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An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

Now with added NECRON!!
WARNING! Slight Warzone: Resurrection, after taste.

Sunday 4 October 2015

A Prison for Gods - End of Turn 1 Summary


The first month of battles in the Faustian system has been furious on Rust, while the open spaces on Warrens End have left the fronts relatively quiet.  Acre has seen some skirmishes, and on Nolan, a major "accident" brought an entire Imperial Guard regiment into conflict with the Black Scorpions chapter.

So where to we start?  


After 1 month, the procedure is to allow everyone to claim a sector adjacent to one of their territories.  This represents the natural expansion of a Players controlled territories and slowly brings more enemies into contact with another.  This is done in order from the Player with the lowest controlled sectors up. 

After this has been done, comes the counting of territories which will establish the Turns Conquest Points.  These points are then placed into one of two categories:

Faction Points, which forward the agenda of the Faction, or Personal Points, which alternatively push the agenda of the Players own forces instead.  This in turn can cause internal conflict, internecine fights and even, possibly, worse.






The current score lies as follows.

Sentinels of Fire - 13 Faction Points
Thomas - 5 Faction (Grand Warlord Trait not applicable)
Kaia - 5 Faction
William - 3 Faction and 4 Personal (GW Trait = Sworn Enemy Jack)

Bringers of Silence - 20 Faction Points
Rory  - 9 Faction
Jack - 5 Faction and 12 Personal (7 from territory, 5 from GW Trait)
Magnus - 6 Faction (Grand Warlord Trait not applicable)

Bearers of Change - 12 Faction Points
Eivind - 12 Faction and 5 Personal. (GW Trait = Beasthunter)
(Note: Extra Territory from Player drop out)

True to the background of the campaign, the sudden emergence of support from outside the sector has seen some devestating but not war winning gains by the Bringers of Silence.  But as the dust settles from the initial exchange, surprises will be less likely.  Easy victories may become harder to repeat as tactics adapt.  Territories are quickly being swallowed up by the Relentless Assualt and soon the swirling melee will be tight and brutal as no safe ground can be found.


Situational Report.

Rust.

After the dead began to rise on Rust, the Dark Eldar seized a precious artefact for their patrons, while the Craftworld kin now seek to evacuate the old Maiden World.  Promises of return have been made, but for now, it seems the world eternally dying will be left to the tender mercies of the insane Archon Ozzy.

Warrens End.

While largely left out of the conflict, expansions by the planet side factions are raising tensions. Also, rumours of the blood cult in the mountain range have been uncovered to be something altogether more sinister, as Genestealers have been reported ravaging outlaying home steads.  Meanwhile, the Deathkorp and the nearby Imperial Guard regiment have fully mobilised against one another.

Nolan.

After the incident between the 501st and the Black Scorpions reached its peak and after the massacre at the Spaceport, Nolan looks fit to burst in conflict.  While the space marines have brutally cut the Imperial Guard in two, the population of Adeptus Mechanicum is not taking kindly to the reported pillaging of resources from the Astartes. 

Acre.

Tyranids across the warded parks and training forests of Acre have awoken to a call.  Though no Hive Fleet has been sighted, the xenos are acting in sudden unison.  If left unchecked the planet could fall.  Meanwhile, the Craftworld Eldar have pushed hard against the limited Dark Eldar garrison there, most likely reinforced and angered at the horrific losses on Rust. 


So what's next?

Well we are still in Phase 1, though we are now in the second half, or turn 2. Having ceased with challenges, we are now seeing freely arranged games and some special ones too.  Like the special game on Rust, a Crisis mission, these special missions allow for something a little different and offer rewards not based on territory.
For example: Right now, both Williams and Jack's Eldar forces have "Rust Veterans" who possess Shred on their attacks, so used are they to making sure their enemies stay down.
Over the next couple of weeks amid the normal carnage, I'm hoping to make 1 more Crisis mission for at least 2 more of the planets.  As well as pushing the narrative forward.

"Moth Balled" on Nolan and "Eyes in the mist" for Acre.

The Necrons have yet to appear.  Though a Big end game for the end of Phase 1 has been plotted. :)
Though a Ctan's shard was reported recovered on Rust, what this means for now remains a mystery.  As we move closer to the end of the 1st chapter in this story, we can expect more to be uncovered.