Post by Andrew on May 31, 2009 19:51:04 GMT -6
Battlefleet Gothic Summer Campaign!
Galactic Location: Cyclops Cluster Sub-Sector, Gothic Sector, Segmentum Obscurus
Objective: Gain the most renown of all heroes in the sector. Battles can be fought from June 1st to July 31st. The most famous of all at the end of that time will win the campaign.
Players
- Tom - Imperial Navy
- Andrew - Chaos
- Ian - Orks
- Mike - Necrons
Rules Sets in Use
Campaign Rules: www.games-workshop.com/MEDIA_CustomProductCatalog/m1280006_BFG_Campaign_Rules.pdf
Scenarios: www.games-workshop.com/MEDIA_CustomProductCatalog/m1280003_BFG_Scenarios.pdf
Appendix I & 2, Ork Appeals: www.games-workshop.com/MEDIA_CustomProductCatalog/m1280013_BFG_Armada_Appendices.pdf
Other Resources
(Required) Fleet Registry: www.games-workshop.com/MEDIA_CustomProductCatalog/m1300001_BFG_Fleet_Registry.pdf
Reference Sheet: www.games-workshop.com/MEDIA_CustomProductCatalog/m1300000_BFG_Reference_Sheet.pdf
Torpedo & Attack Craft Markers: www.games-workshop.com/MEDIA_CustomProductCatalog/m1300006_BFG_Torpedo_Markers.pdf
Other Campaign Rules
All of the above rules are to be used. All important campaign rules, including register size and playing games is included in the standard BFG campaign rules. Everything below is in addition to that.
The only fleets and ships allowed in this campaign are those listed in the BFG main rulebook or Armada.
You may play as many games as you want; there is no limit of one or two per week, so crack out those ships as often as you and an opponent feel like.
Imperial, Chaos, and Ork Appeals from the BFG Magazine #12 can be used (provided by Andrew).
"The Siege" scenario from BFG Magazine #9 can replace "Surprise Attack¡" if either player has 21+ renown and chooses to do so.
Report all games on the Summer Campaign's battle reporting thread.
Playing Games
Prepare for a game as normal, determining attacker and defender by rolling their Strategy Rating. When setting up terrain, first the attacker may choose which battlezone (pg 42) to fight in; if he does not, then the defender may choose which battlezone. If neither care, simply randomize it. One player rolls six times on the chart for the selected battlezone to determine what terrain will be used for the game. Taking turns, each player places a piece until all are set up. None can be closer than 20cm to any table edge. Only one planet will ever be present; if further planetary results are rolled, just add moons to the planet. These must be placed within the gravity well of the planet (pg 45).
Special Battles
Planetary Assaults: The game is played as normal. Assault points are worth 1000 points instead of the normal 2000 points (for playing a 40k game afterwards). After the BFG game, if any troops managed to land then a 40k game must be played, though not necessarily the same day!
The defender always has at least 2000 points, even if the attacker only landed 1000 points. However, if the attacker landed enough points to have more than the defender, sucks to be the defender! If the attacker landed 3000+ points, then each player gets 2 Force Organization Charts and 1 Apocalypse Asset, as well as being able to use Apocalypse Formations and units. Super-heavy units count as 2 Heavy Support choices. Once the Planetstrike rules are released, this would be an excellent time to use them, whether it¡¦s normal or Apocalypse. Use 6 Objectives, set up like in the Apocalypse rulebook. Depending on the outcome of both games, the overall result of the Campaign Turn is as follows: [note, will email everyone these rules for the table, and have a copy in the store]
If the 40k game is a draw, then just use this table, as planetary assaults are brutal affairs: [same as above]
Boarding Actions
When two ships move in close for a boarding action, once per BFG game a 40k game can be played in place of the boarding action. Choose one of the following scenarios to play:
- Disable Weapons/Shields/Engines
....o The attackers must fight their way to the guns/shield generator/engines and plant charges to destroy them. All models are equipped with demo charges. To set a charge, a model must assault and be in contact with the objective. The demo charge must be defended until the end of the defender's turn, at which time it's detonated. If they are successful, the objective is disabled per the Critical Hits Table on p. 24. If unsuccessful the attacking ship suffers an additional hit. Then add up the boarding modifiers as normal and apply that result; the winner of the 40k game gets an additional +1 to their boarding modifier.
- Rescue Officer
....o The attackers must fight their way to the brig, retrieve the officer, and escape back to their deployment zone. Treat the officer as an independent character that will join the unit once it is within 2¨; from then on the officer moves with the unit. The officer cannot be killed for any reason. If they are successful, the attackers may add +1 to their ship's Leadership (max 10). If unsuccessful, the attackers are disheartened by the loss of a beloved (or feared) officer and are therefore at -1 Leadership. Then add up the boarding modifiers as normal and apply that result.
- Terminate Bridge Crew
....o The attackers teleport onto the enemy ship's bridge, attempting to lay waste as many officers as possible. The defender must include at least one character. For purposes of this game, sergeants, aspiring champions, nobz, and other similar models count as characters. The attacker must kill at least 50% of these characters to win. If successful, the defending ship suffers -1 Leadership. If unsuccessful, the defending ship's crew gains a new respect for their stalwart officers, and the ship gains +1 Leadership. Then add up the boarding modifiers as normal and apply that result.
- Set Fires
....o The attackers must fight their way to the main air ducts and set incendiary devices that will spread fires through several decks. All models are equipped with incendiary devices. To set one, a model must assault and be in contact with the air vents. The incendiary device must be defended until the end of the defender's turn, at which time it's detonated. If they are successful, the ship is set on fire per the Critical Hits Table on p. 24. If unsuccessful, the attacking ship suffers an additional hit. Then add up the boarding modifiers as normal and apply that result; the winner of the 40k game gets an additional +1 to their boarding modifier.
General Special Rules for Boarding Action Games
- Close Confines: Due to the amount of stuff, narrow halls, as well as inevitable smoke and dust in ships, all models get a 6+ cover save. In addition, Line of Sight is considered entirely blocked if the target is more than 12¨ away.
- Don't shoot! He's near the wall!: No weapons of Strength 7 or higher can be fired in rooms near the hull (these are defined as the rooms involving the objective in the first mission, attacker's deployment zone in the second mission, the entire bridge in the third mission, and attacker's deployment zone in the fourth mission).
Battlezone
- The special mini-table can be used for most games. Use the movable walls to make up a ship's interior. Otherwise, you may make a table up to 4x4 to play on.
- There should be no direct path between the attacker's deployment zone and the objective.
- There should be more than one path from the attacker's DZ to the objective.
- When in doubt, more terrain is better.
Army Selection
- Attacker has 500 points, Defender has 250 points, though his Troops have Sustained Assault (if a Troops unit is under 50% and is forced to flee, they may be removed from the table, moving back on at full strength in a randomized room. If only using 5 rooms, a roll of 6 means the player can have them enter a room of their choice)
- No vehicles may be selected
- No heavy support choices
- No Psykers for the attacking forces as they are too valuable, but defenders may include them
- Modified FOC chart:
....o Attacker - 1 Elite, 1 Troops required; 2 HQ, 1 Elites, 4 Troops, 3 FA optional
....o Defender - 2 Troops required; 1 HQ, 2 Elites, 4 Troops, 1 FA optional
- Suggested forces:
....o Necrons:
........„X Flayed Ones, Wraiths, Warriors as attackers, Warriors as defenders
....o Imperial Navy:
........„X Stormtroopers, Ogryns, Veterans as attackers, IG & Penal squads as defenders
....o Chaos:
........„X Terminators, Berzerkers, daemons as attackers, cultists or marines as defenders
....o Orks:
........„X Nobz, 'ardboyz as attackers, slugga/shoota boyz, grots as defenders
Final Notes:
The commander that represents you and gains renown and such replaces the normally required admiral, warboss, or chaos lord. It's also free; huzzah!
Lastly, ask any questions here. They shall be answered!
[note: rules may be subject to change]
Galactic Location: Cyclops Cluster Sub-Sector, Gothic Sector, Segmentum Obscurus
Objective: Gain the most renown of all heroes in the sector. Battles can be fought from June 1st to July 31st. The most famous of all at the end of that time will win the campaign.
Players
- Tom - Imperial Navy
- Andrew - Chaos
- Ian - Orks
- Mike - Necrons
Rules Sets in Use
Campaign Rules: www.games-workshop.com/MEDIA_CustomProductCatalog/m1280006_BFG_Campaign_Rules.pdf
Scenarios: www.games-workshop.com/MEDIA_CustomProductCatalog/m1280003_BFG_Scenarios.pdf
Appendix I & 2, Ork Appeals: www.games-workshop.com/MEDIA_CustomProductCatalog/m1280013_BFG_Armada_Appendices.pdf
Other Resources
(Required) Fleet Registry: www.games-workshop.com/MEDIA_CustomProductCatalog/m1300001_BFG_Fleet_Registry.pdf
Reference Sheet: www.games-workshop.com/MEDIA_CustomProductCatalog/m1300000_BFG_Reference_Sheet.pdf
Torpedo & Attack Craft Markers: www.games-workshop.com/MEDIA_CustomProductCatalog/m1300006_BFG_Torpedo_Markers.pdf
Other Campaign Rules
All of the above rules are to be used. All important campaign rules, including register size and playing games is included in the standard BFG campaign rules. Everything below is in addition to that.
The only fleets and ships allowed in this campaign are those listed in the BFG main rulebook or Armada.
You may play as many games as you want; there is no limit of one or two per week, so crack out those ships as often as you and an opponent feel like.
Imperial, Chaos, and Ork Appeals from the BFG Magazine #12 can be used (provided by Andrew).
"The Siege" scenario from BFG Magazine #9 can replace "Surprise Attack¡" if either player has 21+ renown and chooses to do so.
Report all games on the Summer Campaign's battle reporting thread.
Playing Games
Prepare for a game as normal, determining attacker and defender by rolling their Strategy Rating. When setting up terrain, first the attacker may choose which battlezone (pg 42) to fight in; if he does not, then the defender may choose which battlezone. If neither care, simply randomize it. One player rolls six times on the chart for the selected battlezone to determine what terrain will be used for the game. Taking turns, each player places a piece until all are set up. None can be closer than 20cm to any table edge. Only one planet will ever be present; if further planetary results are rolled, just add moons to the planet. These must be placed within the gravity well of the planet (pg 45).
Special Battles
Planetary Assaults: The game is played as normal. Assault points are worth 1000 points instead of the normal 2000 points (for playing a 40k game afterwards). After the BFG game, if any troops managed to land then a 40k game must be played, though not necessarily the same day!
The defender always has at least 2000 points, even if the attacker only landed 1000 points. However, if the attacker landed enough points to have more than the defender, sucks to be the defender! If the attacker landed 3000+ points, then each player gets 2 Force Organization Charts and 1 Apocalypse Asset, as well as being able to use Apocalypse Formations and units. Super-heavy units count as 2 Heavy Support choices. Once the Planetstrike rules are released, this would be an excellent time to use them, whether it¡¦s normal or Apocalypse. Use 6 Objectives, set up like in the Apocalypse rulebook. Depending on the outcome of both games, the overall result of the Campaign Turn is as follows: [note, will email everyone these rules for the table, and have a copy in the store]
If the 40k game is a draw, then just use this table, as planetary assaults are brutal affairs: [same as above]
Boarding Actions
When two ships move in close for a boarding action, once per BFG game a 40k game can be played in place of the boarding action. Choose one of the following scenarios to play:
- Disable Weapons/Shields/Engines
....o The attackers must fight their way to the guns/shield generator/engines and plant charges to destroy them. All models are equipped with demo charges. To set a charge, a model must assault and be in contact with the objective. The demo charge must be defended until the end of the defender's turn, at which time it's detonated. If they are successful, the objective is disabled per the Critical Hits Table on p. 24. If unsuccessful the attacking ship suffers an additional hit. Then add up the boarding modifiers as normal and apply that result; the winner of the 40k game gets an additional +1 to their boarding modifier.
- Rescue Officer
....o The attackers must fight their way to the brig, retrieve the officer, and escape back to their deployment zone. Treat the officer as an independent character that will join the unit once it is within 2¨; from then on the officer moves with the unit. The officer cannot be killed for any reason. If they are successful, the attackers may add +1 to their ship's Leadership (max 10). If unsuccessful, the attackers are disheartened by the loss of a beloved (or feared) officer and are therefore at -1 Leadership. Then add up the boarding modifiers as normal and apply that result.
- Terminate Bridge Crew
....o The attackers teleport onto the enemy ship's bridge, attempting to lay waste as many officers as possible. The defender must include at least one character. For purposes of this game, sergeants, aspiring champions, nobz, and other similar models count as characters. The attacker must kill at least 50% of these characters to win. If successful, the defending ship suffers -1 Leadership. If unsuccessful, the defending ship's crew gains a new respect for their stalwart officers, and the ship gains +1 Leadership. Then add up the boarding modifiers as normal and apply that result.
- Set Fires
....o The attackers must fight their way to the main air ducts and set incendiary devices that will spread fires through several decks. All models are equipped with incendiary devices. To set one, a model must assault and be in contact with the air vents. The incendiary device must be defended until the end of the defender's turn, at which time it's detonated. If they are successful, the ship is set on fire per the Critical Hits Table on p. 24. If unsuccessful, the attacking ship suffers an additional hit. Then add up the boarding modifiers as normal and apply that result; the winner of the 40k game gets an additional +1 to their boarding modifier.
General Special Rules for Boarding Action Games
- Close Confines: Due to the amount of stuff, narrow halls, as well as inevitable smoke and dust in ships, all models get a 6+ cover save. In addition, Line of Sight is considered entirely blocked if the target is more than 12¨ away.
- Don't shoot! He's near the wall!: No weapons of Strength 7 or higher can be fired in rooms near the hull (these are defined as the rooms involving the objective in the first mission, attacker's deployment zone in the second mission, the entire bridge in the third mission, and attacker's deployment zone in the fourth mission).
Battlezone
- The special mini-table can be used for most games. Use the movable walls to make up a ship's interior. Otherwise, you may make a table up to 4x4 to play on.
- There should be no direct path between the attacker's deployment zone and the objective.
- There should be more than one path from the attacker's DZ to the objective.
- When in doubt, more terrain is better.
Army Selection
- Attacker has 500 points, Defender has 250 points, though his Troops have Sustained Assault (if a Troops unit is under 50% and is forced to flee, they may be removed from the table, moving back on at full strength in a randomized room. If only using 5 rooms, a roll of 6 means the player can have them enter a room of their choice)
- No vehicles may be selected
- No heavy support choices
- No Psykers for the attacking forces as they are too valuable, but defenders may include them
- Modified FOC chart:
....o Attacker - 1 Elite, 1 Troops required; 2 HQ, 1 Elites, 4 Troops, 3 FA optional
....o Defender - 2 Troops required; 1 HQ, 2 Elites, 4 Troops, 1 FA optional
- Suggested forces:
....o Necrons:
........„X Flayed Ones, Wraiths, Warriors as attackers, Warriors as defenders
....o Imperial Navy:
........„X Stormtroopers, Ogryns, Veterans as attackers, IG & Penal squads as defenders
....o Chaos:
........„X Terminators, Berzerkers, daemons as attackers, cultists or marines as defenders
....o Orks:
........„X Nobz, 'ardboyz as attackers, slugga/shoota boyz, grots as defenders
Final Notes:
The commander that represents you and gains renown and such replaces the normally required admiral, warboss, or chaos lord. It's also free; huzzah!
Lastly, ask any questions here. They shall be answered!
[note: rules may be subject to change]