come to the support of their comrades but simply couldnt get within charge range, instead firing two rokets at the razorback, both missing. In combat however the Big Meks squad managed to inflict a single wound, with the Corpse Taker doing nothing, winning combat, the Corpse Taker unit fell back and escaped the orks.

5-2 Wixrads way

Fifth Turn (a little hazy) saw the destruction of the Choppa boyz and the near destruction of the big meks squad (four models remaining), though the Corpse Takers squad got run down and wipred, leaving three bikers and the two razorbacks. The Big Mek squad out in the open and the game possibly ending.....

Which it did!

6-3 Wixrads way

All in all it was a very fun game and if it had of gone to a sixth round, pretty confident that the Tyrants Legion would have finished the Orks off with firepower from the Razorbacks and then an assault from the bikes. But it was not fated to be so. Thus the Orks are now looting the Manufactorum.


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Dono1979
post Feb 13 2012, 07:50 AM
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Turn 2 Campaign moves:

Hoping for a respite, and some easy territory taking, Kildrech and the Champions did not contest the lose of the Manufactorum, but it looks like both forces had the same idea in mind again. This time the target was the Imperial Reliquary. The other targets went uncontested with the Champions and Kildrech taking the PDF HQ, whilst Josh's Jacks and the Warhost moved in on the PDF Storage.

Turn 2 Battles (750pts):

The Imperial Reliquary attracted both forces early into the Campaign with scout forces entering the facility to prepare the take over. Again the Tyrants Legion had forces deployed, this time against a chaos force.

Kildrech Crusade - Tyrants Legion
Arch-Centurion
Corpse Taker w/ 4 servitors, a Power Weapon & Razorback
5 man Marauder sqaud w/ 3 Power Weapons & 2 Brutes
10 man Legion cohort w/ 3 Power Weapons
20 man Legion Auxilia w/ 2 Flamers
10 man Armsman Cadre w/ autocaanon & Heavy Stubber
3 unit Multimelta Sentry Gun Battery

Warhost of Farseer Wixrad - Chaos
Demon Prince
5 man Plague Marine w/ Flamer & Rhino
5 man Plague Marine w/ Flamer & Rhino
Dreadnought
3 Terminators

Annihlation - Spear Head - Warhost to play first.

Deployment saw the chaos forces setting up first, all troops in transports as far forward as possible and the Dreanought leadin gthe charge whilst the Deamon Prince sat back a little, the Terminators held back in reserve. In response the Tyrants forces bunkered up in a building with the Auxilia forming a screen shield across them. The Sentry guns were deployed amidst the lines to add some anti armour fire support and the Marauders infiltrated forward to try and ambush any Chaos advance.

First Turn the Chaos dreadnought cracked it and decided not to move anywhere, blocking one of the rhino's in whilst the other one moved forward flat out closely followed by the Prince. The Tyrants forces only moved the Corpse Taker in the Razorback to prepare for a counter assault before opening fire on the advancing enemy.... doing nothing.

0-0

Second Turn the Chaos forces advanced further, the dreadnought stomping up one flank, the rhinos moving in closer and disembarking their marines, the deamon prince swinging to the other flank near the Tyrant Razorback and the Terminators landing a very risky deep strike behind the Razorback and between the edge of the board and the Auxilia.

Shooting saw the Razorback explode, taking out half a dozen of the close by Auxilia and, in a twist, one of the chaos Terminators. Havok launchers reined some more casualties onto the Axulia and the disembarked Corpse Taker but they held strong and shrugged off most of the wounds.

In response the Legions shooting took down the remaining terminators and... nothing else. The Legion Cohort starts moving towards the auxilia to support them from the oncoming plague marines.

1-1

Third Turn... the end is nigh. The Chaos forces unleash hell, the first Plague Marine unit slams into the Marauders, who hold and inflict wounds would in return, the second Marine unit positions itself for an assault onto the Auxlia whilst the Deamon Prince gets ready to assault the Corpse Take... but falls short by less than half an inch.

More incoming fire from the Havoks start whittling the troops down even further. In the Tyrants turn all shooting failed whilst the Marauders failed to land a wound and broke from combat only to be run down. The Sentry guns looked as though they were programmed by a three year old.....

2-1

Fourth Turn open with a massive shooting onslaught frmo the chaos forces, devastating the Auxilia and forcing a morale test on both the Auxilia and the Corpse Taker squad which was being led by the Arch-Centurion. Both squads fail their test and roll high enough to run off the board, leaving nothing for the Chaos troops to assault except the Sentry Guns the following turn.

Return fire from the Tyrants remaining forces again produces not a single wound.

5-1

Considering the chaos force was made up of six Kill Points and they were about to take anouther 3 kills via the lone sentry guns, all they had to do was speed a Rhino to the far side of the board to preven the Tyrants from even being able to draw. Thus the game was conceded.

Plague Marines versus Strength 3 = ownage.

The Imperial Reliquary falls to Chaos hands.....


This post has been edited by Dono1979: Mar 6 2012, 01:05 PM


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Dono1979
post Mar 2 2012, 07:46 AM
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Turn 3 Campaign moves:

With two consecutive loses the allied force of the Champions of Chom and the Kildrech Crusade were on a definite back foot and keen to try and build up some territory. Meanwhile the Warhost and the Jacks were feeling pretty confident in their opening moves of the Campaign.

Luckily the third turn produced no conflicts with uncontested territories being seized by both sides, the Champions and the Crusaders took the Space Port and the East Gate Depot whilst the Warhost and the Jacks moved in to take posession of the Alpha and Beta Reserves.

This post has been edited by Dono1979: Mar 6 2012, 01:38 PM


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Dono1979
post Mar 6 2012, 01:38 PM
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Turn 4 Campaign moves:

The uneasy stand off was not to last, however, as turn four saw the Warhost and Josh's Jacks launch an invasion of an already held territory, the PDF HQ's, whilst also taking the uncontested territory at the Last Hold Cache.

Unwilling to attack directly just yet, the Champions and Crusaders seized the Ore Storage Facility and the Manufactorum Armoury without contest.

Handing over the battle reins to the Champions of Chom, the forces of Kildrech Crusade step down to recover. This battle was decided to be a random generation game, basically we had a few hours left in the day and rather than come up with new list or play with old ones, we randomly googled 750 pt marine lists and rolled a D6 to work out which one we would play.

Turn 4 Battles (750pts):

Once thought to be secure the Warhost of Farseer Wixrad have launched an invasion against the PDF HQ's through a Marine scouting force, up against the Champions of Chom's Marine garrison.

Champions of Chom - Space Marines
Librarian
10 man Tac Squad w/ Missile Launcher
10 man Tac Squad w/ Missile Launcher
5 man Dev Squad w/ 4 x Missile Launchers
5 man Dev Squad w/ 4 x Missile Launchers

Warhost of Farseer Wixrad - Space Marines
Master of the Forge w/ 4 x Servitors (HB & Plasma Cannon)
10 man Tac Squad w/ Lascannon & Razorback
10 man Tac Squad w/ Missile Launcher & Razorback
5 man Dev Squad w/ 2 HB

Annihlation - Spearhead - Champions of play first

Deployment was simple, the Champions massed in one corner with as many firing lanes as possible, holding two combat squads with the Librarian in reserve. Wixrad did the same but only held one combat squad and a Razorback in reserve.

First Turn was a shooting fest with missiles flying back and forth between both sides, the Champions of Chom did not bother moving at all and Wixrad slowly moved his Razorback with Techmarine forward. A few casualties on both sides.

0-0

Second Turn was similar to the first, more missiles, more wounds on both sides, although the Razorback with the techmarine did go boom! The Techmarine continued forward on foot towards the Champions lines intent on smaching skulls.

1-0

Third Turn saw the Librarian and his sqaud enter the board, taking cover in some craters but moving to intercept the Techmarine. Fire from the dev squads whittled some more wounds out of Wixrads forces but nothing significant. In return Wixrad managed to bring on his second Razorback on the opposite flank and attempted to charge it up towards one of the annoying Dev Squads, trying to to divert some fire.

1-0

Fourth Turn the Champions poured fire onto the oncoming Razorback and managed to cripple it with an immobilised and weapon destroyed, however had to leave the rest of Wixrads forces largely untouched. The Librarian moved across towards the Techmarine.

Getting out of their immobilised bunker the combat squad rushed forward to engage the Dev squads and the Techmarine turned to face the Librarian. Some fire support managed to take one or two more wounds from the forces of Chom.

1-0

Fifth Turn opened with missiles flying into both the oncoming Combat Squad on one flank and shots flying into the remaining forces of the Techmarine, multiple wounds being taken. Wixrads last chance was to soften the targets up before charging, the shooting stage failed and he was forced to assault the squads largely untouched. The combat sqaud attacking the Devs, bounced hard and got wiped, whilst the Techmarine was struck down by the Librarians force weapon.

Unable to do much else but exchange fire, which the champions now had dominance, the force of Wixrad conceded the game, leaving the PDF HQ in the hands of the Champions and the Crusaders.

This post has been edited by Dono1979: Mar 6 2012, 01:39 PM


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Dono1979
post Mar 6 2012, 01:43 PM
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Turn 5 Campaign moves:

With only two uncontested territories remaining there was no chance that this turn was going to go by without conflict. This was reinforced by the decision from Wixrad to invade the Space Port and attempt to seize the unclaimed area of Imported Goods Storage.

The Champions of Chom meanwhile laid claim to the West Gate Depot and also attempted to take the Imported Goods Storage, leaving two conflicts to be resolved this turn. From this point forward the players will only make a single invasion choice and conflicts will be fought at 1250 pts.

Hopefully this turn will see the first appearance of Josh's Jacks and his forces against the Kildrech Crusade, whilst the Warhost will seek vengeance against the Champions of Chom.

Turn 5 Battles
Space Port (2000pts)

Ever the aggressor, the combined forces of Wixrad and Josh once again launched an attack against the righteous Chom and Kildrech alliance, attempting to sieze control of the Space Port. Josh's Jacks finally arrived to the Campaign through a fiery Drop Pod Assault versus the entrenched forces of the Kildrech Crusade.

Kildrech Crusade - Black Templar
Castellan w/ Command Squad in Razorback
Emperors Champion w/ Crusader Squad in Rhino
Techmarine w/ Crusader Squad in Rhino
Sword Brehtren with MultiMelta and Melta gun Infiltrate
Durandal Dreadnought in Drop Pod
Crusader Squad (5man) w/ Missile Launcher
Crusader Squad (5man) w/ Missile Launcher
3 x Typhoons
2 x Predator Destructors w/ Lascannon Sponsons
Vindicator with PotMS

Josh's Jacks - Space Wolves
15 man sqaud in Landraider Crusader
10 man squad in Drop Pod
10 man squad in Drop Pod
Dreadnought in Drop Pod
2 x Empty Drop Pods
2 x 5 man Squads w/ 4 x Missile Launchers.
8 man Bike squad
10 man Scout Squad

Capture and Control - Spearhead - Kildrech to go first

Deployment
With the impending arrival of massed drop pods the forces of Kildrech bunkered up in the corner spread out behind walls and amidst buildings. The Dreadnought in Drop Pod, vindicator and Razorback with command squad were all held in reserve.

Likewise Josh's forces largely remained in reserve except the two five man missile squads. The Kildrech Sword Brethren then infiltrated into a neighbouring corner into some ruins to try and discourage the landraider from taking that path when it arrived from reserve.

Both objectives were deep within the players corners and surrounded by their own forces.

First Turn
There was very little movement from Kildrech forces, just enough to try and make a drop pod landing in the middle of the area difficult. Most of the time was spent in shooting the missiles form the typhoons and sqauds along with the predators weapons. A number of casualties were inflicted upon the Wolves but nothing too significant.

In response the Wolf landing began with two Drop Pods containing the troops and HQ landing directly in front of the Templar lines holed up behind a wall. The third drop pod containing the Dreadnought made a high risk landing right into the middle of the templar lines but exceptionally close to the table edge... nothing but a hit!

The disembarking Wolves made a massed rapid fire attack against the two five man squads inflicting a couple of wounds, but the templar held. The Missile Launcher wolves meanwhile hammered the Infiltrated Sword Brethren forcing them to go to ground but still inflicting wounds, they also held. The dreadnought, positioned directly behind one of the Templar predators unleashed melta fury and destroyed the annoying tank.

Although close the Wolf forces were not close enough to contest the objective just yet.

1-1

Second Turn
With some fortunate rolling both the Templar Dreadnought and the Vindicator arrived from reserves, with the Dreadnought landing directly behind the Wolf Dreadnough in a similarly risky landing and the Vindicator coming in behind cover but with a direct LoS to the recently arrived Wolf infantry.

Movement was minimal with a number of repositioning nudges for the Typhoons and the remaining predator and the two transports rushing forward, one towards the dreadnought, the other towards the infantry.

Shooting resulted in some serious casualties for the Wolves, the Vindicator landing a direct hit on the drops and wiping eight of them off the board, however managed to avoid inflicting any damage on the Drop Pods themselves. Addtional fire power was pumped into the Wolf Command squad in an attempt to kill the HQ's off before they got a chance to engage, but although further casualties were inflicted they remained.

the dreadnought met his counterpart and utterly destroyed him.

In response the Wolves did not bring in any reserves but instead battled on with what they had. The infantry launching assaults at the defending Templar fire team, wiping them out without any trouble. The Missile Teams reigned some threats down but nothing which resulted in any considerable damage.

the major achievement was that the Wolves were now contesting the Templar objective.

1-0

Third Turn
Just to rub salt into the wounds, the Templar Command squad came in from reserves and positioned themselves to counter assault the encroaching Wolf infantry. However in the end it was not needed as the ensuing fire whittled the units to nothing. The EC and his squad had assumed this outcome and have backtracked to get into a better position to start attacking the Wolves own objective whilst the Techmarines squad had remained to lend their firepower to the cleansing attack.

Reeling from the rebuffed assault the Wolves only managed to bring in their two remaining empty drop pods, again successfull landings, with one managing to land close enough to continute contesting the obejctive, the Scouts also managed to arrive and outflanked behind the Templar lines. The Missile teams attempting to harrey the edge of the templar forces with limited success.

The scouts meanwhile hit the Rhino with a lucky Melta shot and immobilised the transport, sending them to a grinding halt.
1-0

Fourth Turn
Consolidating from the successfull defence of the base the Templars concentrated on cleansing the area of Wolf Drop Pods and release the objective from contestation, the Techmarines squad remaining to ensure it was secure. The EC's squad immobilised by the scouts, attempted to repair their Rhino and succeeded so continued moving flat out to try and get to a position to start moving at the Wolf objective.

Likewise the Templar armour began repositioning to get firing lanes on the reamaing Wolves, wiping both missile squads out.

Finally some significant reserves arrived for the Wolves with the bikes and the land raider arriving. The Land raider came on in a conservative rear location in order to deliver its troops to their own objective to reclaim it, whilst the bikes made a made dash towards the templar line to try and keep pressure on and maybe even contest once the Drop Pods were all destroyed.

Meanwhile the surviving scouts chased after the fleeing rhino and this time managed to destroy it and inflict a number of wounds on the embarked Crusaders, unfortunately that then prevented the scouts from assaulting the passangers as they were outside of assault range.

0-0

Fifth Turn
Over confident in their ability to clear the remaining Drop Pods from the area the Templars split their fire amongst the surviving Pods, managing to destroy most of them... except for the one which was contesting their objective. Conscious of the incoming bikes as well, the Templars focused the majority of their fire power on them in addition to preparing the EC's sqaud to assault them, which in the end was not needed as they fell from fire power alone.

The Command Squad continuted its trek towards the Wolf objective but it was obvious they would not make it in the time remianing, whilst the Predator and a Typhoon finished off the remaining scouts.

Although taking heavy losses on all sides, the Wolves found themselves in a position of a possible win. their remaining Drop Pod was contesting the Templar objective and the disembarking troops had just swarmed over their own objective, without enough presence so as to prevent anything from getting within 3". Added to that they were fearless they were a worthy objective holder indeed.

Fate however continued to slap Josh in the face and the game continued another round.

1-0

Sixth Turn
With only two targets remaining the Templar forces concentrated enough initial firepower on the remaining Drop Pod to ensure a draw, then once that target fell, moved all firepower onto the Wolves infantry on their objective in the singluar hope that they could inflict enough casualties to wipe the unit out.

It did not happen and the game ended in a draw.

This post has been edited by Dono1979: Mar 29 2012, 08:55 AM


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Dono1979
post Mar 29 2012, 08:58 AM
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Turn 5 Battles:
Imported Good Storage


Unfortunately I was not present for this battle and so I cannot make a detailed report. However I was told that it was a hard fought match with the forces of Wixrad on the back foot most of the game due to some abismal luck, but in the end stole the victory with a fast moving skimmer on the last round.


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Lo-Fi Version Time is now: 16th November 2019 - 03:30 AM