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lobo60
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Join date : 2013-06-16
Location : Houston, TX

PostSubject: Summer Campaign   Sat 22 Jun - 10:24

Summer 2013 Warhammer 40K Map Campaign:

Welcome to the Summer 2013 Warhammer 40K map campaign! We will be using the Mighty Empires and Planetary Empires map for this campaign. The length of this campaign will be determined on which army gains 10 campaign points first. The army that gains 10 campaign points wins the campaign for him and his faction.

Background

As the Chaos insurrection on Kati-Minos begins, Imperial Forces are deployed to crush the traitors and begin the long siege. Unknown to the Imperials, the damage is already done and the rip in the barrier between the warp and the material plane has been torn asunder and daemons are free to move between the warp and real space without hindrance. The Emperor’s tarot has foretold of this event, and now it is up to the valiant coalition of Space Marines, Imperial Guard, and Inquisitorial forces to prevent this damage from becoming worse, for every second that the rip remains open more corruption spills into the material world. Can the Imperials mend the rift or will it continue to spill over into the real universe threatening all of humanity?

To make matters worse, the ancient Necrons have implanted mind scarabs into the most prominent warlords on planet and they plan to use them as pawns in the rebuilding of the dynasty. Can they Necron lords summon the strength to dominate the sector?

The Dark Eldar and their light kin are pulled to the smell of battle and easy slaves, can the Dark Eldar satisfy their insatiable lust for slaves?

Orks flying through space have landed on the planet. Can this small band of orks last long enough to grow into the next major Waaggh in this system?

And a lone hive mind tendril has touched the planet as well, will the Tyranids remain on planet long enough to signal to the Hive Mind that there is a bio rich world to conquer?

(this is a long intro I know lol but it makes the scene.)
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lobo60
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PostSubject: Re: Summer Campaign   Sat 22 Jun - 10:43

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Chaos: Red
Dark Eldar: Black
Imperials (space marines, Grey Knights, Guard) Green
Necron: Blue

Turn one:
My army advanced south of the mountain pass while the imperials in my sector march straight ahead as expected. They over moved their armies (one being a blood angels assault army able too move faster than his counter part). One chaos space marine force marched north on the map to set himself up in a position to attack the Blood angels from the north while his ally Abaddon pushed forward to meet the imperials head on.
I've Decided to strike at the imperials from behind with my force being a fast army I am now able to assault the slower of the space marines while his ally is cut off by chaos troops. It was a risky move too leave my base unprotected but if it goes as planned I should be able to destroy one force while the chaos space marines kill the other.
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the_dukes_scion
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Join date : 2013-05-19
Location : Lurking in the webway

PostSubject: Re: Summer Campaign   Mon 24 Jun - 3:02

I have always wanted to play a campaign like this. Been eyeing off the planetary empires kit for a while, just don't have enough mates to make it work. Look forward to seeing how this plays out.

_________________
"Even the broken, break" - Haemonculus Mykalei Stanne, Coven of Dark Tranquility
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Nightwolf
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PostSubject: Re: Summer Campaign   Mon 24 Jun - 5:22

I agree. This looks like a lot of fun. I will be keeping an eye on this to see how it goes. It might be cool to see some battle reports to go along with it as well.
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lobo60
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PostSubject: Re: Summer Campaign   Mon 24 Jun - 8:31



This is a map our admin did for Turn 2. We jumped right into it because Turn one was not that eventful.

In My movement I only used 1 action point for movement thus being allowed to launch a 2500 point battle.

Background: The weather for this turn was perfect for the Dark Eldar for it was called "a darkened sunrise" which meant night fight every turn. My 2500 list met the Carcharodons in an open battle while his 1850 list fought abaddons mechanized death army.

Army list:
Carcharodons:
HQ: Tyberous "The Red wake", LC, Chainfist
Captain: Artificer armor, hellfire

Elites:
SternGuard: Drop pod, Combi weapons (plas, Melt, Flame), Heavy bolter
Terminator Assault Squad: Lightening Claws (LC)
Dreadnought: Standard
Troops:
3 Tac squads: 2with drop pods, 1 on foot.
Heavy Support:
Predator: Las Cannon sponsons, auto Cannon turret
Storm raven: Twin linked assault cannon, twin heavybolter, 4xstrike missles
Land Raider Achillies: Thunder fire cannon, Ferromantic invuln (ignores melta and lance effects), Twin Linked multi melta

Dark Eldar: 1850 list.
HQ:
Archon (Combat Master): The warlord gains the ability to re-roll to Hit and to Wound: Husk Blade, shadow field, Soul Trap, haywire grenades 140pts (with the Wytch Squad)

Troops:
Kabalite warrior squad (10): 1 Blaster, Dark Lance, Syrabite, Venom Blade, Raider, Night Shields, Splinter Racks 235pts.
Kabalite Warrior Squad (20): Syrabite, Venom Blade, Blaster, 2x Splinter Cannon 230pts.
Wych Squad: Hekatrix, Agoniser, Hydra Gauntlets, 5 haywire grenades, Raider, Night Shields 188pts

Elites:
Kabalite Trueborn: (5) 2x splinter cannons, 3x shard carbines, venom, Splinter cannon, Night Shields (10pts) 170pts

Fast Attack:
Scourges: Solarite, 1x Haywire Blasters, 1 heat Lance 142pts.
Reaver Jet bikes: arena Champion, Heat Lance, power weapon, Cluster caltrops 145pts

Heavy Support:
Ravager: night shields, (3 Disintegrator cannons free) 115pts
Razorwing Jet Fighter: Flicker Field 155pts.
DE point total: 1,510 (Drop Reavers, switch up kabalite true born to 2x Squad of 3 w/2x dark lances. And 2x venoms with 2x splinter cannons or Make 2x Squads of 4x Blaster born in venoms)

Eldar Allies

HQ:
Farseer :mantle of laughing god, singing spear, runes of Warding(155pts)

Troops:
Dire Avengers 10: dire sword & pistol, disarming strike, battle fortune (175pts)
1850pts

2500 list

HQ:
Spirit Seer: 70pts

Troops:
Wraithguard: 160pts
Dedicated Transport:
Wave Serpent: with twin linked Bright Lance (5pts) 120pts

Heavy Support:
Wraith Knight: Sun Cannon and scatter shield, Scatter laser 300pts
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lobo60
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PostSubject: Re: Summer Campaign   Mon 24 Jun - 9:46

Turn 1: I gave him first turn in order to counter his deployment and have my razor wing hopefully come in after his storm raven. His forces moved up to capture the 4 objectives (Big guns Never Tire/Vanguard Deployment) he had no range nor did he have visibility of most of my vehicles and or infantry (night fight every turn is nice) so he moved to consolidate and took a pop shot at my wraith Knight with his Predators lacannon who wiffed horribly. drop pods Scattered out of decent range so he ran them too cover (bolters having no effect on my Knight)

My turn gave him cause for fear, I moved my Wraith knight behind his first squad and was able to kill 5 of them with his sun cannon. My wyches and Archon along with my trueborn's Venom marched up along the table edge targeting the Stern guard squad, killing 3. The Ravager Jumped too my left where one of his squads was in range and thanks too guide from the far seer I hit 7 times with the Dissie's and wounded 5 which effectively put another squad in disorder. My Kabalites in the other raider skimmed it's way with the ravager and killed 3 more of that squad bringing them down to 2 men left. Now was his chance for revenge.

Turn 2: His Storm raven came in. his Tanks moved forward one knocking a hull point off of a raider the other killing 3 of my dire avengers. My venom went down to a hail of bolter fire earning him first blood but, saving my Archon and his wytches in their humble raider. once again he decided not to target my Wraith Knight. his tac squads decided to hiold their objectives and his Raven launched a ballistic assault upon my 20man blob of kabalites killing 5. his turn was over and hopefully my reinforcements came in.

MY razorwing and Scourges came in while my reavers did not. I deep struck my Scourges behind his predator and took off 2 hull points and immobilized it with my heat lance. The razor wing blasted it's way through his storm raven effectively killing him. while my archon and his entourage hopped out of the raider and went straight through his sternguard. the ravager finished off the 2 man Tac squad and my boat troops killed 2 from the full strength squad while the Wave Serpent Carrying my Spirit seer and his wraith guard moved towards the land raider Achilles while the serpent immobilized his dreadnought. my farseer cast prescience on my blob and guid on my razorwing.

Turn 3: with his Predator Effectively stopped in it's tracks and only having 2 troops left (one has 8 the other has 5) he tried to move his Achilles on an objective and fired at my wave serpent which reduced his 2 penning hits to glances. his dreadnought (multimelta) was only in range of the scourge but they where able to make their cover save. his bolters popped my raider full of kaballites so they where on foot now but right next to an objective. he fired his 5 man squad at my wytches killing one and my archon saving everything else. did not hurt much of my force thankfully. his thunderfire cannon crushed my kabalite blob by killing 7 of them bringing the squad down to 8 men but I passed my morale check.

Sensing blood in the water I attacked. My Archon Wiped another squad from the table and consolidated on the objective in cover taunting his Achilles in which his leaders rode. The kabalite trueborn poored splinter fire into his other squad while my blob advanced toward their objective finishing off his tac squads for good. my Scourges popped his predator tank while my ravager raced for the objective in his base. The wraith Knight jumped into position to attack the Achilles land raider but the wraith guard popped it first. My wytch raider shot it's dissies cannon into the squad and killed 2 of his lightening claw terminators. This was his down fall my wraith knight charged in and he had nothing too over watch. he challenged me with his Captain (not tyberos) and was killed in the ensuing combat. hit with 4 and only needed 2s to wound. but that was all I needed.

Turn 4: He knew he was about too lose but he kept up his fight, he melted one of my scourge and shot another one too death from his dread. Tyberos being the only one able to hurt my Wraith Knight Challenged him hoping to hold out until the game ends(because this is a war of attrition and his commander can be that much weaker in the next battle if he dies) he put one wound on my wraith knight I put 2 on him)

My Wytches and archon charged into his boys while my spirit seer succeeded in casting protect on my wraith knight (giving him a plus 1 too his save). I failed my heroic intervention with archon so I just killed his squad of termies with him. needless too say my wraith knight killed his commander.

Game was over. it was a very fun battle for me because everything went right (for once) and my wraith Knight has been a great asset. turn 3 starts next week guys my hope is too attack a weakend Chaos 1850 list.
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