Post by Andrew on Sept 17, 2005 10:27:45 GMT -6
Week 2 results:
The games played is cumulative from last week, so check WEEK 1 to see changes. Again, the + or - number is points adjustment for next week, including special happenings and the new rule instated below by Josh.
W/L/D
Xenos
Team: 1/11/4
Tau - Josh: 0/3/1 -75
Tau - Mike: 0/1/1 +0
Tau - Evan: 0/3/0 -125
Eldar - Caleb: 1/2/1 -25
Eldar - Delso: 0/2/1 -50
Imperials
Team: 9/2/1
Space Marines - Andrew: 5/0/0 +250
Space Marines - Adam T: 2/1/0 +75
Imperial Guard - Adam H: 2/1/1 +125
Imperial Guard - Tony: unknown
Forces of Evil
Team: 7/3/0
Chaos - Glenn: 2/2/0 -50
Dark Eldar - Matt: 3/1/0 +125
Dark Eldar - Ian: 2/0/0 +50
Once I receive the final battle's results I'll update, but for now here's where we stand. Also, points values may change. I'll talk to the big kahuna about that. Now, fluff!
A seething crowd of red-armored traitor marines flung themselves toward the light bunker line, held by the Ultramarines. Chaos bikers swept forward to destroy a squad holding the bunkers, and froth-mouthed bezerkers gleefully ran forward into the guns of the marines. Some casualties were taken, but in the end the Khorne followers were defeated and the bunkers saved for the Imperium.
The Dark Eldar struck from hiding, attacking the Tau and their Eldar kin with equal ferocity. The Eldar were surrounded and destroyed, but not before a good amount broke through the Dark Eldar and escaped to warn the rest of their craftworld.
The Eldar of the Alaitoc craftworld launched an attack on their Tau allies, fearing possible corruption from their dark kin. The Tau were all but wiped out when the capricious xenos stopped their attack, satisfied that whatever taint remained was erased.
Night fell on the world, but armies still clashed on numerous battlefields. Harrying the retreat of the Chaos legionnaires, the Imperial Guard under General Huenecke destroyed more Chaos Marines and vehicles, although sustaining many casualties himself.
Alaitoc Eldar ran across an Ultramarines force traveling to the last known region of the Dark Eldar and immediately attacked. The APC's delievered their cargo as planned and the Ultramarines inside payed the Eldar with death and destruction. A falcon and a badly damaged vyper escaped, but not before taking their fair share of kills.
The Space Marines of the Tempestus Relentless chapter engaged the Tau:
otho.proboards28.com/index.cgi?board=40K&action=display&thread=1126234468
In a forested area of ruins, three armies converged, unaware of each other's presence in the dark until bright flashes of bolter fire lit the night. A new Imperial Guard regiment landed and began in earnest, killing whatever moved in the dark. Daylight will show what has happened.
The Tau fleet dispatched two dropships to the planet's surface. One landed safely but the other was hit and crashed in Imperial held territory. Aboard were Tau commanders, and it's imperative at all costs that they rescue the fallen dropship before the Imperials do.
Warp storms are converging on the planet Lucier and the armies already engaged on the surface are now being forced to fend for themselves as the fleets pull away. Practicing some archaic ritual in the streets of the city Veraghon, using the previous inhabitants as sacrifices, it seems the second major force of Khorne is summoning the storms to the planet, appealing to their dark gods for aid...
Everyone can feel the effects, and if un-psychic creatures such as they can be uncomfortable by what's happening, what kind of images must the true psykers be seeing? Whose eyes reach far into the immaterium?
Until the rituals are stopped, all psykers in all armies are -1 Ld.
Obviously, somebody gets the lucky task of trying to stop Glenn's Chaos from getting help from his gods. That will be determined later. As for the -1 Ld, that goes until the game is over. So if others are still in their own games, regardless of the result of the "campaign game" their Ld will be restored. This game is outlined in the Daemonhunters codex as Stop the Ritual. I can post that up here if someone wants to read it. In addition, due to the warp effects of the area, special rules will be used to represent it. They are somewhere on the GW site and I shall find them.
If Chaos wins, then he gets two extra units of daemon packs, taken from the Daemonhunters codex, free for the next week, then one free for the rest of the campaign.
If Chaos loses, then their ability to summon daemons will be severely hampered. Daemon units may only number 4 or less, and only two units in total can be taken per game.
To represent the first Tau ship landing safely, all Tau armies get +50 points for this week.
If Tau wins, then their HQ units can take a unit worth 100pts or less for free the rest of the campaign. This represents their superior skill in organizing armies for war.
If Tau loses, then their armies are demoralized by the loss of their commanders, and all units are at -1 Ld for the next week. In addition, they can only ever take one HQ unit for the rest of the campaign.
If anything should be added let me know. I'll add more later maybe or change things. Yell at me if I overstep my secretary bounds. Spicing the campaign!
The games played is cumulative from last week, so check WEEK 1 to see changes. Again, the + or - number is points adjustment for next week, including special happenings and the new rule instated below by Josh.
W/L/D
Xenos
Team: 1/11/4
Tau - Josh: 0/3/1 -75
Tau - Mike: 0/1/1 +0
Tau - Evan: 0/3/0 -125
Eldar - Caleb: 1/2/1 -25
Eldar - Delso: 0/2/1 -50
Imperials
Team: 9/2/1
Space Marines - Andrew: 5/0/0 +250
Space Marines - Adam T: 2/1/0 +75
Imperial Guard - Adam H: 2/1/1 +125
Imperial Guard - Tony: unknown
Forces of Evil
Team: 7/3/0
Chaos - Glenn: 2/2/0 -50
Dark Eldar - Matt: 3/1/0 +125
Dark Eldar - Ian: 2/0/0 +50
Once I receive the final battle's results I'll update, but for now here's where we stand. Also, points values may change. I'll talk to the big kahuna about that. Now, fluff!
A seething crowd of red-armored traitor marines flung themselves toward the light bunker line, held by the Ultramarines. Chaos bikers swept forward to destroy a squad holding the bunkers, and froth-mouthed bezerkers gleefully ran forward into the guns of the marines. Some casualties were taken, but in the end the Khorne followers were defeated and the bunkers saved for the Imperium.
The Dark Eldar struck from hiding, attacking the Tau and their Eldar kin with equal ferocity. The Eldar were surrounded and destroyed, but not before a good amount broke through the Dark Eldar and escaped to warn the rest of their craftworld.
The Eldar of the Alaitoc craftworld launched an attack on their Tau allies, fearing possible corruption from their dark kin. The Tau were all but wiped out when the capricious xenos stopped their attack, satisfied that whatever taint remained was erased.
Night fell on the world, but armies still clashed on numerous battlefields. Harrying the retreat of the Chaos legionnaires, the Imperial Guard under General Huenecke destroyed more Chaos Marines and vehicles, although sustaining many casualties himself.
Alaitoc Eldar ran across an Ultramarines force traveling to the last known region of the Dark Eldar and immediately attacked. The APC's delievered their cargo as planned and the Ultramarines inside payed the Eldar with death and destruction. A falcon and a badly damaged vyper escaped, but not before taking their fair share of kills.
The Space Marines of the Tempestus Relentless chapter engaged the Tau:
otho.proboards28.com/index.cgi?board=40K&action=display&thread=1126234468
In a forested area of ruins, three armies converged, unaware of each other's presence in the dark until bright flashes of bolter fire lit the night. A new Imperial Guard regiment landed and began in earnest, killing whatever moved in the dark. Daylight will show what has happened.
The Tau fleet dispatched two dropships to the planet's surface. One landed safely but the other was hit and crashed in Imperial held territory. Aboard were Tau commanders, and it's imperative at all costs that they rescue the fallen dropship before the Imperials do.
Warp storms are converging on the planet Lucier and the armies already engaged on the surface are now being forced to fend for themselves as the fleets pull away. Practicing some archaic ritual in the streets of the city Veraghon, using the previous inhabitants as sacrifices, it seems the second major force of Khorne is summoning the storms to the planet, appealing to their dark gods for aid...
Everyone can feel the effects, and if un-psychic creatures such as they can be uncomfortable by what's happening, what kind of images must the true psykers be seeing? Whose eyes reach far into the immaterium?
Until the rituals are stopped, all psykers in all armies are -1 Ld.
Obviously, somebody gets the lucky task of trying to stop Glenn's Chaos from getting help from his gods. That will be determined later. As for the -1 Ld, that goes until the game is over. So if others are still in their own games, regardless of the result of the "campaign game" their Ld will be restored. This game is outlined in the Daemonhunters codex as Stop the Ritual. I can post that up here if someone wants to read it. In addition, due to the warp effects of the area, special rules will be used to represent it. They are somewhere on the GW site and I shall find them.
If Chaos wins, then he gets two extra units of daemon packs, taken from the Daemonhunters codex, free for the next week, then one free for the rest of the campaign.
If Chaos loses, then their ability to summon daemons will be severely hampered. Daemon units may only number 4 or less, and only two units in total can be taken per game.
To represent the first Tau ship landing safely, all Tau armies get +50 points for this week.
If Tau wins, then their HQ units can take a unit worth 100pts or less for free the rest of the campaign. This represents their superior skill in organizing armies for war.
If Tau loses, then their armies are demoralized by the loss of their commanders, and all units are at -1 Ld for the next week. In addition, they can only ever take one HQ unit for the rest of the campaign.
If anything should be added let me know. I'll add more later maybe or change things. Yell at me if I overstep my secretary bounds. Spicing the campaign!