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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.

Wednesday 16 March 2016

A Prison for Gods: The Calm Before the Storm... End of Phase 2!!

That's right! Though February was a hard month personally for many of the players.  We continue regardless. One player has left, the Factions have fallen into every-man for themselves.  It is (excuse the pun) utter chaos. And the Necrons have emerged to claim their prizes.

The current situation is now this:

Got da shiny.  Lets leave.

The map as of the beginning of the final phase 3.

Big thanks to Chris as usual for knocking together an updated map.


The Necrons have swooped in on Tresium, devastating the Arbiter precinct based in the huge lake there.  The lake was later evaporated causing massive weather disruptions: thunderstorms continents wide, tornados and downpours as the water settled. Underneath the lake of Tears as it was known, the Necrons are alleged to have secured one of the Shard Keys supposedly essential in locating the final world of Solemnum. The gate to the Prison.

As the power vacuum of the Mechanicum's absence is filled, it leaves the Craftworld Eldar in possession of key positions on both Tresium, Sordid and Nolan.  With no allies left to them, former friends may fast prove to be easy pickings. Meanwhile the Imperial Guard and former allies of the Craftworld Eldar With bastions on both Tresium, Nest and even Wake.

The score?

Edit: Eivind is actually on 75.  
After the collapse of the Factions the last Phase tally merges the Personal Conquest points and the Faction Points.  Also, Grand Warlord traits no longer apply.  Its all or nothing, every man for himself.

But what does that mean?  Well, we see that the nefarious Black Scorpions are still in the lead, though without Magnus to back him up with his Imperial tank divisions, Rory will quickly find himself attacked on many fronts. But will their attacks simply allow for more expansion from defence.

Across the table we can see Eivind and his Tyranids are close second on Conquest Points. The great devourer has gone largely ignored as the potential threat it is so far. Will the other players be able to resist the consumption? 

In this last Phase, the weak will be picked on for easy pickings, titans will be bashing heads for scraps and the goal of Solemnum will be in sight, all the while the Necrons will be following their agenda. As Players work on their own narrative goals, will there be anyone left to stop the opening of the Prison for Gods?

So Rules for this 3rd Phase:

  1. Factions are abolished.
  2. Personal Points are immediately added to Conquest Points. 
  3. Grand Warlord Traits are now closed and no longer apply. 
  4. Any Player completely moved from the map then plays for the final conquering Player in his future games.

The final Turn will see the emergence of Solemnum, and those with the Shard Keys will have bonuses on the end battle which very well could see all the territorial gains made by any Player moot if ignored.  

Next up is establishing where people will be placing their extra flags for this final phase in regards to the Bastions owned by: 

  • 2 to Eivind's 'Nids
  • 2 to Thomas and his Imperial Guard
  • 3 to Chris and his Dark Eldar!!
  • 2 to William and his Craftworld Eldar
  • 1 to Magnus and his Imperial Guard
I'm gonna see these updated as I bash out the final Blog Post regarding the game proceeding into the Third Phase, based around two upcoming sets of games, both of which see the Necrons attacking all quarters. 

What I'm personally looking forward to are the developing armies.  All the while everyone has been building up new tactics, units and more in an effort to dominate the campaign.  Rory has been labouring tirelessly to ensure his superior forces remain top dog, while both Eivind and William have been working damn hard to produce everything from more Carnifex to 3 bloody Wraith Knights!

Oh and the Imperial Guard players Thomas and Magnus now have the game making Cadian Detachment rules to even the odds. 

The campaign is very much still to play for!!


But what about the Phase 3 World?

Under the circumstances I've decided in my capacity as GM and generally all round god person, to leave the final world until the 2nd part (or turn?) of this final Phase.  Its a big deal. And the Shard Keys which players have been understandably ignoring in favour of their own agendas!

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