Post by Andrew on Sept 24, 2005 14:38:34 GMT -6
Game/point totals: W/L/D
The percent is based off dividing each team's victories by the lowest amount of games played by a team, thus n/12. I think this works mostly...if someone can think of something better let me know.
Imperials
Team: 12/2/2 (100% victory)
Space Marines - Andrew: 6/0/1 +250 (see special rules below)
Space Marines - Adam T: 3/1/0 +150 (see special rules below)
Imperial Guard - Adam H: 3/1/1 +200 (see special rules below)
Forces of Disorder
Team: 9/3/1 (75% victory)
Chaos - Glenn: 3/2/0 +25 (see special rules below)
Dark Eldar - Matt: 3/1/1 +175
Dark Eldar - Ian: 3/0/0 +125
Xenos
Team: 1/16/4 (8% victory)
Tau - Josh: 0/4/1 +0 (see special rules below)
Tau - Mike: 0/2/1 +0 (see special rules below)
Tau - Evan: 0/4/0 +0 (see special rules below)
Eldar - Caleb: 1/3/1 -100
Eldar - Delso: 0/3/1 -125
Special Rules - Imperials
For the rest of the campaign: All Imperial armies have to take at least one unit of daemonhunters, as the Chaos incursion has become strong than ever. It can be any unit from the daemonhunters codex per all restrictions, and it takes up points as usual.
Special Rules - Chaos
For the next week: 2 free daemon pack units, maximum of 8 in each unit. This entry is in the DH Codex.
For the rest of the campaign: 1 free daemon pack unit, maximum of 8 in the squad. This entry is in the DH Codex.
Special Rules - Tau
For the next week: All units are at -1 Ld
For the rest of the campaign: Only 1 HQ can be taken
Despite a rescue attempt by the Tau, they were forced away from the crash site of the dropship. Space Marines and Imperial Guard swarmed upon the stricken ship ripping open access panels and getting inside. The Tau commanders, knowing that their deaths would be in vain, allowed themselves to be captured instead, and they were taken away to the Imperial HQ to be held and possibly interrogated.
Sneaking as close as they dared, the Eldar opened fire on the Chaos worshippers performing an arcane ritual. Immediately their dark kin couterattacked along with their Chaos allies, and together removed the offending Eldar from the area, allowing the ritual to come to completion. A larger warp rift appeared on planet Lucier and daemons poured forth to destroy the mortals inhabiting real space.
Facing off blue armored Tau in the early morning, the Ultramarines engaged the curious xenos at close range, wiping them out but for one lone firewarrior who managed to escape. Not long after they came across the insidious Dark Eldar. They struggled over domination of a strategic point, but with tremendous casualties piling up on both sides neither was able to control it, and the Ultramarines disengaged to fight another day and reconsider tactics against the xenos.
With their numbers bolstered by daemons, the followers of Khorne began marching towards the capital of Lucier, Rescension. They want to desecrate and destroy the relic of St. Travion, thereby basically undermining all Imperial influence and inciting the population to revolt. (angry peasants!)
With the Marines of Tempest Relentless engaged with moving the prisoners to Rescension, it falls to the Ultramarines and Imperial Guard to harry the horde as much as they can before they hit the walls. Perhaps they can slow them enough that the renegades' need for blood must be satiated by their erstwhile Dark Eldar allies. (dude I just came up with some brilliant campaign scenarios and results and such)
Determined to be rid of their dark kin on this world once and for all and enlisting the aid of a Tau sect, the two Eldar craftworlds join together in a bid to destroy the Dark Eldar organization and hopefully force them back where they can do no more harm to the world nor find its secret. (another mark of genius! ha...eh)
The percent is based off dividing each team's victories by the lowest amount of games played by a team, thus n/12. I think this works mostly...if someone can think of something better let me know.
Imperials
Team: 12/2/2 (100% victory)
Space Marines - Andrew: 6/0/1 +250 (see special rules below)
Space Marines - Adam T: 3/1/0 +150 (see special rules below)
Imperial Guard - Adam H: 3/1/1 +200 (see special rules below)
Forces of Disorder
Team: 9/3/1 (75% victory)
Chaos - Glenn: 3/2/0 +25 (see special rules below)
Dark Eldar - Matt: 3/1/1 +175
Dark Eldar - Ian: 3/0/0 +125
Xenos
Team: 1/16/4 (8% victory)
Tau - Josh: 0/4/1 +0 (see special rules below)
Tau - Mike: 0/2/1 +0 (see special rules below)
Tau - Evan: 0/4/0 +0 (see special rules below)
Eldar - Caleb: 1/3/1 -100
Eldar - Delso: 0/3/1 -125
Special Rules - Imperials
For the rest of the campaign: All Imperial armies have to take at least one unit of daemonhunters, as the Chaos incursion has become strong than ever. It can be any unit from the daemonhunters codex per all restrictions, and it takes up points as usual.
Special Rules - Chaos
For the next week: 2 free daemon pack units, maximum of 8 in each unit. This entry is in the DH Codex.
For the rest of the campaign: 1 free daemon pack unit, maximum of 8 in the squad. This entry is in the DH Codex.
Special Rules - Tau
For the next week: All units are at -1 Ld
For the rest of the campaign: Only 1 HQ can be taken
Despite a rescue attempt by the Tau, they were forced away from the crash site of the dropship. Space Marines and Imperial Guard swarmed upon the stricken ship ripping open access panels and getting inside. The Tau commanders, knowing that their deaths would be in vain, allowed themselves to be captured instead, and they were taken away to the Imperial HQ to be held and possibly interrogated.
Sneaking as close as they dared, the Eldar opened fire on the Chaos worshippers performing an arcane ritual. Immediately their dark kin couterattacked along with their Chaos allies, and together removed the offending Eldar from the area, allowing the ritual to come to completion. A larger warp rift appeared on planet Lucier and daemons poured forth to destroy the mortals inhabiting real space.
Facing off blue armored Tau in the early morning, the Ultramarines engaged the curious xenos at close range, wiping them out but for one lone firewarrior who managed to escape. Not long after they came across the insidious Dark Eldar. They struggled over domination of a strategic point, but with tremendous casualties piling up on both sides neither was able to control it, and the Ultramarines disengaged to fight another day and reconsider tactics against the xenos.
With their numbers bolstered by daemons, the followers of Khorne began marching towards the capital of Lucier, Rescension. They want to desecrate and destroy the relic of St. Travion, thereby basically undermining all Imperial influence and inciting the population to revolt. (angry peasants!)
With the Marines of Tempest Relentless engaged with moving the prisoners to Rescension, it falls to the Ultramarines and Imperial Guard to harry the horde as much as they can before they hit the walls. Perhaps they can slow them enough that the renegades' need for blood must be satiated by their erstwhile Dark Eldar allies. (dude I just came up with some brilliant campaign scenarios and results and such)
Determined to be rid of their dark kin on this world once and for all and enlisting the aid of a Tau sect, the two Eldar craftworlds join together in a bid to destroy the Dark Eldar organization and hopefully force them back where they can do no more harm to the world nor find its secret. (another mark of genius! ha...eh)