Campaign House Rules and Map

Vyper
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Campaign House Rules and Map

Postby Vyper » Wed Jun 28, 2017 4:10 pm

Hello all,

It looks like Kingpenguin hasn't made an appearance in a while and I want to get this kicked off soon, so I propose we get started semi-officially on 1st July. I'll post up a campaign map in the next day or so and then people can choose starting locations on a first-come first-served basis. I'll take whatever location is left at the end.

The campaign will end when an admiral reaches 100 renown or at the end of October, whatever comes first (unless we agree to extend). We'll play All vs. All rather than have teams I think, although I'm sure that Imperial players will broadly do their duty and focus on fighting off the heretics and aliens! ;)

Orks should use the tables found on pages 139-140 of Armada for refits, crew skills and for the 'Power of the Waaagh!'
Tau use the refit and skills tables found in Warp Rifle 03, starting page 14. They don't have an 'Other' result table. http://www.specialist-arms.com/bfg/warprift/warprift03.pdf

The campaign will follow the rules as per the blue book except for the proposed house rules below:

1. Barring any specific concerns, the 2010 FAQ is to be used in its entirety including any new ships, fleet lists and so on.
2. Refits, just like Crew Skills, do not increase the cost of the refitted ship. They do however increase the cost of the ship by 10% for VP purposes.
3. Refits may only be applied to ships that took part in the preceding game and were not destroyed.
4. Refits that are not applicable to the ship (e.g. Turbo Weapons on a ship without Weapon Batteries) must be entirely re-rolled.
5. Defender's do not reduce their available points values in Battles/Raids on neutral systems.
6. The space marine appeals table is modified as follows. In all cases the Strike Cruisers must be used exactly as presented in BFG:Armada and may take no special options or refits.
*2. You may include two space marine strike cruisers in your next 'Battle' game.
*3. You may include one space marine strike cruisers in your next 'Battle' or 'Raid' game.
*4. You may include one space marine strike cruisers in your next 'Battle' game.
7. Ships from BFG Magazines, Ship Compendiums and so must be posted here before use for others to review.
8. Unless there are any objections, Orks/Eldar etc. will use the standard game rules rather than being a pirate faction.
9. You may spend 10 Renown to change your flagship if you wish.
10. There is no renown bonus for fighting a fleet with a higher points value as many of the asymmetric scenarios are not being played.
11. Planetary Assualt and defender disengagement: This scenario ends in a victory for the attacker if the defender disengages(i.e throws in the towel) or is destroyed(including defences).

The plan is to make refits desirable and to stop people dropping free Battlebarges into 750pt Raids!


There are also some overhauls to the campaign rules.

Build Up Step 1. Determine Initiative. If a player controlled system is attacked then the owning player may always play as the defender if they wish, otherwise it is rolled randomly.

Build Up Step 2. Receive Orders. Raids are only played on Cruiser Clash, albeit with no restrictions on ships other than battleships being disallowed. Other scenarios may be played instead if both players agree to do so. It is recommended that Battles are played at between 1,000 and 1,500 points.

Note that there is no additional Renown granted for fighting a fleet with a higher points value as many of the asymmetric scenarios are not being played.

Aftermath Step 1. Spoils of War. During a Raid in a neutral system the winner may count that system as theirs that turn for the purpose of repair points. The winner of a Battle (not a Raid) in a neutral system may capture the system if it is connected to one of theirs regardless of whether they were playing attacker or defender. If it is not connected then they may count it as theirs for a turn for the purpose of repair points just as if they had won a raid.

Be aware that you don't have to be adjacent to a system to attack it, but you won't be able to capture it.




Could you all submit/maintain your fleet rosters (starting at 2,000 points) and any fluff using this thread. Just to be clear, you do not need to pay for your commander in your initial roster or in subsequent games, but he must be assigned to a ship as per normal assignment rules (e.g. Chaos commanders must go on the most expensive ship). They are only present during your games if that particular ship is being used.

When building your initial fleet list escorts must be taken in squadrons and in subsequent games you may not combine Escorts of different squadrons. You may however take under strength squadrons into battle with the caveat that they are more likely to become crippled. E.g. If you have two squadrons of four Swords on your roster then you may not take a single squadron of six into a battle, but may take two squadrons of three.
Last edited by Vyper on Wed Jul 05, 2017 10:53 pm, edited 17 times in total.
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Re: Campaign House Rules and Map

Postby Vyper » Wed Jun 28, 2017 4:11 pm

Image

Claimed Planets:
*Vyper (Imperial) - Arcturus & Yamakor
*Lavallin (Imperial) - Damaris
*Nightwing (Chaos) - Castor
*Stu (Orcs) - Cobalt
*KingPenguin(Tau) - Pantheon & Toil

A - Agri
P - Penal
M - Mining
F - Forge/Hive/Pirate Base
C - Civilised
U - Unihabited
Last edited by Vyper on Thu Jul 13, 2017 9:19 pm, edited 7 times in total.
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Re: Campaign House Rules and Map

Postby Vyper » Wed Jun 28, 2017 4:12 pm

Admiral Esteban Rowan is a confident commander who rose up the ranks through experience of combat and is well liked by his men because of it. A pious, headstrong man he made a name for himself as part of the Southern Rebellion between 994.M41 and 998.M41 before being given command of his own Battlefleet.

Early life and career
Born in Doubling, a notorious gambling sector on the hive world of Ire, Rowan stowed away at the age of 10 arriving at Piqua's Reach where he graduated from Naval college. He was appointed midshipman in the Imperial Navy on 2230959.M41 at the age of 17. Later, he took an active role in the Mexo uprising, serving as executive officer of the sloop Cyane during the capture of Monterey City on 2483979.M41, and in the occupation of both Saint Iago and The Angels.

Civil War service
Captain of the sloop Pawnee at the outbreak of the Southern Rebellion, he attempted to relieve Fort Sumter and the siege on its orbital shipyard. In 994.M41, he assisted in the capture of the Fortress World of Hatteras; then, taking command of a flotilla in the Nocal system, he cooperated in the capture of Roanoke in 2095995.M41. Promoted to captain for gallantry, he then supported the capture of Saint Elizabeth, Edenton, and New Bern. During 996.M41, he commanded the reserve cruiser Sovereign on blockade duty of the Charleston shipyards and the following year assumed command of Imperial forces in the Nocal system. During this time a squadron of rebel torpedo frigate attacked the Sovereign with short burn torpedoes. In the ensuing explosion hundreds of men were killed and a large hole was torn into the cruiser but she continued her blockading duties.

The Sovereign's crippled lance batteries were replaced with launch bays following the Civil War and the surviving turrets were placed dorsally. Its power supply was also significantly uprated to account for the new armament, officially giving the ship a battlecruiser designation.

Post Civil War service
Commissioned admiral on 2102999.M41, aged 57, Rowan serves as Commander of Battlefleet Ragnarok at the outbreak of a chaos incursion in the Duke sector and continues to use the newly refitted Sovereign as his flagship.

Initial Fleet Roster (2000pts)
Admiral Rowan (Renown 26 - Leadership 9 - 3 Re-Rolls)
Apocalypse class battleship - Immortales Bellator LD6 (Additional Shield Generator)
Dominion class battlecruiser - Sovereign II LD6 (Flagship) (Reserve) (Additional Shield Generator)
Dictator class cruiser - Challenger II LD6
Dictator class cruiser - Thunderer II LD6
Lunar class cruiser - Gladiator II LD6 (NC Upgrade)
Lunar class cruiser - Centurion II LD7
Gothic class cruiser - Pandora LD6
Dominator class cruiser - Vanguard LD6 (Reserve)
Endeavour class light cruiser - Hawk II LD6
Endurance class light cruiser - Fortune III LD6
Defiant class light cruiser - Pathfinder II LD7 (Motion Tracking Targeter)
3 Falchion class frigates - Delta Squadron LD6(Dexterous, Daring, Discovery)
3 Falchion class frigates - Alpha Squadron LD6 (Arrogant, Adventure, Assurance)
+1 Reinforcement (TBC)
Last edited by Vyper on Mon Jul 24, 2017 11:03 am, edited 10 times in total.
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Lavallin
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Re: Campaign House Rules and Map

Postby Lavallin » Thu Jun 29, 2017 8:26 am

Reposted and trivially updated from the previous thread:

Admiral Appolinaris - Service History

Admiral Claudius Appolinaris began his career as an officer on escort vessels, with his first independent command the Sword Frigate Viridian II. He was briefly relived of his rank of Commander in 972.M41, following suspicions that his commitment to rooting out heresy and sedition was insufficent. He was reported as having said that "the fleet should concentrate on the Ork and Eldar pirates; those who have turned away from the just rule of the Imperium will sooner be brought back into line by wise diplomacy than by gunfire". An Inquisitorial hearing was convened, the proceedings of which remain sealed; however Commander Appolinaris was restored with full rank and privileges, and all charges were expunged.

Despite subsequently taking command of ships of the line, and ultimately a full sub-sector fleet, he retains a fondness and a respect for the smaller vessels under his command.

His posting prior to the Duke Sector was the commander of the Imperial fleets in the Misenum sub-sector, which he held from 991.M41 to 999.M41. This region included the valuable Forge Worlds of Stabiae IV and Capo Miseno, and the highly volcanic Adeptus Mechanicus Shrine World of Vesuvius; as such his sector fleet has strong links with the AdMech including a standing attachment of one of their Cruisers. Many of the vessels within his fleet have also been upgraded by the Tech Priests, with enhancements ranging from additional turrets through to enhanced fire control cogitators.

Sub-Magos Explorator Regulus regularly serves as Appolinaris' deputy at fleet occasions, and is rumoured to have significant input into the fleet's operational priorities and taskings. As such, any rumours of technological significant, including archaeotech sightings, will be enthusiastically pursued.

Battlegroup Appolinaris - Initial Campaign Forces - 2000pts

Admiral Claudius Appolinaris - Renown 7, Ld 8, 2 Re-Rolls

BC Patience of the Mechanicus - Mars Class Battlecruiser, +1 Turret upgrade - Flagship - Ld 6
BC Valiant - Overlord Class Battlecruiser - Ld 6

CA Hephaestus - Adeptus Mechanicus Lunar Class Cruiser, upgraded weapon battery range, Mechanicus Gift: Emergency Energy Reserves - Ld 8
CVL Formidable - Dictator Class Cruiser - Ld 9, Improved Sensor Array refit
CVL Furious - Dictator Class Cruiser - Ld 7
CA Audacity - Dominator Class Cruiser - Ld 6 (miss next game - depth repair)
CL Diadem - Dauntless Class Light Cruiser - Ld 6
CL Durandal - Dauntless Class Light Cruiser - Ld 6

17th Frigate Squadron - 4 Firestorm Class Frigates (Jaguar, Javelin, Kite, Kestrel) - Ld 6 (miss next game - depth repair)
23rd Frigate Squadron - (up to) 5 Sword Class Frigates (Warrior, Wasp, Wyvern, Witch) - Ld 6 (current strength 4 of 5 following casualties)
21st Destroyer Squadron - 3 Cobra Class Destroyers (Echo, Eclipse, Encounter) - Ld 6

Roll of Honour (Ships lost in combat):

Gift of the Omnissiah, Divine Grace, Courageous, Adventure, Daring, Dashing, Diamond, Defender, Jouster, Jubilant, Whirlwind, Wrathful, Wolf, Watchman, Wary

(Yes, this means that a few of my ships have the same name as some of Peter's ships. This is the risk when we're both primarily drawing from RN ship naming history.)

Ship list edited with leadership values; rolled with/witnessed by Peter, Mon 03/07
Updated again following game with David 14/07 - gained Refit to Formidable; lost another flagship. We'll run out of Mars-class Battlecruisers at some point...
Last edited by Lavallin on Fri Jul 14, 2017 10:18 pm, edited 8 times in total.
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Re: Campaign House Rules and Map

Postby Vyper » Thu Jun 29, 2017 12:15 pm

Right, map is back up again! It's aimed at five regular players but can comfortably support four to six.

Please choose a class M(ining) or C(ivilised) planet as your starting spot in the campaign! First come. first served!
Last edited by Vyper on Thu Jun 29, 2017 7:44 pm, edited 2 times in total.
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Re: Campaign House Rules and Map

Postby Kingpenguin » Thu Jun 29, 2017 12:27 pm

Hi all. Sorry things have been hugely busy for me of late. Thanks for picking things up and keeping them going. If you're still happy for me to take part, I'd like to. Is there anything I can do to help organise? I'm thinking of taking the Tau and some rogue trader allies to war. Will put together the required info.

Apologies for being out of contact. In retrospect it really has been an exceptionally busy May/June. Although I now have all my team vacancies filled at work so I've got a bit more spare capacity now.
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Re: Campaign House Rules and Map

Postby Lavallin » Sun Jul 02, 2017 11:16 am

As nobody else has picked yet, I'm going to call the Damaris system. A nice mid-tech system with a primary mining world (plus a couple of orbital platforms hollowing out some asteroids) which should nicely feed the requirements of my AdMech allies.
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Re: Campaign House Rules and Map

Postby Stu's Idle » Sun Jul 02, 2017 2:50 pm

I'll go for Cobalt.

I'm fully expecting to lose every game as I have no idea how to play with orks... there's only one way to learn though.
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Re: Campaign House Rules and Map

Postby Kingpenguin » Sun Jul 02, 2017 4:07 pm

I'll call Pantheon. It works for an T'au scouting force to be entering from the fringes of the system.
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Re: Campaign House Rules and Map

Postby nightwing » Sun Jul 02, 2017 5:08 pm

My invidious Chaos forces will take Castor
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Re: Campaign House Rules and Map

Postby Vyper » Sun Jul 02, 2017 8:24 pm

I'll take Arcturus in that case. Surrounded by Tau, Orks and Chaos - a target rich environment!

Regarding Orks and Tau - you should use the following appeal tables:

Orks should use the tables found on pages 139-140 of Armada for refits, crew skills and for the 'Power of the Waaagh!'

Tau use the refit and skills tables found in Warp Rifle 03, starting page 14. They don't have an 'Other' result table. http://www.specialist-arms.com/bfg/warp ... rift03.pdf
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Re: Campaign House Rules and Map

Postby Kingpenguin » Mon Jul 03, 2017 4:28 pm

Has J (Jamrowski) already claimed Pantheon? Just read you edit. If so I'll pick somewhere else.
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Re: Campaign House Rules and Map

Postby Vyper » Mon Jul 03, 2017 9:15 pm

Kingpenguin wrote:Has J (Jamrowski) already claimed Pantheon? Just read you edit. If so I'll pick somewhere else.


No, i just typod it.

EDIT: Also updated the original post with some more, minor rules changes.
Last edited by Vyper on Mon Jul 03, 2017 10:43 pm, edited 1 time in total.
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Re: Campaign House Rules and Map

Postby Kingpenguin » Mon Jul 03, 2017 10:24 pm

++++INCOMING TRANSMISSION FROM RAGNAROK TACTICA++++

++++MAGENTA LEVEL CLEARANCE REQUIRED++++

+++CLEARANCE ACCEPTED+++

+++TACTICAL DATA FOR IMMEDIATE ACTION - PRIORITY LEVEL ALPHA ONE+++

+++SUBJECT LARGE TAU FORCE IDENTIFIED WITHIN THE VICINITY OF PANTHEON - ANALYSIS REPORT+++

+++Fleet Designations:
TAU Kor'or'vesh [Modern Fleet] level detachment for operations within the Gue'la [Human] designated 'The Duke Sector'

+++Identified Fleet Commander Details:
Kor'or'vesh'o [Independent Fleet Detachment Admiral]: Kor'o'd'yanoi Or'es Mont'ka [Admiral level Tau Fleet Commander] reputedly of the Twin Moon Sept, given the personal designation 'Powerful Killing Blow.' - Imperial Target Designation 'Dodger'

+++Known Background:
Intelligence analysts from the attached Ragnarok Fleet Tactica Cell identify Dodger as having succeeded to fleet level command relatively recently (within the last two solar years). Data gained from the processing of captured Tau suggests that the Duke Sector has been given significant priority by their fleet high command. This has resulted in the selection of Dodger as a more daring commander, to take charge of a significant fleet component, tasked with bringing imperial infrastructure into the Tau Empire. Not much is actually known about Dodger, other than his service record must surely reflect such a delegation of military assets. The justification for this is the estimated Tau naval strength within the area, of which Dodger's component forms roughly one third.

+++Tactical Doctrine Estimate:
Imperial fleet units who have encountered the tau, suggest that their deployment patterns regularly utilise a small scouting or negotiation force, containing at least one Il'Porrui [Emissary] class cruiser. This force is usually supported by significant numbers of squadroned Lar'shi'vre [Protector] line cruisers, under a central command unit (Usually Or'Res El'Leath [Custodian]) fleet carrier. Although there are no contemporary reports of engagements involving Dodger, it is assumed that the units under his command will follow this standard pattern.

+++Fleet Composition:
Admiral - Designate Dodger (Intelligence assessment - leadership approximated to level 8 with one re-roll)

Custodian Fleet Carrier Designate Alpha
Escort squadron of three Warden Class Gunships

Custodian Squadron Designate Bravo (Three in number conforming to Custodian Class)

Custodian Squadron Designate Charlie (Two in number conforming to Custodian Class)

Emissary Squadron Designate Delta (Three in number conforming to Emissary Class)

Escort Squadron Designate Echo (Five in number conforming to Castellan Class heavy escort)

+++Enemy Estimated Weaknesses:
Engage i%uer oi&**rgpoh oipeqrogih$£phba popre8hp_++gqup ahviu [Message fragment corrupted]....
... ibbcyss$$$ has been found to be the most effective method.

+++SECTOR RESPONSE, RAGNAROK AND APPOLINARIS TO ENGAGE ON SITE. CAPTURE OR DESTRUCTION OF DODGER TO BE GIVEN HIGHEST PRIORITY+++

+++END OF TRANSMISSION+++
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Re: Campaign House Rules and Map

Postby nightwing » Tue Jul 04, 2017 9:06 pm

Lord Kalius Rex was once Brother-Captain Rex, loyal servant of the Emperor. Loyal to the Emperor, but far more loyal to his beloved Primarch Horus. Rex fought in the Great Crusade as a Lunar Wolf and then, much later, against his former brothers on Terra itself as a Son of Horus.

Following the death of Horus, Kalius Rex and the remaining members of his company commandeered a cruiser, the Widowmaker to escape Earth. Under Rex's command, the Widowmaker fought in the series of battles as the scattering chaos forces fled towards the Eye of Terror and the far reaches of the galaxy. Amongst various other notable atrocities in the long retreat, Rex led a cruiser formation in a hit and run attack on the shipyards at Alcion Prime, putting them out of action for nearly a decade, and slaughtered millions in the bombardment of hive cities on Melchior IV.

Still commanding Widowmaker, Kalius Rex was able to reach the rendezvous point on the Daemon World of Maeleum. Almost immediately, the Legion Wars broke out, and Widowmaker was crippled and lost fighting a rearguard action against the Emperors Children, although Rex was able to escape before his ship was destroyed. Swearing loyalty to Abaddon, Kalius Rex of the newly christened Black Legion and his handful of remaining marines were gifted a captured World Eaters cruiser. The newly renamed Widowmaker II under Lord Admiral Kalius Rex has seen much service in the Long War, fighting in 2 Black Crusades and devastating the worlds of the Ekente System in a decade long campaign, inflicting heavy losses on Imperial forces.

Kalius Rex is a follower of Chaos Undivided, preferring discipline over the uncontrollable rage or gibbering madness of many of his brethren- although he will happily fight alongside followers of any of the Chaos Gods in pursuit of his goals.

Chaos Undivided Raiding Fleet

Admiral- Lord Kalius Rex (Chaos Warmaster)

Widowmaker- Despoiler Class Battleship
Wanton Destruction- Slaughter Class Cruiser
Anarchic Vendetta- Acheron Class Heavy Cruiser
Plagueclaw- Devastation Class Cruiser
Doombringer- Devastation Class Cruiser
Horrific- Carnage Class cruiser
Delapidator- Acheron Class Heavy Cruiser
Blackhawk Squadron- 5 Iconoclast Destroyers
Destructor Squadron- 3 Idolator Class Raiders
Desecration Squadron- 5 Infidel Class Raiders
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Re: Campaign House Rules and Map

Postby Kingpenguin » Wed Jul 05, 2017 7:10 am

Awesome back stories guys. Could I just get a bit of clarification as to how we are playing the game rounds? @vyper, are you going to give us set time periods with him which to conduct each round (apologies if this is written somewhere, I haven't found it)? Plus are we doing a prescribed scenario for each round or roll up out of the rule book with the scenario mods you have described. I have seen your points level limit, that's cool, but will you publish points levels for each round? I take it we PM you with results etc? Do you want us to PM with leadership values for all units now, so there is a record and we can't forget/cheat? Thanks
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Re: Campaign House Rules and Map

Postby Vyper » Wed Jul 05, 2017 10:00 am

Nope, no set times or fixed rounds. I'm leaving it fairly free flowing so people can play as much or as little as they have time for.

There are no particular scenarios to play each round at the moment, although I may introduce some fixed stuff in the future. For the time being just generate points brackets and scenarios as described in the book with the noted changes.

If you put your leadership values, skills and such in the same post as your fleet roster that will be fine. You can report systems changing hands in this thread. I'll also put a black and white map and some pins or something in the Duke.

If someone is unavailble to defend one of their own systems then they may nominate someone to play the battle on their behalf (and they lose a point of Renown for being cowards!)? In such a case the nominated defender may use repair points from that system that turn if they win.
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Re: Campaign House Rules and Map

Postby Lavallin » Thu Jul 13, 2017 6:11 pm

I've just realised that the fire control computers on board the BC Valiant have given out!... in re-totaling up my forces for a game tomorrow, I've spotted that I failed to pay the points for the upgrade, and so shouldn't have had that. In the short term, I'll just revert the error, but I'm happy to take a further penalty (e.g. Ld hit, boarding penalty etc) if so judged.
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Re: Campaign House Rules and Map

Postby Vyper » Thu Jul 13, 2017 9:18 pm

Lavallin wrote:I've just realised that the fire control computers on board the BC Valiant have given out!... in re-totaling up my forces for a game tomorrow, I've spotted that I failed to pay the points for the upgrade, and so shouldn't have had that. In the short term, I'll just revert the error, but I'm happy to take a further penalty (e.g. Ld hit, boarding penalty etc) if so judged.


Nah, don't worry about it!
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Re: Campaign House Rules and Map

Postby Stu's Idle » Thu Jul 13, 2017 11:51 pm

Ork Fleet:
Big Boss Ardrippah's Dethdeala Battleship (Mega Armour): Ld 7; Renown 2 - out for repairs
Warlord Gharbak's Hammer BattleKroozer (Mega Armour, 2 Re-rolls, Boarding Torps): Ld 7
Warlord Hardhedz's Terror Ship (Mega Armour, 1 Re-roll, Boarding Torps): Ld 5
Warlord Smakgrog's Terror Ship (Boarding Torps): Ld 6
Kaptain Nogincrusha's Terror Ship (Boarding Torps): Ld 7
Kaptain Ugurg's Terror Ship (Boarding Torps): Ld 5
Boss Skarz's Rok: Ld 9
Boss Darkah's Rok: Ld 8 - 1 damage
Boss Laffah's Rok: Ld 6 - 2 damage
Big Un Shafla's Brutes x 5: Ld 5
Big Un Roteef's Brutes x 5: Ld 5
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Re: Campaign House Rules and Map

Postby Kingpenguin » Sat Jul 15, 2017 11:52 am

I thought I would put a less cryptic fleet list up for reference (Please excuse me stepping outside of the fluff for the purposes of clarity).

Twin Moon Sept Fleet (Kor’or’vesh D’Yanoi) Details:

Commander: El’Mont’Yr (Subsector Commander) D’Yanoi (Twin Moons Sept) Or’Es Mont’Ka (Powerful Killing Blow) – Nickname Mont’au (The Terror) – Imperial Codename: Dodger. Ld 8 Renown (15 Jul 2017): 15

Fleet:

Custodian Class Fleet Carrier Tau’Va (The Greater Good) Ld 8 – Captain El’Kor D’Yanoi Mont’Yr (The Veteran) – Sector Flagship - Drone Carriers

Cruiser Squadron Y (One)
Protector Kau’Yon (Patient Hunter) Ld 7 – Captain El’Kor D’Yanoi Ol’Ro (bright Mind) – Shark Drone Carriers, Inertial Thrusters
Protector Or’Es (Powerful) Ld 6 – Captain El’Kor D’Yanoi Elan’Gue (Strong Being) – Detachment Flagship - Shark Drone Carriers

Cruiser Squadron N (Two)
Protector Vash’Tam (Noble Cause) Ld 7 – Captain El’Kor D’Yanoi Ko’Y (Worthy One)
Protector Shi (Victory) Ld 7 – Captain El’Kor D’Yanoi Shovah (Farsighted) – Withdrawn for repairs

Reserve Cruiser Squadron Suam’Mont (Firefight)
Protector Ta'Lissera (Sacred Bond) Ld 9 – Captain El’Kor D’Yanoi Vio’La (Hot Blooded) – Shark Drone Carriers )
Protector Shi’Na (Success) Ld 6 – Captain El’Kor D’Yanoi Vash’Aun’An (Warp Space)

Scouting Squadron Savon’Shas (Keen Eyed Warrior)
Emissary Mont’Re (Warlike) Ld 6 – Captain El’Kor D’Yanoi Doran’Cha (Calm Purpose) – Bork’An Configuration (No Gravitic Hooks), DeflectorsWithdrawn for repairs
Emissary Lar (Courageous) Ld 7 – Captain El’Kor D’Yanoi Yr’Y (Experienced One) – Bork’An Configuration (No Gravitic Hooks), Deflectors
Emissary Lynu (Steadfast) Ld 7 – Captain El’Kor D’Yanoi Yanoi’Va (Great Moon) – Deflectors

Heavy Escort Squadron Mont’Ka (Killing Blow) Commander El’Kor D’Yanoi M’Yan Shi’Mont’Ka (Unforseen Strike) Ld 6
5 Castellan Heavy Escorts: Nan (Sword), Cea (Enlightened), Sha (Wind), Soo (Artful) and Kunas (Agile)

Close Escort Squadron Kir’Qath (Defender) Commander El’Kor D’Yanoi Kais’Suam (Skillful Fire) Ld 8
5 Warden Class Gunships: Aun (Celestial), Fio (Earth), Kor (Air), Por (Water) and Anuk (Bird) – Carried By Custodian and Emissary (Lynu)

Vessels Lost For the Greater Good:
First Battle of Conopus 14 Jul 2017: Protector La’Kais (Skilled Warrior), Castellan Nem (Piercing), Castellan Myr (Blade), Castellan Rra (Shadow)

Last updated 15 Jul 2017
Kingpenguin
Posts: 188
Joined: Fri Mar 21, 2014 9:48 am

Re: Campaign House Rules and Map

Postby Kingpenguin » Sat Jul 15, 2017 1:35 pm

+++INCOMING TRANSMISSION+++
+++CLEARANCE ACCEPTED+++
+++RAGNAROK TAU ACTIVITY UPDATE+++

After action report from Battlegroup Appolinaris +++ Large Tau fleet engaged within the Conopus system and driven off. Heavy casualties on both sides, with at least two Tau capitol ships believed destroyed. Tau presence remains within the system, request support to safeguard Conopus Forgeworld.

+++END OF TRANSMISSION+++

3rd Dec, 30th Rotaa
A muted orange strobed across the smooth white interior of the escape pod. He had heard rumours of his crews calling him Mont’au ‘The Terror’. He wondered if any would be left to whisper that, behind his back, after this battle. He sat in sudden, serene silence, strapped into the hard plastic life support chair. The pod’s large curving window offering a generous view of the cataclysmic battle, as he sped away from the engagement zone.

He saw the second cruiser squadron under old D’Yanoi Ko’Y (worthy One) deeply embattled, furiously spitting missiles and drones. The bright, searing flashes of both Gue’la and T’au laser weapons cast strange shadows through the debris of broken ships, discharged munitions and worse. How many T’au had been lost in the destruction of La’Kais (Skilled Warrior)? He wouldn’t have made it himself if he hadn’t been on the command deck. The torpedoes of the Gue’La had done such brutal work, reducing the noble ship to scrap in seconds.

These Gue’La were strong and vicious. He had been drawn to unwittingly into their primitive but deadly trap. He would be lucky to have any fleet left after this close quarter engagement.

7th Dec, 30th Rotaa
Mont’au was awoken by a sudden stabbing light within the blackness of the pod. Its internal lighting had long since switched off to conserve energy and he had drifted into a fitful, troubled sleep. The light quickly spread across the access hatch as he recognised it as the hatch itself being opened from the outside. This was swiftly followed by the appearance of a tired and anxious face, its expression suddenly turned to what he interpreted as relief and joy. “It his him! Apologies El’Mont’Yr, but we feared you dead. With the La’Kais.” Quivering hands quickly moved to release his restraining harness. “What of the battlegroup? Are we lost?” He managed to enquire in a thin, dry rasp. Mont’Au feared the response, it had looked bad the last time the tumbling capsule had rotated enough for him to see the engagement. “The Gue’La are gone Mont’au… I mean El’Mont’Yr, but we must be quick. Our battle losses are too severe to stay around.” Sudden alarm flared within him, battle losses? He feared the worst. “How bad is it?” The rating must have read concern in his face, because the answer came quickly with a reassuring tone: “Although the Mont’Re (Warlike) was forced to withdraw, we have lost no other capitol ships El’Mont’Yr. The Kir’Shas’Vre (Castellans) are all but wiped out however. There is little chance we will get an early warning for an incoming attack!”

It was clear, he must withdraw his units to avoid certain destruction, but the battle had not gone against him completely. He still maintained a good position! As he walked unsteadily past the dorsal windows of the Emissary class cruiser Lar (Courageous) the vast emptiness of the Duke sector seemed to stare back knowingly into his soul. He would be back, Conopus was not lost to the Ta’u yet!

-----------------------------------------------------------------------------------------------------------------------------------------------------------------

My thanks to Alex for a very enjoyable game. The escalating scenario makes for a haphazard battle that certainly makes you think!
Tau torpedoes certainly took their toll, but Imperial close range ordinance and harassing escorts exposed how fragile Tau line cruisers are in the midgame. Nova cannons are certainly not to be sniffed at. One shot comfortably crippled a 4HP Emissary (I was lucky not to lose it in one shot).

On balance I am pretty pleased with the performance of my protectors though, they stood up well to close range firepower and overcame the Str 6 Imperial prow armour through concentrated firepower. There was at least one turn where the game was in the balance and advantage shifted on a single dice roll. I burned through both re-rolls in quick succession trying to reload ordinance to no avail. This left my cruisers rather exposed and I was lucky not to lose more of them.
Although I won on points we both had to rapidly disengage and we agreed that the Conopus System remained contested.

Post Game Admin:
Dodger is now up to 15 Renown which means a promotion to El'Mont'Yr (Ld 8, 2 re-rolls, 1 Refit). Ah Tau leadership lag, but the free refit is pretty cool!

Leadership Penalties:
Destroyed protector class cruiser is replaced with the leadership 6 Or'Es (Powerful)
The crippled Emissary Mont'Re (Warlike) now Ld 6
Crippled Castellan Squadron similarly now Ld 6

Leadership buffs:
Protector class Vash'Tam (Noble Cause) Ld 7 – This makes a change from the last battle when not a single roll was above my quite mediocre leaderships. I must get some new dice!

Repairs:
Using new renown score, Pantheon worth a flat 3 and Toil D6-3 (Rolled a 5)
3 points spent bringing castellans back to strength 5
2 points spent removing two points of damage on Kau'yon

Withdrawals:
Emissary Mont'Re (Warlike) - 3HP
Protector Shi (Victory) - 2HP

Appeals:
1. Reinforcements (2+) Roll 4, New Protector class cruiser Ta'Lissera (Sacred Bond) Ld 9
2. Refit (4+) Roll 1

Free refit:
Protector Patient Hunter - Random roll 'Inertial Thrusters'
Kingpenguin
Posts: 188
Joined: Fri Mar 21, 2014 9:48 am

Re: Campaign House Rules and Map

Postby Kingpenguin » Sun Jul 16, 2017 4:19 pm

Peter (@vyper),
I have a question: The campaign rules say you can be reinforced with extra capitol ships or escort squadrons (up to 5 individual ships). Your edit says that you cannot combine existing squadrons. I, for instance would like to add a single ship to my castellan squadron as a reserve, but going by both of the prementioned rules the best I could do is to add a single ship in a separate squadron of its own. Is there any reason for a hard ceiling of 5 ships in an escort squadron? Surely spending an entire reinforcement slot on just one escort is penalty enough? Could we house rule this and say you can add a single escort to a squadron, a single capitol ship or separate escort squadron of 1-5 escorts within thevreinforc meant step? Surely this won't break the game if you can only increase squadron size by one per turn? You still have to pay the in-battle points for them.
Last edited by Kingpenguin on Sun Jul 16, 2017 5:22 pm, edited 1 time in total.
Vyper
Posts: 828
Joined: Tue Mar 25, 2014 12:30 pm

Re: Campaign House Rules and Map

Postby Vyper » Sun Jul 16, 2017 5:14 pm

If you wish to spend a reinforcement roll to increase the size of an existing squadron then you may do so.
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Check out my wargaming blog at http://www.lead-rising.com.
Kingpenguin
Posts: 188
Joined: Fri Mar 21, 2014 9:48 am

Re: Campaign House Rules and Map

Postby Kingpenguin » Sun Jul 16, 2017 5:23 pm

Thanks Peter. I'm running out of models to actually add to my fleet!
Kingpenguin
Posts: 188
Joined: Fri Mar 21, 2014 9:48 am

Re: Campaign House Rules and Map

Postby Kingpenguin » Tue Jul 18, 2017 1:39 pm

Hello all, two small queries came up in our game on Friday, one of which I think I've solved (Alex please remind me if I've missed one):

1. Firing turrets against ordinance- p29 central grey box applies. Defensive fire can be conducted against all attacking torpedos or all attack craft (any number of waves) but not both.

2. When attacking escort squadrons with ordinance is this applied in the same way as to capitol ships, namely each hit takes a point of strength from the squadron, ignoring shields? Or can you only attack the specific escort models contacted by the ordinance marker? Answers on a post card!

I think there was one more but I can't remember it. Please let us know if you have any evidence based clarifications or answers. Thanks
Vyper
Posts: 828
Joined: Tue Mar 25, 2014 12:30 pm

Re: Campaign House Rules and Map

Postby Vyper » Wed Jul 19, 2017 7:05 pm

1. Correct. Although turret values are always subtracted from the number of bomber attacks even if the turrets have fired at torps in the same turn. Also note the massing turret restrictions on pages 10/11.

2. Only specifically impacted models are affected by ordnance. See FAQ page 13: "As ships in a squadron are destroyed by incoming firepower, remaining shots are immediately applied to the next closest ship in the squadron. This only applies to shooting and does not apply to ordnance attacks, boarding actions, etc."
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