Showing posts with label Medusa IV campaign. Show all posts
Showing posts with label Medusa IV campaign. Show all posts

Friday, 19 August 2016

Medusa IV Campaign- Final turn results

My map-based 40k campaign has recently come to an end. The campaign lasted just under a year, had 18 players at one time or another and over 130 battle for fought for control of the Kharysian sector of Medusa IV. 

The moves and results for battle phase 1 were:
Turn 8, battle phase 1 moves.

Saturday, 25 June 2016

Medusa IV Campaign- Turn 7, Battle Phase 2 Moves and Results

The second battle phase of turn 7 of the Medusa IV campaign got underway a couple of weeks ago. The moves for the battle phase were:

 
After the players had fought their games, the map now looked like this:

 


Medusa IV Campaign- Turn 7, Battle Phase 1 Moves and Results

Turn 7 of the Medusa IV map campaign kicked off a few weeks ago (I've had a lot on the blog recently, so haven't been able to report it until now). The moves for the turn were:

Saturday, 18 June 2016

Medusa IV Campaign- Turn 6, Battle Phase 2 Moves and Results

The second part of turn 6 began, with the players making the following moves:

Medusa IV Campagin- Turn 6, Battle Phase 1 Moves and Results

Turn 6 of the Medusa IV campaign kicked off a little while back, here are the moves for the first battle phase of the turn.


Many of the players attempted to annexe the strategic buildings left by the Tau in their retreat from the sector.

Saturday, 9 April 2016

Medusa IV Campaign- Turn 5, Battle Phase 2 moves

The moves for battle phase 2 of turn 5 have been made. As expected, the power vacuum left by the retreat of the Tau to the North has led to several players surging to occupy their abandoned defences and buildings. The map now looks like this:



My own Astra Militarum stronghold in the centre has come under attack from the remnants of the Tau occupation force. Players had two weeks to fight their battles. 

Tuesday, 5 April 2016

Medusa IV Campaign- Turn 5, Battle Phase 1 Results

I've been a bit lax with reporting the results of the campaign recently, been a bit busy to get them written up. The results for turn 5, battle phase 1 are in. The map now looks like this:


Thursday, 17 March 2016

Battle Report 47- 1850 pts White Scars vs Tau

This week's battle report is another from the Medusa IV campaign that I am running. This campaign turn, Yans' Tau decided to attack my Guard's Shield Generator tile that had recently repelled an attack from Armel's Eldar.
As I had been playing my Guard the last few weeks, I asked if Yans wouldn't mind me using my White Scars, as I was keen to finally try out the new White Scars formations from the Kauyon supplement. Fortunately, he agreed and I was able to put together a Scarblade Strike Force for the game.

 
My army consisted of:
SCARBLADE STRIKE FORCE
HUNTING FORCE
Captain- Bike, Hunter's Eye, Glaive of Vengeance, Storm Shield (with CS)
5 Command Squad- Banner of the Eagle, Apothecary, 4 grav guns, 4 Storm Shields (CS)
8 Bikers- Sergeant with power axe and meltabombs, 2 Grav guns (B1)
8 Bikers- Sergeant with power axe and meltabombs, 2 Grav guns (B2)
3 Scout Bikers- Astartes grenade launcher, sergeant has meltabombs (SB)
Attack Bike- Multimelta (AB1)
Attack Bike- Multimelta (AB2)
 
STORMLANCE BATTLE DEMI-COMPANY
Chaplain- Bike, Auspex, Meltabombs (with CS)
5 Tactical Marines- Meltagun, sergeant has meltabombs (TM1)
Rhino (R1)
10 Tactical Marines- Grav gun, sergeant has meltabombs (TM2)
Rhino (R2)
10 Tactical Marines- Flamer, sergeant has meltabombs (TM3)
Rhino (R3)
5 Devastators- 4 grav cannons (D)
Rhino (R4)
Attack Bike- Heavy Bolter (AB3)

SPEARTIP STRIKE FORCE
5 Scouts- sergeant has meltabombs (S)
Landspeeder storm- Heavy bolter, Cerberus missile launcher (LS)
Landspeeder- Multimelta, Typhoon missile launcher (L)

My warlord trait initially gave me Deadly Ambush (+1 to my reserve rolls or -1 to my opponents), but I re-rolled and got Hammer of Khan, giving my warlord (the Captain) D3 hammer of wrath hits.

My force was led by a Captain wielding the Hunter's Eye and the Glaive of Vengeance for some close combat punch. He would be leading the Hunting Force, featuring two large 8-man bike squads, a scout bike squad and two attack bikes. The large bike squads were to take advantage of the formations rules, giving me double hammer of wrath hits if I had at least 5 models in the unit. The two attack bikes were armed with multimeltas to take on the heavier battle suits of the Tau.

The formation also allows me to choose a primary target (an enemy HQ) and secondary and tertiary targets. I get re-rolls to hit and to wound against the primary target, then the secondary once the primary is dead and so on. This should be very useful for my special weapons and multimeltas at taking on the Tau commander.

Next, I took a Stormlance to try out the formation. This consists of 4 units mounted in Rhinos and an attack bike. The units must start in the Rhinos, but get re-rolls to hit against units holding objectives and get to make a free move after shooting, even allowing them to get back in their transport if they can. This should be great for the Devastators, allowing me to deploy and fire all four grav cannons then get back in the relative safety of the squad's Rhino.

Finally, I took a Speartip strike force, allowing me to take one of my favourite units- the Scouts and Landspeeder storm. I also took an anti-tank Landspeeder for some more firepower. The Scouts are the only objective secured unit in my army, quite a big change as I normally like to take a lot of objective secured units.

On top of that, the Scarblade gives me re-rollable hammer of wrath wounds if I charge over 8" and, more importantly, gives me re-rolls to my Hit and Run tests (anyone who regularly reads my Ravenwing and White Scars battle reports will know that I have a tendency to fluff these at the most inopportune times).

EDIT: It has been pointed out that my army is above points (thanks to Nate for spotting this). My army comes in at around 2070 pts instead of 1850 pts. Apologies to Yans for this error, I must have missed out a squad when I was adding up the total.

Thursday, 10 March 2016

Battle Report 46- 1500 pts Astra Militarum vs Eldar

This week's battle report was one of my campaign games from my Medusa IV map campaign. Armel's Eldar (a powerful faction in the campaign) had decided to try and usurp the Shield Generator tile from my Planetary defence force, so we found ourselves in conflict for the first time during the campaign. I know how strong the Eldar are at the moment and was interested to see how the game would turn out.
 
Thanks to the campaign rules, I would have a 50 pts bonus to my army, hopefully it would make all the difference. My army consisted of:

COMBINED ARMS DETACHMENT
Company Command Squad- Vox, 2 plasma guns, Company Standard, Laurels of Command (CC)
Priest (with S1A)
Priest (with S2C)
Commissar (with LT)
Commissar (with MLT)
Primaris Psyker- Level 1 psyker (with S1A)

Platoon Command 1- 2 Flamers, Vox (PC1)
Infantry Squad 1A- Autocannon, Vox (S1A)
Infantry Squad 1A- Autocannon (S2A)
Infantry Squad 1B- Autocannon, Vox (S1B)
Heavy Weapons Team 1- Lascannons (LT)
Heavy Weapons Team 2- Heavy Bolters (HBT)

Platoon Command 2- 2 Flamers, Vox (PC2)
Chimera- Multilaser, Heavy Bolter, Extra Armour, Dozer blades (C1)
Infantry Squad 2A- Grenade Launcher, vox (S2A)
Infantry Squad 2B- Grenade Launcher, vox (S2B)
Infantry Squad 2C- Grenade Launcher (S2C)
Heavy Weapons Team 3- Missile Launchers (MLT)

Veterans- 3 Meltaguns (V)
Chimera- Multilaser, Heavy Bolter, Extra Armour, Dozer blades (C2)

Wyvern 1 (W1)
Wyvern 2 (W2)
Aegis Defence Line

Culexus Assassin (A)

For my army, I decided to focus on an infantry heavy force backed up by two Wyverns. The army was led by a company command squad with a Regimental standard to help keep my units in check and the Laurels of Command to give me more control over the closer units. I then took two large infantry platoons- one armed with Autocannons and the other with grenade launchers. Three heavy weapons teams were also added to the platoons; lascannons and missile launchers to deal with a Wraithknight or any vehicles, and heavy bolters to deal with jetbikes or fragile Eldar bodies.
A unit of veterans with meltaguns in a Chimera would be there to grab objectives and deal with any armoured threats. I also took 2 wyverns as these should hopefully make a mess of any jetbikes or foot units and an Aegis line to keep the bulk of my army safe.

I decided not to take any battle tanks in the army. Between D weapons and Bright Lances, I did not think that any tanks would survive long enough to be useful.

I also decided to take a Culexus assassin to try and shut down any Eldar psykers that Armel decided to field. I bought the Assassins game in order to get all 4 assassin models and this is the first time that I would be using any of them in a game.

My plan was to swamp the objectives with masses of Guardsmen to win the game through a war of attrition- hopefully I had more bodies than Armel could kill in a game.

My warlord trait was Draconian Disciplinarian. This would be useful, allowing me to ignore morale checks caused by the Eldar shooting within range of the Warlord. My Primaris got Prescience and Foreboding.

Wednesday, 24 February 2016

Medusa IV Campaign- Turn 5, Battle Phase 1 moves

The campaign moves are in for the first battle phase of turn 5. The map in the Medusa IV campaign is really starting to fill up.

 
There was another surge of Manufactorums being built this turn, with 6 players constructing them at the start of turn 5.
 
I will have my own campaign game to play again this phase, with my shield generator coming under attack from Armel's Eldar. The players will have two weeks to get their games played. 

Thursday, 18 February 2016

Battle Report 44- 1500 pts Astra Militarum vs Orks

This week's battle report features a set game in my Medusa IV campaign, where Seb's Orks attacked one the power plants guarded by my Astra Militarum army. The battle was to be 1500 pts and I was curious to see what Seb would bring. He has such an extensive collection of Orks that you are never quite sure what he will be fielding; will it be an all walker army? A green horde? Biker heavy? Or a combination of everything.

I also wanted to go for an infantry heavy force for my Guard. I like the nature of the Astra Militarum fielding hordes of infantry, backed up by a few tanks.
 
My army consisted of:
 
COMBINED ARMS DETACHMENT
Tank Commander Pask- 2 Punisher tanks with heavy bolter sponsons. (PCT and P)
Company Command Squad- 2 Plasma guns, Regimental standard, Vox caster (CS)
Priest- Autogun (with S1A)
 
Infantry Platoon 1
Platoon Command- 2 Flamers, vox caster (PC1)
Infantry Squad- Grenade launcher, vox caster (S1A)
Infantry Squad- Grenade launcher, vox caster (S1A)
Infantry Squad- Grenade launcher (S1B)
Heavy Weapons Team- Missile Launchers (HWT)

Infantry Platoon 2
Platoon Command- 2 Flamers, vox caster (PC2)
Infantry Squad- Autocannon, vox caster (S2A)
Infantry Squad- Autocannon, vox caster (S2A)
Infantry Squad- Autocannon (S2B)
Infantry Squad- Heavy Bolter (S2C)
Infantry Squad (S2D)
Chimera- Multilaser, Heavy Bolter, Extra Armour, Dozer Blades (C1)
 
Veteran Squad- 3 Meltaguns (V)
Chimera- Multilaser, Heavy Bolter, Extra Armour, Dozer Blades (C2)
 
Wyvern (W)
 
I went for Tank Commander Pask with an additional Punisher. With two Punisher tanks, I should be able to put out a lot of firepower to suit whatever Seb brought along (the rending from Pask's punisher cannon may help with any Deff Dreads). I also brought a command squad to issue orders to my infantry units and a Priest to keep them in check.
I then took two large infantry platoons. One with grenade launchers, so that they could move and fire to full effect, the other with Autocannons to provide some mid-strength firepower to the army. I was able to add a chimera infantry squad and heavy bolter squad to the platoons as well. The addition of some missile launchers would give me some variety if facing armour or mobs of boyz. Both platoon command squads got dual flamers for when the Orks got in close.
 
In order to help target armour, I took a unit of Veterans with 3 meltaguns in a chimera. Both transports got dozer blades and extra armour to keep them moving. Finally, I rounded the list off with a wyvern. These are pretty much essential in a guard army, providing some serious firepower to my list.
Pask was my warlord and got Old Grudges (preferred enemy) for his warlord trait. I decided to combine two of the grenade launcher infantry squads into one unit and two of the Autocannon squads into one unit.

Tuesday, 2 February 2016

Monday, 1 February 2016

Medusa IV Campaign- Turn 4, Battle Phase 1 results

The results are in, the first battle phase of 2016 in the Medusa IV map campaign has come to a close. The map now looks like this:

 
The forces of Chaos clashed with the loyalist White Scars on two separate fronts. The first was fought to a stalemate, neither side giving up any ground despite heavy losses. The second battle was more favourable for the Sons of Khan, granting them more territory in their vast empire (Iain and Thomas both attacked Allan's territory, while Allan attacked Iain's base. The draw against Iain and Allan was a draw, while Allan managed to secure victory against Thomas' army).


 

Thursday, 28 January 2016

Battle Report 39- 1800 pts Orks vs Dark Eldar

This week's battle report features an 1800 pts match up between Seb's Orks and James' Dark Eldar. Last weeks battle report first of a fantasy game is followed up by another first this week- a battle report that I didn't actually play in! Let me explain.......


Seb and James are both taking part in the Medusa IV campaign that I have been running.
 
Seb's rise to power in the campaign started off a little shaky. His Orks were initially unable to secure a victory for much of the first turn of the campaign and when they did, despite only needing a 3+ on 2D6 to secure his tile, he managed to roll snake eyes for his capture roll after his first victory.
After the Warboss gave his lieutenants a stern talking to (and cleaned up the resulting mess), the Orks started going from victory to victory. The Mekboyz in the Ork camp have not been resting on their wins and have been busy building crude Ork Manufactorums to supply the greenskin hordes with weapons and armour. Seb was initially joined by Euan in the great Waaagh, but Euan unfortunately had to drop out and leave Seb to fight for the glory of Gork and Mork on his own (claims of bullying and name calling from Seb towards Euan on who was the "bestest Ork" have yet to be independently corroborated). With each victory, Seb's Orks have slowly been making their way south, looking for a good scrap........

James has had even better success in the campaign, racking up a string of victories each and every turn. The cunning Dark Eldar even managed to pilfer an abandoned Guard Command Bastion to help with their raiding parties and have constructed several power plants to keep the lights on during a long nights torturing session. Like any good Dark Eldar Archon, James has not ventured too far from his starting territory, merely expanding his dominion and awaiting the slaves and other such playthings to be brought back to him.

Despite using what is commonly regarded as two of the weakest Codices currently available, both players have managed to build substantial empires, coming out amongst the current leading players in the campaign (alongside Shaun's Tau and Allan's White Scars).

James' and Seb's forces have clashed several times during the course of the campaign. These scraps have been limited to raiding parties and are always bloody affairs. With each victory, Seb has been making a bee-line towards the Dark Eldar settlement and there has been much trash talk exchanged between the players.
When Seb was finally in position to launch an assault directly on the Dark Eldar territory, I knew that I would have to record this battle to see what took place.

With his two Manufactorums, Seb has the numerical advantage, gaining an additional 150 pts to spend on his army (which he threatened to spend entirely on Grots!). James, however, has the speed advantage. His two power plants gives him a +2 bonus to choosing deployment zone and getting the first turn. If this does not work, his Command Bastion gives him +1 to seize the initiative.

This promised to be an interesting match up. It will be nice to watch the game as a completely impartial observer, merely recording what is going on and waiting to see if the poncy Eldar get a rightful beating by the masterful Orks. Impartial, as I said.

Sunday, 24 January 2016

Medusa IV Campiagn- Turn 4, Battle Phase 1 moves

The campaign is back! After the Christmas break, the Medusa IV campaign was ready to begin again, with the players making their moves for the first phase of turn 4.
 
Many of the players evidently used the break for construction, as there was a flurry of Manufactorums assembled (6 in total) and a shield generator. Many of the players continued to try and expand their territory with unclaimed land, while the White Scars to the North came under renewed attack from the forces of Chaos.

 

Tuesday, 8 December 2015

Medusa IV Campaign- New Rules: Campaign Stratagems

With the campaign having drawn to a close for the holiday period, I was having a think about how to improve it for the New Year. Inspired by the Cityfight and Planetstrike expansions of old, I decided to make up some Campaign Stratagems for the players to purchase with the resource points they earn throughout the campaign.
 
Campaign Stratagems
Campaign Stratagems are some special rules that can be purchased with resource points (RP) for your games.
Each Stratagem will cost 30 RP. You may only purchase one stratagem per battle phase (so two in a campaign turn) and must inform your opponent of which stratagem you are using before either army is deployed. The Stratagem must be purchased at the start of one of the Battle Phases, but can be used during any one battle during the campaign turn. Only one Stratagem may be used (per side) in each battle fought.
 
Camouflage Netting
You have obtained camouflage to hide a small portion of your army from the enemy firepower.
Select one unit/model in your army (that is not a Superheavy vehicle or monstrous creature). In the first turn, that unit has the Shrouded special rule until they move or fire a weapon. Once they have done this, they lose the Shrouded special rule, but gain the Stealth special rule for turn one.
 
Ambush
An elite unit has circumvented the enemy patrols to launch an ambush on the enemy lines.
Select one unit/model in your army (that is not a Superheavy vehicle or monstrous creature). That unit must be held in reserve and gains the Outflank rule.

Monday, 7 December 2015

Tuesday, 1 December 2015

Medusa IV Campaign- Turn 3, Battle Phase 2 moves

With battle phase 1 having come to an end, the players made their moves for battle phase 2. The map now looks like this: