One of the things I've noted as a GM for this great undertaking, being the campaign, is that nothing goes smoothly and you have to roll with it. Well, after finding the time for a large game one evening, I found myself with the whole campaign cast being able to come over. I could have simply had a simple set of games.
..
NAH
Crisis Mission - Mothballed.
Instead, what followed was an attempt at something called a Crisis game. Ergo, abnormal fun before fair shenanigans with special rewards. I basically reacted to the opportunity.The game would represent a huge battle on Nolan, where the two factions were attempting to secure the weapon responsible for the total destruction of Rust, reducing the former maiden world to a radioactive waste.
After a roll off, I found that the Bringers of Silence had reached there first, securing the sites overlooking artillery and dug in while their sponsor sent in Necrons to support. The attacking Sentinels of Fire wouldn't be completely alone however, as the Tyranids conspired to attack even as they did, in an act of unfathomable intelligence.
There would be two boards. The bigger main board (8 by 4') would represent the esplanade before the Forge warehouse, the other on the coffee table would be used to represent the overlooking bunker and would consist of tiles taken from GW's recent re-release of Space Hulk. Using the majority of the Zone Mortalis rules, this would epitomise the Crisis' missions step from the norm.
The attackers were given a brief, allowing for some planning. As the defenders gained the guns, the attackers were given 300pts extra. Though the defenders had to deploy first, the first turn would be decided by dice roll.
Defenders
- Rottimus (Rory) - Black Scorpion Space Marines
- Chris' - Dark Eldar
- Magnus - Imperial Guard
- Me!! - Decurian Necrons
Attackers
- William - Craftworld Eldar
- Kaia - Imperial Guard
- Thomas - Imperial Guard
- Eivind - Tyranids
The Defenders chose me, with my Necrons to guard the bunker, meaning I would be using only 1000pts of infantry. Hoping to take advantage of the Decurions endurance, I went with the Cryptek formation with reanimating swarms and Wraiths alongside warriors. My direct opponent? A scary list of Tyranid Carnafex's, Swarmlords and Genestealers!?
The Defending Bringers of Silence won the roll and began deploying. Highly suited to gunline tactics, Chris' Dark Eldar lined up alongside Rory's infamous artillary and Ack Ack train and Magnus' tanks. The anvil from which deep striking drop pods and teleporting web way attacks would flow.
NO FLY ZONE MUTHA FOOKERS! |
In an act of complete aggression, the attackers, the Sentinels of Fire placed everything they could, hoping they could weather the storm.
Kaia deployed her newest prize, a Forge World flamer Malcador with its Ignore Cover Ap3 Torrent weapon. On the right flank Thomas' Bane Blade sat while in the centre Kaia's Knight walked ahead of William's Wraith Knight. It was a Lord of War fest, but could they last?
The first turn was devastating. In a combination of good shooting choices, good dice rolls and downright disgustingly competitive formations, the defending side took out the Malcador, and most of the attacking army.
Despite this, the attackers pushed on, weathering the hail to take the first set of objectives.
Over at the bunker, the Tyranids began knocking down bulkhead doors and clashed with the Necrons. It was irresistable force vs immovable object.
One thing to note was the turn discrepancies, as we had less to do, both me and Eivind would be finished with our turn quicker. Something I hadn't considered. But then thats the kind of experience which makes games like this work better in future!
Turn two saw the turning point as the shooting took out the Knight, wounding the Wraith. Objectives across the board changed hands and the attackers were quickly running out of units. Despite this, moral was high, especially on Thomas's Death Korps side, where dying for the Emperor was actually listed as one of his life goals.
On the last turn before capitualation, the fliers came on. Rory's no fly zone as created by his Hunter/Stalker formation allowed for his Fire Raptor count as here to dominate the air. Ultimately too many casualties had been taken. Which would end in a victory for the defenders.
The victory streak of the renegade Bringers of Silence continued. At least for today.
The twist?
But WAIT! As the Tyranid Swarm Lord entered the room with the objective in the bunker, Eivind was given a choice!"You discover an operational Catharsis class Bio weapon ready for deployment. You may choose one planet, killing one sector of your choice and reducing it to a nuclear waste. This has no effect on other sectors bar the impact site, but does change the rules for games played there to include Rusts. Oh and civilian life as you know it ends within days as the atmosphere is poisoned."Eivind, being on his own faction, took exactly 1.3 seconds to pick Warrens End. The capital world of the sector. Population circa 27 Billion. The rest of the room was silent as I explained the fluff or background of what had just happened. Rory was the first to insist on an evac mission. More on that later. :D
The rewards were a free unclaimed territory for the winning team. Every participant could choose their armies Grand Warlord's "fixed" Warlord Trait. Something I had been looking forward to throwing in to allow for some character building and less random play. We will see how that pans out. A lot of people have gone for "fluffy" choices which I love.
Game analysis
So what the hell happened? The defending party slaughtered the attackers convincingly. While effective units, first turn advantage and OP codexs were mentioned. One telling factor was the scenery. I have a LOT of cover save giving scenery, but little line of sight blockers. Something I will be changing. Currently the terrain suits a gun line list, but it shouldn't exclusively empower it. So that is one thing I will be doing. The rest is classified.Remember: "Fun before Fair."
Thankfully, the mood was the best its been in a while and really reminded me why I go through all of this to run the campaigns. Best gaming group, ever.
Next?
Well as we move closer to xmas gaming will be harder. We have an end of Phase big game soon. Which will use some of the lessons learned here. And have some plot twists. And have some new units. And will see the introduction of some new planets!- Nest - The reaches
- Tresium - The outlands
- Quietus - The warpless
- Sordid - The doomed
- Space Hulk!
Phase 2. Under construction! |
As Warrens End's atmosphere turns toxic, panic amongst its population is rampant. Anyone influential enough is leaving and the Black Scorpions work to rescue as many as they can before it is too late.
While the report lays blame on the Tyranids, not many can believe the beast capable of such an act. Many blame the Necrons, seeing it as some part of their yet unseen agenda.
Cracks are showing in many places in the Factions alliances, tenuous as they are. Will the next big game see something shatter?
The Faustus sector at the end of Phase 1?
Currently, after the climactic events of the Mothballed mission, the map looks like this. Warren's End is in her last days, Rust is firmly controlled by the Dark Eldar Archon Ozzy. Acre is being infested by Tyranids and Nolan is in total chaos.
Stay tuned for more news from the Faustian Front!
Thanks for reading
- R
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