Berzul Posted October 26, 2020 Share Posted October 26, 2020 Hey everyone!My gaming group has gathered to run a Crusade campaign, using (part of) the rules for Urban Conquest. I have started this thread to share the experience, and the reports from the battles, as the campaign progresses. First up, the rules. Hidden Content We are using the Crusade rules from the new edition.We are using the Urban Conquest rules from the 8th edition supplement, but with some considerations: We are using the map, some special locations, some of the strategic resource cards, some of the random event cards, and slightly modified versions of the Battle Zones. We are not using the scenarios from the Urban Conquest supplement, except for the Special Locations, which we have adjusted to serve as templates applied on top of Crusade scenarios. We are not using the scenario matrix (nor the strategic resource cards or random event cards that affect said rules). Rather, we are rolling for random Crusade Scenarios or choosing them outright as it fits the narrative. We are not using the special rules for terrain, cover, height advantage, open ground, and others from Urban Conquest (nor the strategic resource cards or random event cards that affect said rules) We are not using the Warlord Traits or Stratagems from Urban Conquest (nor the strategic resource cards or random event cards that affect said rules) Once the terrain has been selected for a district on the map, for any battle, it is recorded. Any subsequent battles that may take place there must be played with the same terrain configuration. At the beginning of each Action Phase of the campaign, and going by Glory Count from the previous round (or randomly, on the first one) players proceed to declare movements on the map. Three movements per player, in total. One at a time, per initiative order, until each player has made their three movements. Players can choose to (1) move from one district they currently occupy and into any other district directly adjacent to it (unless one makes use of the Orbital Assault Strategic Resource, and then one can just attack anywhere, once), or to (2) remain at a district one already controls, to reinforce or defend it. Moving into a Special Location requires the Stronghold Assault Strategic Resource. Remaining in it to reinforce it or defend it does not. If a player moves into a district that no one else moves into (or into a district already occupied by someone who chooses not to spend a move to reinforce or defend it), that player is the winner by default there. No battle takes place, and the player win no Glory Points, but the action still count as a victory there for the purposes of conquering districts in the Consolidation Phase. The place is considered to have been either abandoned, or otherwise undefended and given up for grabs. If a player moves into a district someone else has also moved into (or into a district occupied by someone who chooses to spend a move to reinforce or defend it), then the players there have to fight on a 1-on-1 battle against each other, until everyone there has fought everyone else there. Each movement made into a district counts as one attempt to claim it. So, for instance, should a player spend two of his three moves to claim one district, and should they only face opposition once from any opponents (that is, should other players only spend one move of theirs each to go into the district or to defend it, against your two moves to claim it), then your uncontested movement is considered a victory by default in the district. It is considered that your opponents would not commit enough military resources to either contest your claim and/or to defend the place in full against your force. It grants you no Glory Points, but it is still considered a victory for the purposes of conquering districts. After all moves have been made by all players, the battles begin. In any order is most convenient. After all battles have taken place, after all victories, draws, and defeats per district have been accounted for, and after all Glory Points have been assigned, the Action Phase ends, and the game moves to a Consolidation Phase, as per the regular rules for Urban Conquest. We are starting with 50 Power Level Orders of Battle, and battles are currently at Combat Patrol level, with lists of up to 25 Power Levels. We are yet to decide when we might move into Incursion sized battles, but we have agreed we will not move further than that. Due to terrain limitation, time constraints, and general convenience moving the armies around. Second, the setting. Hidden Content The campaign is about the attempt by various forces to conquer the city of Exelia Tertius. A lesser sprawl on the Shrine World of Exelia, in the dangerous Imperium Nihilus. A planet currently being disputed by the warriors of the Death Guard and the combination of 5th Sphere Expansion of the T'au Empire and various auxiliaries of traitor human inhabitants, who have sworn their lives to the xenos philosophies and ideologies. Imperium forces, in the form of two Astartes Chapters, have arrived at this besieged world, and have made planet-fall on the city of Exelia Tertius. From there they plan executing their respective campaigns to reclaim this Shrine World from under the noses of the warring factions already present there. These armies of the Adeptus Astartes each acts as and adversary to the other, however, and for their own reasons; as each commander pursues a different agenda in the city. Against them stands also a Plague Company which has foreseen the coming of the Imperium, and has decided to engage them as they also attempt a claim on the city. Finally, there stands the forces of the Necrons, recently awoken due to the world-wide conflict that is taking place on Exelia. The city of Exelia Tertius —as it turns out— rests atop the ruins of the old city of Sakharah. A necropolis for a dynasty, vassals to the Sautekh, and their warriors are now emerging to recover the place for their own. The stage is set for an all out free for all between all factions. Third, the factions. Hidden Content There are four. The White Scars, led by Kor'sarro Khan himself, in a ritual hunt across the city for any and all living beings that walk the ground of the old Shrine World. They are a fast, brutal, and merciless host, bent on slaying everyone that stands on the path of their hunt. Seeing them all as enemies of the Imperium, for being in their way. The Wings of Dawn, a successor chapter of the Dark Angels. Led by Osric Helain; a newly promoted lieutenant to the 2nd Company. Sent to Exelia to prove his worth as a commander of the forces of the Chapter. He is joined by Casimiar Naveis, en epistolary from the chapter's Librarius, who has been sent along with a mysterious agenda all of his own, to this world infested with the foul forces of Chaos. The Sons of Rust. A plague company led by a powerful Daemon Prince of Nurgle named The First Son of Rust. One which has foreseen an event of significance in the coming of the Imperium. So much so that it has decided that this battle against them is of greater importance than the conquering of the world, which occupies the minds of the rest of the forces of Chaos that are warring against the xenos. And, finally, the Necrons of Lord Amenoteph, a hero loyal to the Sautekh Dynasty, which has awoken from the great slumber to find his own seat of power perverted. Transformed into a place of baseless worship by lesser beings, now fought over by even lesser beings still. A sin against the might of the Necrons which simply cannot go unpunished. So far we have already started the campaign. We have had two battles of a total of six, which have been set up for this first round. I'll continue this thread by posting battle reports for both this battles. The first one which has taken place between the White Scars and the Wings of Dawn, as led by Lieutenant Osric. The second one which has taken place between the remaining battle brothers of the Wings of Dawn, as led by Epistolary Naevis, and against the very Daemon Prince that leads the Sons of Rust. librisrouge, ThePenitentOne and Wesalia 3 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/ Share on other sites More sharing options...
Berzul Posted October 26, 2020 Author Share Posted October 26, 2020 DEPLOYMENT for the campaign started with a roll-off to decide the initiative in army deployments. With the results leading to the Sons of Rust going first, the White Scars going second, the Necrons going third, and the Wings of Dawn going in fourth place. (Color coding matches the movement shown on the map below). The Sons of Rust, getting first move, decided to deploy on the lower right corner. In a node of Hab Blocks, and the city's warehouse district. Their virulent forces spreading throughout the warehouses, ready to start a march upwards to the administrative and ministorum quarters up north.The White Scars, in turn, getting the second move, decided to deploy at the opposite corner. Getting a hold on the Mechanicum districts and the city's Central Reactor. An advantageous position, in terms of strategic resources; but a hard one to get out of, due to his entire east border being made up of Special Locations that will be costly in strategic resource points to attack.The Necrons, having gotten third move, decided to deploy at the Ministorum Districts. To the east of the Fortified Palace and the Sanctum, beyond the initial reach of the White Scars, and north of the Sons of Rust.The Wings of Dawn, having had the last move, were left with the wasteland of ruined buildings, composed of the demolished and abandoned Hab Blocks of the south-west corner of the city. Then, for the FIRST ROUND of the campaign, the moves start with the Sons of Rust, who quickly move up against the Necrons. The White Scars launch an attack to the south, towards the Wings of Dawn, who in turn attempt a strike to the east against the Death Guard. The Necrons retaliate against the Death Guard. The Chaos forces are forced to go in and confront the Astartes to his side. The White Scars attempt a move into the center of the map, where the Necrons are quick to intercept. Then the Wings of Dawn strike out to the unoccupied district to the north, in between both moves by the Khan. With that, the battles are set for the First Round as follows: White Scars vs Wings of Dawn, on Hab Block 29, at the western edge of the city White Scars vs Wings of Dawn, on Hab Block 1, to the east of Hab Block 29 White Scars vs Necrons, on the Sanctum Ministorum Dominatus, at the center of the city, underneath the Sain'ts Basilicanum Necrons vs Death Guard, on Sector Mechanicus Lamba-Mu, to the east of the Sanctum Ministorum Dominatus Necrons vs Death Guard, on Manufactorum Zone Psi-13, at the eastern edge of the city Death Guard vs Wings of Dawn, on Hab Block 13, to the south, underneath Sanctum Ministorum Dominatus and above Sniper's Alley Hannibal and librisrouge 2 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5622696 Share on other sites More sharing options...
Berzul Posted October 26, 2020 Author Share Posted October 26, 2020 (edited) FIRST BATTLE REPORT Lieutenant Helain mobilizes into Hab Block 29 to explore no-man's land and establish an initial foothold in the area. Along with him are the battle brothers of the 2nd Tactical Squad, as well as Company Apothecary, brother Seismir, and the Company Dreadnought, brother Sariel. Both sent by order of the Master of the 2nd Company himself, to assist the new lieutenant, an to ensure the safety and guidance that his tactical marines will need in this campaign. At the same time, the Khan launches a lighting strike into no-man's land. The very presence of the Wings of Dawn in the area is an obstacle on the path of their sacred rituals of the hunt. The Khan instructs his hunters to show no mercy to the meddling Firstborn marines that move through the ruins. A show of force might be what dissuades them from interfering with their sacred rituals, and the glory that awaits them on the other side of the city. Where Chaos and Xenos forces await. Scenario: Supply Drop District: Hab Block 29 Size: Combat Patrol (25 Power Levels) Attacker: White Scars (Agenda: Angel's of Death) Defender: Wings of the Dawn (Agenda: Secure the Area) TURN ONE At the start of the battle, the defenders took the initiative. The infantry quickly marching as a cohesive unit towards the center of the board where one of the three objectives was placed, and with the Company Dreadnought moving to the side to secure a secondary objective on its own. Using a stratagem, the Tactical Squad managed to both explore the area per their agenda, as well as to pick shots at both the enemy outriders down the center of the battlefield, and the infantry squad that had infiltrated down the road to the side. Despite the guidance of the Company Dreadnought and of the Lieutenant, though, their fire was unable to do more than damage each squad a small bit. In retaliation, the White Scars moved forward, and engaged the Tactical Marines at the center of the board. The Khan, for his part, aboard his transport, moved with caution, engaging the Dreadnought for a moment while seeing how the melee at the first objective marker played itself out. The assault by the White Scars was fierce, but through a combination of good armor saves and the presence of the Company Apothecary, the squad managed to hold its ground with few casualties. Their superiority in numbers would ensure their upper hand at the following round. TURN TWO The Wings of Dawn, having managed to hold the central and the side objectives, got a score of 20 at the end of the command phase. What followed was a charge from the Company Dreadnought into the Khan's transport, as well as an ongoing round of brawling against the infiltrators and outriders on the middle of the board. The White Scars, proving themselves just as tough to break, with most blows just glancing off. With the transport damaged but still functional, the Khan decided in his turn to exit it, and join his forces in the melee at the central objective. His forces were not getting any board control, but that did not bother him. The purpose of the attack was to annihilate these forces, and leave a smoldering ruin on the wake of their passing. Not to try and hold any ground in and among these ruins. The battle reduced the Tactical Squad to a single man. The sergeant, holding his ground at the objective against the last standing infiltrator; not willing to allow the White Scars any chance at getting their hands on the resources laying about. TURN THREE With the Company Dreadnought still in range of the side objective, score managed to get up to 30-0 in favor of the Wings of Dawn. Brother Sariel's charge in this turn against the damaged Impulsor managed to bring the transport down at last, but almost everyone else on the battlefield fell prey to the might of the Khan. His blade cut through the remaining Tactical Sergeant, and through the young Lieutenant, with ease. Leaving the Outriders free to move back, towards the only objective available to them at this point. TURN FOUR The central objective was removed, leaving the Khan to stand alone and above a place of no real tactical importance any more. Then, with little options available to them, the Wings of Dawn's remaining forces tried a charge against the outriders. In hopes of crushing them before they could do much else in the battle. Saddly, the efforts of the Company Dreadnought were insufficient to crush the outriders, and soon the Khan was upon it, to cut it down for good. The White Scars thus managed to hold one objective down for their turn. reaching a score of 15 against their opponent's score of 30. TURN FIVE On this last turn, the objective held by the Outriders was removed. All forces were now beyond the reach of any more objectives, and as such, the tactical victory was assured for the forces of Lieutenant Osric. The Wings of Dawn would have managed to secure the necessary resources to find their foothold in the Hab Block that separated his forces from the hunting party of the White Scars. Still, unwilling to leave the battlefield empty handed, the Khan decided to pursue the last remaining enemy in sight. Company Apothecary Seismir, who he spotted on the far side of the ruined Hab Block. Unable to hold his ground alone against the might of the Master of the White Scars, brother Seismir found himself run down, just like all of his battle brothers. Left wounded on the ruined floor, as a frightful message to his superiors, not to stand in the way of the Khan and his ritual hunt. The battle thus ended, with Wings of Dawn claiming the tactical victory in the district, but with the White Scars still meeting their own Agenda after all. END RESULT: Victory to the Wings of Dawn (+3 Glory) // White Scars manage to slay the opposing Warlord (+1 Glory) The Tactical Marines of this, the 2nd Squad of the 2nd Company, were cut down by the Khan in such a display if power and fury, that they were left mentally scarred. They are now Shell Shocked, per the Crusade rules. The Outriders of the Khan, for their part, were marked for greatness, and after accomplishing their Agenda they gained enough experience to ascend a rank and gain a Battle Honor. One which is yet to be determined by the controlling player. Edited October 26, 2020 by Berzul Hannibal and ThePenitentOne 2 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5622718 Share on other sites More sharing options...
Berzul Posted October 26, 2020 Author Share Posted October 26, 2020 (edited) SECOND BATTLE REPORT Inside the ruins of Hab Block 13, just a stone throw's away from Sniper's Alley, the Plague Marines of the Plague Company known as the Sons of Rust, march to confront the advancing battle brothers of the Wings of Dawn.The First Son of Rust; the Daemon Prince who commands these servants of Nurgle, seeking to face the Librarian that leads the warriors of the Imperium. The presence of both psykers on the field of battle causing a ripple effect in the Warp. Driving these energies wild, and forming them into a sort of storm or anomaly, the pull of which poses a danger for both commanders of these opposing forces. Scenario: Sweep and Clear District: Hab Block 13 Size: Combat Patrol (25 Power Levels) Attacker: The Sons of Rust (Agenda: Lord of the Warp) Defender: The Wings of Dawn (Agenda: Lord of the Warp) TURN ONE The attacking forces of the Sons of Rust managed to get the drop on the defending forces led by 1st Epistolary Naevis. Their slow march moving them across the streets and into the heart of the ruins, where a group of Tactical Marines hold guard. With their advance being split, as the Plague Marines take to the left side of the battlefield to pick virulent plague-shots at the loyalists, and the First Son of Rust itself takes to the right side of the battlefield. The Daemon Prince being driven to bloodlust by the presence of the human psyker. The powers of the Warp bite at the First Son of Rust, as it tries to smite the feeble humans. The psychic feedback is enough to break open the daemon's flesh, but this hit hardly even breaks it's stride, as it approaches its prey. Preparing for a charge, once they come into reach. Seeing his position slowly endangered, the Astartes make a quick move to the walkway in between the ruins. Advancing on the enemy, instead of retreating into a safer distance. Placing themselves directly in front of the Daemon Prince and his Daemon Engine, with their guns at the ready. Brother Casimir, imbued with power as he taps into the warp anomaly, manages to summon a psychic barrier around his forces. This, at the cost of his own health, as the psychic backlash carries on its toll. Now, with combined shots from their Meltaguns and Plasma Guns, the guarded Astartes manage to wreck the Blight-Hauler on the back. The rest of their bolter shots, though, barely seem to affect the Daemon Prince at all. TURN TWO The Daemon Prince prepares to strike, but his power is once again entangled with the warp storm that rages in the immaterial plane. He is left to deal with the soldiers of the False Emperor, by the use of his sword alone. First, though, his own warriors manage to cut through the ruins and rain down plague-ridden bolts right through the psychic barrier set up by the Librarian. Few manage to survive this onslaught, and those who are left are quickly dispatched with the Daemon Prince's Hellforged sword. Brother Casimir is quick to order his forces to spread out. His bikers to the side beyond the sight of the Plague Marines, and his last remaining Tactical Marine to the rear, to safeguard their position on the battlefield. He then musters his will into a lashing blow against the Daemon Prince. The warp storm again giving him greater strength at the cost of his own blood and mental fortitude. Emboldened by the surge in power, the Librarian charges forward, challenging the Daemon Prince to single combat. Seeking to decide the fate of this battle in a killing blow of his Force Stave. The duel, however, is short and brutal. The outcome of it serving as a powerful lesson in hubris for the Librarian, as he is taken out by the First Son of Rust in quick order. The mastery of weapons of the hellbeast being far superior to that of this one Astartes. AN UNEXPECTED END... With the Librarian shown its place, but with the warp storm still raging on, the First son of Rust; the Daemon Prince of Nurgle, suddenly decides to retreat from the battlefield. Having achieved its objective of sizing up the psyker that has come to the city, the beast won't risk its own material form any longer. The battle is cut short, as a draw between both forces. This being just a first bout, to test each other for the bigger battles to come. NOTE: Due to time constrains, this battle had to be cut short at the end of round two. With the fitting narrative provided by the events of the battle (i.e.: the constant perils of the warp rolled giving reason to a warp anomaly, and the duel between both warlords leading to a satisfying outcome), both players decided to just call it a draw and end the fight, instead of continuing it at another time. END RESULT: Draw (+1 Glory to each side) // Sons of Rust manage to slay the opposing Warlord (+1 Glory) Edited October 26, 2020 by Berzul Hannibal and librisrouge 2 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5622893 Share on other sites More sharing options...
Hannibal Posted November 1, 2020 Share Posted November 1, 2020 Great content here! Please keep on writing / reporting. Well done! Berzul 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5625940 Share on other sites More sharing options...
Berzul Posted November 1, 2020 Author Share Posted November 1, 2020 Thank you! I'm happy the narrative style to the reports makes for a fun read. The final four battles of tis campaign round will take place today. I'll be sure to post the corresponding reports as soon as I am able to do so. Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5625973 Share on other sites More sharing options...
Berzul Posted November 2, 2020 Author Share Posted November 2, 2020 THIRD BATTLE REPORT As the First Son of Rust battles with the astartes of the Wings of Dawn to the west, at Hab-Block 13, his second in command takes the rest of their forces north. Braving the manufactorum of Zone Psi-13. Unknowing that there, beyond the machinery of this large industrial site, the forces of the Necrons begin to march. Following the wisdom of the Dynasties, the trusted Vizier to his excellence, lord Amenoteph, has enacted their destroyer protocols. Sending their hulking beasts of living metal in a first wave into Exelia Tertius, which now moves swiftly to crush the Sons of Rust wherever they may stand. A task to which they give themselves all to well; while under the close and watchful eye of one of the dynasty's Crypteks. Scenario: Assassinate District: Manufactorum Zone Psi-13 Size: Combat Patrol (25 Power Levels) Attacker: Necrons (Agenda: Unending Tally) Defenders: The Sons of Rust (Agenda: <data unrecorded>) TURN ONE The destroyers of the Necron force, led by a Lord Serkhop Destroyer, marched forward. Seeking to break their way through the Death Guard's line, in search of their leader. The Malignant Plague Caster, which hid well behind the industrial containers piled up on the far side of the manufactorum. The first line of defense —the Poxwalkers— fell quickly to repeated volleys of fire from the supporting Immortals. Opening the way into the more heavily armored heart of the Chaos Astarte's position, where blight-ridden Terminators and other daemonic engines stood. The former falling quickly to the overwhelming strength of the Destoyers, while the latter holding their ground yet, but for a few moments more. TURN TWO Grounded by the pressing advance of the Necrons, the Sons of Rust had little more they could do but trust in the protection that could be granted by their daemonic patron. With hope that it would give them the resilience to hold the line. The guile of the Necrons would prove too much for the cursed grandson's of Nurgle. With a swift move of his cloak, the Cryptek would pierce through space and time; carrying the Immortals with him as he went. He would reposition his servants on the far side of the battlefield, ready to strike at the few remaining enemy forces that stood after the first charge. TURN THREE The battle would end soon after. With the Terminators pushing themselves to their absolute limit in safeguarding their Warlord, and putting up as good a fight as they could, but soon succumbing to their inevitable fate. Meeting their end inside the crushing claws of the pincer-move flawlessly enacted by the Necrons. The Destroyers would not stand idle for long. Soon after their victory, they would continue their march. Ever deep into the city, and towards the industrial district of Lamba Mu, to the west. A place where, already, the other servants of the Death Guard gathered to launch a counter attack. End result: Victory for the Necrons (+4 Glory, due to having slain the Warlord) The Terminators suffered from a battle scar, and were left Fatigued by their heroic efforts in this one battle. The Myphitic Blight-Hauler was also left battle scarred. Having been destroyed now twice in a row before being able to do anything, it fittingly got an Angered Machine Spirit. Other upgrades and experience points were, sadly, unrecorded for the purposes of this battle report. Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5626244 Share on other sites More sharing options...
Berzul Posted November 2, 2020 Author Share Posted November 2, 2020 (edited) FOURTH BATTLE REPORT A singular thought haunted the White Scars, after their first encounter with their meddling battle brothers from the Wings of Dawn chapter. One of revenge. A blinding desire to punish their intrusive brethren. Such that it overcame any sense of kinship that would otherwise exist between their forces. Osric, their leader, had come in the way of their Great Hunt. The Astartes under his command had laid claim to a hunting ground they had no right to, and now moved to perch themselves on the high-ground of Hab-Block 1. At the edge of the overgrown gardens that led to the Sanctum Ministorum Dominatus; the central nexus from which most roads across Exelia Tertius sprang. For this sin, he would pay in blood. Scenario: Assassinate District: Hab Block 1 Size: Combat Patrol (25 Power Levels) Attacker: White Scars (Agenda: Angels of Death) Defender: The Wings of Dawn (Agenda: Survivor) TURN ONE Wasting no time at all, the Outriders of the great Khan took to the battlefield across the brush. Picking shots at the Wings of Dawn, as they stood in a fortified position upon the central ruin of the district, on the far side of the main street that cut through the battlefield. Their weapons managing to take one battle brother out of action. The Wings of Dawn quickly return fire. One Combat Squad overcharging their plasma weaponry against the Outriders, and the other Combat Squad marching forward in an Steady Advance while under the guidance of brother Sariel, to aim their guns at the White Scar Incursors. Their attack has as little effect as the enemy's, though. TURN TWO The firing continues, but with the Apothecary of the Wings of Dawn doing his best to keep his battle brothers alive for as long as possible. So that they can return fire at the enemy. The Outriders, however, have no plan to allow any return fire if they can help it. Now that they are in reach for their serrated blades, they launch into a furious charge against the ground troops on the street. Their attack proves too deadly, however, and as they stand alone over a pile of defeated Astartes, they manage to leave themselves open to return fire from the Tactical Marines up in the ruins. Their plasma weapons take out one full half of the Khan's bikers. TURN THREE The Outriders pull back, looking for a better line of fire against the Tactical Marines. Their firepower, however, is ineffective against the defended position taken by the Wings of Dawn, and as they fire back, most of the White Scar forces meet their own end. The Incursors falling to plasma fire; the Outriders suffering at the hands of the entombed battle brother, Sariel. TURN FOUR As the battle draws to an end, the Khan finds the chance to break through the open field left from the ceaseless firing of the Wings of Dawn. Soon he is atop the ruins himself, and ready to put Osric to the sword, as it has been his plan from the very beginning. The Lieutenant can hardly find the time to react, before he is slashed repeatedly and thrown off the ruin. A fate soon placed upon what remains of his retinue. On the ruins and in front of them, as brother Sariel is also cut down, and by the one remaining Outrider. TURN FIVE The Tactical Sergeant is the last one to fall, but fall he does. Same as the others. The day is for the Khan, and his hunters. End result: Victory for the White Scars (+4 Glory, due to having slain the Warlord). Their Agenda is met, as well, and the entire force gains Battle Honors for their efforts. The battle brothers of the Wings of Dawn 2nd Tactical Squad suffer yet another Battle Scar, on top of their Shell Shock. This time getting their bodies mangled to such a degree, that they are now Walking Wounded. On the bright side, their battles have been so brutal, that in short time they have become Veteran Warriors. Edited November 2, 2020 by Berzul Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5626257 Share on other sites More sharing options...
Berzul Posted November 2, 2020 Author Share Posted November 2, 2020 (edited) FIFTH BATTLE REPORT The march of the Destroyers swept across the Exelia Tertius. From the depths of the Manufactorum Zone Psi-13. Bringing ruin and destruction along their westward path. Now against the bulk of the forces of the Sons of Rust. To face the might of the Necrons stood the Daemon Prince. The First Son of Rust, and commander of the Plague Company. Eager to see the power of these creatures of living metal, as it fared against the ruinous powers of Nurgle. On this, the bountiful district of Sector Mechanicus Lamba Mu. Scenario: Supply Drop District: Sector Mechanicus Lamba Mu Size: Combat Patrol (25 Power Levels) Attackers: The Necrons (Agenda: <data unrecorded>) Defenders: The Sons of Rust (Agenda: <data unrecorded>) TURN ONE The Necrons moved swiftly across the battlefield. Closing the gap on the Death Guard with frightful ease, and pouncing on the Daemon Prince itself, before any counter assault could even be planned. Not before allowing the Immortals, on the far side of the battlefield, from cleaving the flesh of the chaotic entity, and drawing first blood, of course. While fire from the few remaining Necron units capable of doing so was laid over the Poxwalkers nearby, the Destroyers themselves launched the bulk of the assault, quickly dispatching the Daemon Prince. Breaking its physical body, and sending its essence back into the Immaterium. The Destroyer Lord, for its part, took to the flank. To face against the Plague Marines which were the bulk of the opposing force. The only retaliation possible by the servants of Chaos being their blight grenades; thrown at the Destroyer Lord in a desperate attempt to keep it at bay, yet failing to do more than scratch the living metal of the hulking hero's body. Soon, one third of the Plague Marines lay in a heap on the floor, and with fear taking a death grip on the rest, soon the squad saw itself decimated. TURN TWO The battle was over in but a moment. The remaining forces of the Death Guard meeting their end at the hands of the Destroyers after nothing more than a desperate charge by the remaining Poxwalkers. Soon leaving the Necrons with nothing to stand in their way, as they moved on to claim the district and the spoils abound. A terrible fate for the Sons of Rust, and a glorious victory for the Dynasty. End result: Victory for the Necrons (+4 Glory, due to having slain the Warlord). The Poxwalkers are now marked with Shame, after their failed attempt at a charge which ended with no wounds dealt to the Destroyer Lord, and one of their own lost to their flailing attacks, which resulted in an auto-kill. This was, sadly, the shortest and most brutal fight of the day. Lasting a battle round and a half. Edited November 2, 2020 by Berzul librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5626280 Share on other sites More sharing options...
Berzul Posted November 2, 2020 Author Share Posted November 2, 2020 SIXTH BATTLE. The final battle for the round. An inevitable confrontation. The great hunters, led by Kor'sarro Khan himself. Hardened and tested through the trials of combat against the Wings of Dawn, and now blessed with experience and battle wisdom beyond that on any other force in Exelia Tertius. Riding into battle against the Necron Destroyers, who have trampled over every commander in their path, and now seek to do so a third time, against the one battlefield commander which has not been personally defeated yet. On an entrenched series of alleys behind the ruins of the Sanctum Ministorum Dominatus; on the urben nexus that holds Exelia Tertius together, these forces finally clash. Scenario: Assassinate District: Sanctus Ministorum Dominatus Size: Combat Patrol (25 Power Levels) Attackers: The Necrons (Agenda: <data unrecorded>) Defenders: The White Scars (Agenda: Angel's of Death) TURN ONE The Necrons move forward without wasting a single moment. The Destroyers moving quickly across the ruins behind the Sanctum, seeking to intercept the advancing White Scars before they can reach the effigy to their God and rally around it. Their weapons, which before had proven very effective against the famously resilient forces of the Death Guard, now prove to be incapable of dealing death to the servants of the God of humanity. Barely wounding a biker, and killing a single Incursor, with their ranged weapons. Soon, the Khan's bikers are next to them. With their chainswords revving, and their battle cries sounding as loud as the engines on their vehicles, as they descend upon the Destroyers with deadly intent. The White Scar blades cut deep. Led by the battle wisdom of their Khan, each strike is like a storm of serrated fury. Soon, five out of the six Destroyers are taken down, and although one manages to stand back up thanks to their Reanimation Protocols, their forces are heavily reduced nonetheless. The two remaining monsters, however, are not to be underestimated, and even on their own they manage to smash down one half of the Khan's Outriders. TURN TWO The Destroyer Lord is unaffected by the martial prowess of the Outriders. He has eyes and will, only for the Khan himself. The Great Hunter, whom he must destroy at all costs. So he takes his steps eagerly, and approaches his quarry with no concern to anything else around him. Unaware of the assistance that the Cryptek tries to provide, as he uses his ancient relics to bring the Immortals across the battlefield and into better a position to fire at the Khan's back. The battle that follows is brutal, with each single hit by the Lord Destroyer finding its way past the Khan's defense. Just two blows would be capable of burying the Astartes Captain under the ruins of the Sanctum's back alleys. The Emperor protects, however, and every single blow is deflected by the power of his Iron Halo. Now, it is the Destroyer Lord's turn to prove its quality. The Khan strikes hard, and his attacks find their target as well. Slaying the towering beast in one flurry of blows. The Lord Destroyer, however, is not done, and soon stands right back up again, ready for more. The Khan, however, does not grant him the opportunity. Ever the great hunter, he knows to pick his battles and lead his prey on. So, he falls back, and orders his warriors to do the same. With a swift maneuver, the White Scars engage in a crisscross attack. The Outriders charge at the Lord Destroyer, and the Khan charges at the two Destroyers that remain. All of which find their respective ends at the hands of the Astartes. TURN THREE With their forces now severely damaged, the remaining Cryptek is forced to assume command. He orders his immortals to ready a line of fire against the Outriders, but they prove unable to take them down. Soon, they find themselves forced into close quarters against the Astartes, as the Khan seeks to single out the Cryptek himself. TURN FOUR What remains of the Immortals falls back, and with little else to do, the Cryptek attempts a direct assault against the Khan. The battle that follows is commendable, but foolish, and soon, the White Scars stand alone on the battlefield. The Immortals falling to the Outriders, and the Cryptek falling to the Khan himself. The Angels of Death having managed their own set mission of vanquishing every foe to the last man, once again. End result: Victory for the White Scars (+4 Glory, due to having slain the Warlord). librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5626285 Share on other sites More sharing options...
Berzul Posted November 2, 2020 Author Share Posted November 2, 2020 (edited) That was the end of the First Round of the Campaign. I. RESULTS SUMMARY The White Scars won two of their three battles, and managed 9 points of Glory. They got 3 victory points, and 6 strategy points, from their territories. The Necrons won two of their three battles, and managed 8 points of Glory. They got 5 victory points, and 2 strategy points, from their territories. The Wings of Dawn won their first battle, then got a draw on their second, and lost the third, and so, managed 4 points of Glory. They got 4 victory points, and 1 strategy poin, from their territories. The Sons of Rust, sadly, lost two battles and got one draw, and so, managed 2 points of Glory. They got 5 victory points, and 2 strategy points, from their territories. With all factions holding same number of territories at the end of the round, no one gets the special campaign bonus for most territories controlled. Initiative was set in the following order for the strategy phase: White Scars, then Necrons, then Wings of Dawn, then Sons of Rust. In terms of victory points, the order is: Necrons and the Sons of Rust in first place, then the Wings of Dawn in second place, then the White Scars in third and last place. II. STRATEGY PHASE The White Scars used their 6 Strategy Points to go on to get Stronghold Assault, this ensuring their ability to try and take a special location in any subsequent round. Then they also got Assassinate. Considering they had managed to slay every warlord in their path, they figured, it would be a good source of Glory next round. The Necrons used their 2 Strategy Points to get the card to set an Outpost on one of their locations, and placed it on Manufactorum Zone Gamma-17. At the topmost right corner of the map. The Wings of Dawn only had 1 Strategy Point, and so, they simply took the chance to set a Comms Array on the bottom left corner of the map: Hab Block 144. Finally, the Sons of Rust used their 2 Strategy Points to get some insurance, in the way of Contingency Plans and The Field of Battle. This ensuring a safer comeback if they get pushed out of the city, and a say on the battlezone rules for his upcoming fights. III. CONQUERING PHASE Initiative was followed first from first player to fourth player, then back from fourth player to first player, in the conquering of territories in the city. The results were as follows:: The White Scars claimed Hab Block 1 and Sanctum Ministorum Dominatus. The center of the board, and the district to its left. They now hold 6 districts in the city. The Necrons claimed Sector Mechanicus Lamba-Mu and Manufactorum Zone Psi-13. The two districts that separated him from the Death Guard. They now also hold 6 districts in the city. The Wings of Dawn Claimed Hab-Block 29, on the center left side of the map. They now hold 5 districts in the city. The Sons of Rust were unable to claim territories. They maintain their position on 4 districts in the city. IV. ACTION PHASE With each player being granted three moves, and going by initiative order three times, the moves made for the round were as follows: 1) The White Scars attacked Hab-Block 29 again, to take it from the Wings of Dawn. 2) The Necrons moved into Hab-Block 13, where once the Wings of Dawn and the Death Guard had managed a draw. 3) The Wings of Dawn decided to ignore Hab-Block 29, and instead launched an attack from there, into Sector Mechanicus Delta-1. Deep into White Scar territory. 4) The Sons of Rust attacked Manufactorum Zone Psi-13, to try and claim it back from the Necrons. 5) The White Scars decided to defend Sector Mechanicus Delta-1 against the Wings of Dawn, since it held high strategic value. 6) The Necrons decided to defend Manufactorum Zone Psi-13, as well, as it also held considerable strategic value. 7) The Wings of Dawn decided again not to defend Hab-Block 29, and instead attacked Sanctum Ministorum Dominatus. At the center of the map. The highest valuable target they had at hand, as it is the point from which all other parts of the city can be attacked. 8) This made the Sons of Rust decide to go there as well, looking for a fight against the Wings of Dawn. 9) The White Scars decided to attempt to defend it the Sanctum Ministorum Dominatus, seeing the strategic value in holding such an important district. 10) The Necrons, pushed a bit by the Sons of Rust player, decided to go in there as well, and join all other factions for a large scale brawl. 11) The Wings of Dawn, now knowing no other moves would happen, attacked Hab-Block 1. That way, they would lose one district automatically to the White Scars, but would also claim one automatically from them. Making the move a zero sum trade between both factions in terms of strategic value. 12) Finally, the Sons of Rust took their chance and moved into the undefended Sector Mechanicus Lamba-Mu, to automatically claim it from the Necrons. The map presented here shows all movements made by the players, upgrades applied to specific districts, and strategy cards kept by players. Arrows show movement of factions from one district to another, while encircled X's mark places defended by the controlling faction. V. SECOND ROUND BATTLES Second round is going to be short, but quite interesting. 1) White Scars must defend Sector Mechanicum Delta-1 against the Wings of Dawn. Should they lose it, this will cause big problems for them in terms of maintaining their strategic superiority in the city. 2) Necrons must defend Manufactorum Zone Psi-13 against the Sons of Rust. The Death Guard has this one chance to turn the tables on the Necrons, and claim two territories from them in one move. 3) Then, finally, a 4 army free-for-all will take place at the center of the city. Sanctum Ministorum Dominatus. Whoever manages to win the free-for-all will have claim over the one district that can reach the entire city. For the purposes of this second round, we are moving up to 30 Power Level lists, though we are still considering them Combat Patrols for the purposes of Agendas. Edited November 2, 2020 by Berzul Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5626289 Share on other sites More sharing options...
Berzul Posted November 6, 2020 Author Share Posted November 6, 2020 Round two of the campaign has been scheduled to be played in its entirety, this sunday. I'll do my best to get the info and pictures of the battles, to translate them into reports here. Come around on sunday night or monday morning, to (hopefully) find the results of round two, and the moves and planned battles for the upcoming round three. Thanks to everyone who takes the time to read this reports. I hope they are fun to follow, and a good read overall. Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5628115 Share on other sites More sharing options...
Berzul Posted November 9, 2020 Author Share Posted November 9, 2020 SEVENTH BATTLE The forces of the Wings reorganize themselves in the aftermath of their first conflicts in the city. Against the psychic might of the daemon prince of Nurgle, named the First son of Rus, as well as against the cunning hunters of the great Khan, they have suffered greatly. Yet, their mission continues, deep into the White Scars own claim in Exelia Tertius. The events of the campaign so far have reached the rest of the Company Command, beyond the atmospheric limits of the planet. The master of the 2nd Company has deemed it necessary to assist his Lieutenant, on the ground, against the brutality of the White Scar's captain. He has thus sent down his own champion, as well as veterans of the company. To find this great hunter and, in turn, hunt him down as well. For his part, the Khan has seen it fit to bring in his own veterans. The Bladeguard. Hardened veterans of the Indomitus Crusade. Warriors of whom he expects will bring swift death to the forces of the Necrons. A faction in the city that poses a true and frightening threat. Warriors that must first, though, prove their quality against the Astartes of the Wings of Dawn, before moving on against the xenos threat. So, with these new forces on hand, the White Scars now circle back into their own lands, to defend against an assault deep into Sector Mechanicus Delta 1. The edge of their own defended territory in the city. Where bikers and veterans from both sides, have formed up for battle. Scenario: Sweep and Clear District: Sector Mechanicus Delta-1 Size: Combat Patrol (30 Power Levels) Attackers: The Wings of Dawn (Agenda: Reaper) Defenders: The White Scars (Agenda: Angels of Death) TURN ONE Seeking to strike first, and strike hard, the forces of the Wings of Dawn launch themselves at the enemy. One half of the battle brothers of the 2nd Tactical Squad Marching from defensive position to defensive position, in between the prometheum pipes that spread all across the battlefield. The other half quickly climbing into vantage points, for raining down plasma fire on their enemies. The bikers of the 1st Assault Squad, for their part, closing the gap between the Wings of Dawn and the White Scars, so as to try and break their transport and lock the enemy down in place. Their meltaguns fire true, and soon, the White Scar Impulsor is a smoking wreck. With one of the Bladeguard veterans succumbing under the falling pieces of the transport; but with the others, and the Khan, emerging unharmed from under the collapsed vehicle. Ready to strike back. From behind the ruined manufactorum to the east, the White Scar Incursors appear. They outflank the Wings of Dawn Bikers, as the Bladeguard move in to strike. This, while on the other side of the battlefield, the Khan's Outriders descend upon the Tactical Marines, who have taken up defensive positions to withstand their charge. Soon the reinforcements of the Wings of Dawn chapter learn firsthand the lessons that their battle brothers know very well from their days inside the city. That the hunters of the great Khan are beasts of battle that strike without hesitation, mercy or fail. Soon, both sides of Lieutenant Osric's forces are left decimated, and the fate of the battle begins to look grim. TURN TWO Suffering from their own mental anguish, the otherwise unthinkable happens. As astartes blood floods the battlefield floor, fear grabs a hold of the Tactical Marines atop the sector's structures, and the the heavy gunner flees from his brother's side. The remaining Tactical Marines, however, find their resolve, and direct their efforts to the Incursors down below. Soon they are gone from the battle as well. Taken out by precise shots of overcharged plasma. Reinforcements begin to arrive as well. The veterans of the company; clad in their suits of Terminator Armor, arrive through the teleportarium, and onto the far end of the battlefield. Brother Aramil, Champion of the 2nd Company, breaths a momentary sigh of relief, as he sees the veterans arrive, and moves to protect the Tactical Marines that remain at his side against the onslaught of the White Scar Outriders. Sadly, his Terminator aides fail to reach him in time, and alone and outnumbered, the Champion falls. The Outriders make quick work of the remaining Tactical Marines after that. A fate that soon falls on the Lieutenant himself, as he and his two remaining Tactical Marines suffer the charge of the Bladeguard. The battle atop the structure is bloody, and ends in quick order. TURN THREE The battle is lost for the Wings of Dawn. In two swift moves, the Khan has, again, struck a devastating blow against Osric's forces. In doing so, he has secured dominance over the sector, for the battles to come. Alone on the battlefield, the veterans of the Wings of Dawn march up against the White Scars. In a last effort to make the enemy bleed one time, before being pushed back themselves. They are outmaneuvered by the Khan, however, and find themselves being assaulted before they can close the distance themselves. During the melee, all their efforts are placed in taking down the leader of the hunting force, but their weapons prove ultimately unable to defeat the Khan. When the Captain of the White Scars strikes back, two blows is all it takes to clear the field of the last remnants of the Wings of Dawn. End result: Victory for the White Scars (+5 Glory, due to having slain the Warlord while using the Strategic Resource Assassinate). No units suffer any additional long term injuries, after this battle. librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5629235 Share on other sites More sharing options...
Berzul Posted November 10, 2020 Author Share Posted November 10, 2020 EIGHT BATTLE The Destroyers have swept across Exelia Tertius in an initial wave of absolute destruction. Met to a halt only after many victories; by the White Scars of Kor'Sarro Khan. In their wake, the vizier Anju, second in command only to the lord of this great dynasty that now rises from beneath the city, has emerged from the deep chambers of the necropolis. To see to the consolidation of power of the Necrons throughout the ruinous city. As the vizier walks the streets recently claimed by his forces, however, he comes to find that the reputation of exasperating resilience of the servants of Nurgle, is well earned. In every corner of the district, the pox of the Sons of Rust manifests. Even after the damage done to them by the Destroyers on their warpath, the virulent warriors of the Death Guard are made present. Renewed in body, bountiful in numbers, and pure in deadly intent. Scenario: Sweep and Clear District: Manufactorum Zone Psi 13 Size: Combat Patrol (30 Power Levels) Attackers: The Sons of Rust (Agenda: Reaper) Defenders: The Necrons (Agenda: <data undercorded>) TURN ONE Quick to action, the defending forces of vizier Anju move against the mobs of pox-walkers that make the bulk of the Sons of Rust, but meet with equality ready opposition. As shambling bodies of bile and blood start running over and across the pipelines of prometheum on the far side of the battlefield. Covered in a miasma of pestilence, summoned from the Immaterium by their leader. A sorcerer that is quick to invoke the powers of the warp against the Necron warriors; conjuring up a curse of rust and decay that bites deeply at their metallic flesh. Then, a wet thunderclap of viscera and fire erupts. The Plague Marines at the center of the Death Guard gun line begin to rain a storm of bolter fire. Their ammunition being infused with the plague and sickness that they carry all over themselves, manage to cut the line of Necron Warriors by more than half. It is only through extreme loyalty to the Vizier, that these warriors manage to even remain on the battlefield after such a display of raw power. But, as the dust and the flies settle around them, the Sons of Rust can see that their enemies stand firm. With many in their numbers beginning to reanimate back into formation. The Vizier, seeing his forces decimated, is quick to activate one of his own powers. The Resurrection Orb, with which, all but a couple of his warriors return to fight by his command. And they do. Marching quickly across the battlefield to get the Plague Marines in range; while his machine of war holds the line, aiming its shots at the enemy forces as a form of support. With the combined firepower of both units, the Plague Marines are themselves cut in half. Now open to the charge, the warriors close the final distance and engage them in close quarters, locking them in a frenzied brawl that promises to have a slow and long drawn out end. TURN TWO Unfazed by the lethal advance of the Necrons, the chaos band marches ever forward. Spreading over the battlefield to hold as much ground of strategic value as they can. Leaving it to the magic of their commander to crush the Necron Warriors into dust; which it does, taking quite a few of them out of action for good. Saddly, everything else thrown by the Sons of Rust at the Necrons fails to land, and eventually these horrors of living metal manage to overrun the Plague Marines. By using the relic of their Cryptek to phase out of combat, just far enough to deliver one powerful barrage of fire, which finally blasts the chaos astartes out of the battle TURN THREE Beginning to fall into despair, the leader of the Sons of Rust commands his pox-walkers to hold their ground against the comming Necron host; just as the Vizier himself strides forward from in between their lines, to challenge the remaining members of the Death Guard, personally. TURN FOUR Triumphant at first, the Vizier suddenly finds himself alone on the battlefield. His warriors having enacted their retreating strike all to well. Enough to fill their ruler with overconfidence; making him forget about the one true danger to him that the Death Guard possesses. Their power over the magics of the Immaterium. The body of the Vizier is bent and warped, in just two strikes. Through a combination of powers that manage to rust, corrode, and crush him until he cannot stand any longer. With him gone, the Death Guard gets its second wind, and quickly launches its daemon engine deep into the formation of warriors. But, across the blasted battlefield, the Necrons own machine of death moves forward. Locking itself against the Blight-Hauler, and crushing it. The daemon engine exploding in a grand blast of fire and smoke. TURN FIVE The Necrons now holding the points of greatest strategic value on the battlefield, the leader of the Sons of Rust knows that the battle is lost. His Plague Marines are gone, and so is his engine of war, as well as almost half his army of pox-walkers. Still, with one of them remaining close enough to attempt one macabre and desperate act, he commands a charge against the Stalker. It is clear that it is not enough. Soon the hulking monster smites the lone Pox-Walker down, and the Warrior's fusillade makes quick work as well of the Plaguecaster, despite their many losses to his curse of rust and decay. The day is won by the forces of the Vizier, and the line won by the Destroyers at the Manufactorum, is held. End result: Victory for the Necrons (+4 Glory, due to having slain the Warlord), but with a small victory for the Sons of Rust (who gain +1 Glory for killing Vizier Anju). librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5629613 Share on other sites More sharing options...
Berzul Posted November 15, 2020 Author Share Posted November 15, 2020 NINTH BATTLE. The final battle for the second round. It is the largest battle so far on Exelia Tertius. On the battlefield that stands at the center of the entire city. The nexus that connects the frontiers of each faction at war. The hunting party of Kor'sarro Khan, having managed to fend off all of the latest incursions by all other Astartes, have finally managed to direct their focus towards the xenos armies that they see as the real threat in Exelia. The Necrons are quick to rise to the challenge of the White Scars. Fusing those Destroyers that remain from the first assault on the city, in with the immortals that have risen to enact a second wave of attack. They take to the battlefield as a combined arms, ready to lay waste their opponents. On the far side of the district; beyond the charred trees of what once must have been a lush garden of silent beauty, in honor and reverence to the Emperor of Manking; the Sons of Rust gather as well. An unholy sorcerer at the lead, commanding all manners of virulent infantry formations into the fray. Against them stand only the brothers of the Wings of Dawn. Somber Astartes, marching with grim determination towards the forces of Chaos, while under the guidance of the Librarian Casimir Naevis. A warrior once defeated by the First Son of Rust; now determined to even the score. Four armies, all battling for control of these one urban nexus. The strategic value of which is such that no one can risk to allow it to fall into any hands but their own. Scenario: Regroup (but with each army deploying in one corner of the map with their full force, instead of deploying with their forces split) District: Sanctum Ministorum Dominatus (extended to a 44" by 60" board) Size: Combat Patrol (30 Power Levels) Players, in order of initiative for the battle per a roll-off between them: Player One: Sons of Rust (Agenda: Reaper) Player Two: Wings of Dawn (Agenda: Reaper) Player Three: White Scars (Agenda: <data unrecorded>) Player Four: Necrons (Agenda: Reaper) ROUND ONE The Sons of Rust, having drawn deployment on the most open corner of the battlefield, quickly decided to dedicate their full efforts into reaching the center. With their entire force advancing towards it. The Wings of Dawn went next, moving up towards the Chaos Astartes. With the Tactical Marines climbing atop low ruins for a good vantage point from which to fire against their enemies. Under the guidance of the nearby Dreadnought, they fired plasma upon the Plague Marines, and bolts upon the smallest of the Pox Walker squads; killing two marines and three zombies in total. Meanwhile, on the other side of the district, the White Scars began moving up against the Necrons. Incursors opening fire against the Immortals that stood at the front of the xenos lines, as an opener for the charge of Outriders that quickly follows. The overwatch of the Immortals proves futile in stopping these seasoned hunters, and quickly their necrodermis is bitten and torn to shreds by the chainswords of the Primaris warriors. It is a victory that quickly fades, however, as the reanimation protocols take over the Immortals, pulling them back up into the fight as quickly as they are cut down. Soon they overwhelm the Outriders, and claim one of them for the glory of the Dynasty. The White Scars find their outflanking maneuver ineffective, and soon they realize they have been goaded into a fool's charge. As the Immortals start to phase out of reality before them by the actions of a nearby Cryptek, the Outriders quickly see that they are in fact exposed to the charge of the real threat of the Necrons: The Skorpekh Destroyers, and their Lord. The Outriders to their best to withstand the charge, but each one of these brave battle brothers ends up falling to the overwhelming power of the phase weapons of the Destroyers. In one swift flurry of attacks, the line is cleared. Nothing but blood and twisted metal remains. ROUND TWO The Sons of Rust continue their hurried march into the district. With their own leader calling up each and every sorcerous trick he can, to assail the battle brothers of the Wings of Dawn. Epistolary Naevis, however, is watched by a higher power than that which the Plague Caster can appeal to, and his ruinous incantations are quickly dispelled before they can cause any harm to the Astartes. The Plague Marines, for their part, do what they wizard can't. Through repeated volleys of bolter fire, they manage to take out one third of the Tactical Squad in the ruins. These angels of the Imperium are quick to retaliate. Their plasma weaponry kills over half of the Plague Marines, and more of the Pox Walkers, as a fortress of psychic energy is summoned around them, to protect them from a new round of fire that is sure to come, before the heretics are taken out to the last man. From beyond the other side of the battlefield, reinforcements arrive for the White Scars. In the shape of Kor'sarro Khan himself, guarded by his Indomitus Bladeguard Veterans. They come into the action just late enough, however. As the Incursors engage the Destroyers, the Bladeguard's own charge fails to reach the melee in time. Soon, the Incursors are gone; although, not without having taken one of the Destroyers out, for the honor of their Captain and their Chapter. As the Necrons take over the momentum of the fight, the force of the Skorpekh is sent in full against the Khan, who defends himself with all the might that grants truth to the fame of his name across the galaxy. The power of the Necron host, however, proves too much. Even for a hero as mighty as the great Khan. As he falls in battle, the Bladeguard take it upon themselves to avenge him, by taking out every single Destroyer but their lord. Meanwhile, the Immortals, now out of reach of the White Scars, divert their attention to the closest threat: The vanguard of the Sons of Rust. Their Tesla weapons wrecking havoc across the pox-ridden lines of the Death Guard's infantry. ROUND THREE The Pox Walkers that remain manage, at last, to reach the center of the battlefield. Claiming if for Nurgle, along with the Myphilitic Blight-Hauler that still marches on in a rage. The firepower and psychic barrage of the Sons of Rust is directed entirely at the Wings of Dawn, reducing the Tactical Marines to just three men. By the end of their attack, the heretics smile gleefully at their small victory over the imperials. As they lay claim to the center of the battlefield. The Wings of Dawn, however, quickly vow to make their victory short lived. Soon the Plague Marines are killed to the last man by the remaining plasma gunners, as around them and below them the company Dreadnought and Epistolary Naevis himself, take the charge against the Plague Caster and the Myphilitic Blight-Hauler, at the center of the battlefield. The Plague Caster manages to survive the attacks by the Librarian, but he is no match for the raw strength of the Dreadnought. The hallowed sarcophagus grabs a hold of the heretic, and crushes him to a pulp, before tossing him aside like a ragged doll. As they pile in towards the daemon engine, they being to chant their own claim on the district. A victory for the Imperium, which now surpasses the one had by the forces of Chaos. Meanwhile, the Bladeguard of the White Scars tries their best to lay down the mighty Skorpekh Lord, but for all their efforts, the hulking beast of living metal continues to stand over them. Soon they fall to the Necrons, just as their captain did. The Khan's hunting party knows its first defeat in Exelia, at last. The Immortals, for their part, begin their march into the center of the battlefield, to try and claim it from both the Sons of Rust and the Wings of Dawn, but they are unable to reach it as of yet. ROUND FOUR The Myphilitic Blight-Hauler lashes out at the servants of the False Emperor, and Epistolary Naevis is taken out by the daemon engine. Now it is a duel of machines, at the center of the battlefield. The Wings of Dawn strike back with all the fury of the God Emperor, and manage to destroy the remaining Pox Walkers with plasma fire, and the daemon engine in close combat, claiming the center of the field for their own and consolidating their position there. The Necrons only have one opponent to contend with. The Lord Destroyer beings to run across the battlefield, towards the Dreadnought that is being fired upon and charged by the Immortals, from the nearby ruins. Against all their combined efforts, however, the Dreadnought proves resilient. Holding off against them all. ROUND FIVE While the Necrons are busy with the Space Marine Dreadnought, brother Seismir; the company Apothecary, breaks rank from the ruins where the last few Tactical Marines stand. He makes a mad rush towards the center of the battlefield. The battle between the Necrons and the Astartes continues, but once more the Dreadnought proves resilient. Despite every attack thrown against him, he remains operational and steadfast, on his last breath of quasi-life. Preventing the xenos from claiming victory against him, at the center of the battlefield. As the Necrons launch their final strike, they realize that the battle is lost. Even taking out the Dreadnought of the Wings of Dawn will not overturn their position in the district, now. Still, for the glory of claiming the kill, the Immortals fall back and open the way for their lord to do one last charge. The battle is over, and the mission is won by the space marines of the Wings of Dawn chapter. End result: Wings of Dawn victory, with 50 points over the Necron's 40 and the Death Guards 30. Apothecary Seismir claims the scenario bonus battle trait, while the Chaos Plague Caster is left with a Concussion, and the Dreadnought is left with its Targetters Cracked, after being pummeled by the combined forces of Immortals and the Skorpekh Lord. Kythnos 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5631705 Share on other sites More sharing options...
Berzul Posted November 16, 2020 Author Share Posted November 16, 2020 (edited) That was the end of the Second Round of the Campaign. I. RESULTS SUMMARY The White Scars won their first battle of the round, and managed 5 points of Glory due to their "Assassinate" Strategic Resource Card for the round. They got 5 victory points, and 7 strategy points, from their territories. The Necrons won their first battle of the round, and managed 5 points of Glory, having slain two enemy warlords in total across the round. They got 7 victory points, and 5 strategy points, from their territories. The Wings of Dawn lost against the White Scars on the first battle, but won the final battle of the round, managing 4 points of Glory. Three for the battle itself, and one for defeating the Chaos Warlord in said battle. They got 5 victory points, and 2 strategy points, from their territories. The Sons of Rust, lost their battle against the Necrons, but did manage to defeat both the Necron Warlord in said battle, and the Wings of Dawn Warlord in the final battle of the round. So, they got 2 points of Glory. They got 5 victory points, and 2 strategy points, from their territories. Initiative was set in the following order for the strategy phase: White Scars, then Necrons, then Wings of Dawn, then Sons of Rust. Due to this initiative order, the Strategic Bonus for the round for controlling most territories went first to the White Scars, then to the Necrons, then to the Wings of Dawn. So, in terms of victory points, the accumulated results stood as follows: Necrons on the lead with 14 victory points. White Scars and Wings of Dawn, tied for second place, with 12 victory points each. Sons of Rust in third place, with 10 victory points. II. STRATEGY PHASE The White Scars proceeded to fortify one of their districts. It now grants an additional victory point per round. Then they went for the Assault the Stronghold card, to use later on the phase. The Necrons did something similar. Setting up a comm tower on one district, and getting the other Assault the Stronghold card, to use later on the phase. The Wings of Dawn decided to just bank their two strategic points for the next round. Finally, the Sons of Rust decided to do the same. Saving their strategic points for the next round; while still keeping their unused Strategic Resource Cards from the previous round (Contingency Plans and The Field of Battle). III. CONQUERING PHASE Initiative was followed first from first player to fourth player, then back from fourth player to first player, in the conquering of territories in the city. The results were as follows: The White Scars claimed the undefended Hab Block the Wings of Dawn left open on the left side of the map. They had no other victories anywhere on the map that would allow them to conquer new territories, though. The Necrons successfully defended their territories, but had no new ones to claim for the round. The Wings of Dawn claimed the undefended Hab Block the White Scars left open near the center of the map, and then also moved in on the center district where they had their own victory this round. The Sons of Rust were unable to claim territories this round, same as the Necrons. Now both the Necrons and the Wings of Dawn hold 6 territories. The White Scars hold 5. The Sons of Rust hold 4. IV. ACTION PHASE With each player being granted three moves, and going by initiative order three times, the moves made for the round were as follows: 1) The White Scars used their Stronghold Assault card to move into the Fortified Palace 2) The Necrons used their Stronghold Assault card to move into the Saint's Basilicanum 3) The Wings of Dawn moved again into Sector Mechanicus Delta-1, to fight the White Scars 4) The Sons of Rust moved again into Manufactorum Zone Psi-13, to fight the Necrons 5) The White Scars mounted a defense against the Wings of Dawn on Sector Mechanicus Delta-1 6) The Necrons mounted a defense against the Sons of Rust on Manufactorum Zone Psi-13 7) The Wings of Dawn moved into the unoccupied Hab Bloc above Sniper's Alley 8) The Sons of Rust moved into Sanctus Ministorum Dominatus, at the center of the board, against the Wings of Dawn 9) The White Scars also moved into Sanctus Ministorum Dominatus, at the center of the board, against the Wings of Dawn 10) The Necrons, moved to fight the Wings of Dawn in the unocuppied Hab Block above Sniper's Alley 11) The Wings of Dawn, instead of defending Sanctus Ministorum Dominatus, decided to move into Sector Mechanicus Lambda-Mu, seeing how the Necrons did not have any moves to defend it 12) The Sons of Rust, then, decided to also move into Sector Mechanicus Lambda-Mu, to fight the Wings of Dawn for the Necron controlled territory The map presented here shows all movements made by the players, upgrades applied to specific districts, and strategy cards kept by players. Arrows show movement of factions from one district to another, while encircled X's mark places defended by the controlling faction. V. THIRD ROUND BATTLES Third round battles shall be the following. 1) White Scars must fight the Wings of Dawn on Sector Mechanicus Delta-1, at the edge of their territory, again. 2) White Scars must fight the Sons of Rust at the center of the city, in Sanctus Ministorum Dominatus. Whoever wins, shall be able to claim it from the Wings of Dawn. 3) Wings of Dawn must fight the Necrons at the unoccupied Hab Block 13. 4) Wings of Dawn must also fight the Sons of Rust on Sector Mechanicus Lambda-Mu. Whoever wins, shall be able to claim it from the Necrons. 5) Finally, the Sons of Rust and the Necrons must fight at the Manufactorum for the third time this campaign. For the purposes of this third round, we are moving up to 35 Power Level lists, though we are still considering them Combat Patrols for the purposes of Agendas. Also, I on the map, Necrons changed from black to orange, as I began using the stickers from the Box Set of Urban Conquest, instead of Wet Erase Pens. It just becomes more manageable, this way. Flags mark the movements of the armies into the various districts. Edited November 16, 2020 by Berzul Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5631935 Share on other sites More sharing options...
Berzul Posted November 17, 2020 Author Share Posted November 17, 2020 TENTH BATTLE. The war for Exelia Tertius continues. After their victory at the Sanctus Ministorum Dominatus against each and every faction in the city, the astartes of the Wings of Dawn chapter press on against the xenos threat. They are quick to abandon their new conquered district to whomever sees fit to try and claim it, as they see no point in holding a place so vulnerable to enemy attack. They know that the nexus point of the city is only worth anything as a launching site for a strike against the heart of the xenos threat. Nothing more. So, they instead continue their march, heading east. Towards the place from which all xenos assaults have originated. The commanders of the Wings of Dawn hold one final strategy meeting before parting ways, and before heading out towards their respective battlefields. They agree to a rotation of forces for the coming fights, with the now bloodied battle brothers of the 2nd Tactical Squad being rotated unto the command of Casimir, the Librarian, and the still green battle brothers of the 3rd Tactical Squad being rotated unto command of Lieutenant Osric, in turn. With his new forces, the Epistolary moves now towards Sector Mechanicus Lambda-Mu after the First Son of Rust, while the Lieutenant moves northwest to pursue the hunters of the great Khan. Brother Casimir leads his force, then, into Necron territory. To his surprise, the place is in ruins. A roaring inferno sweeps across the ruins of this sector. With fires springing up from anywhere and everywhere; drawing tall columns of black smoke. Soon the astartes are engulfed in this toxic miasma, and then driven apart by walls of flame. Becoming separated across the battlefield. It is then that the heretic astartes of the Sons of Rust come into view. Emerging from ruins left and right, and under the command of the great Daemon Prince, the First Son of Rust. Seeking to brave the flames and engage the angels of the Emperor in bloody combat. Scenario: Regroup District: Sector Mechanicus Lambda-Mu Size: Combat Patrol (35 Power Levels) Special Rules: Battle Zone Conflagration, Dawn Raid Attacker: The Wings of Dawn (Agenda: Scry Battle Plans) Defender: The Sons of Rust (Agenda: Reaper) ROUND ONE The Chaos army gets the drop on the warriors of the Imperium, quickly seeking to regroup at the center of the battlefield to keep the astartes divided. Pox Walkers from one side of the sector make a run towards the center, while under the cover fire of a band of Terminators with combi plasmas. Meanwhile, the Myphilitic Blight-Hauler and the Daemon Prince move up to meet the rest of their forces, while laying down heavy fire on the Wings of Dawn. The Tactical Marines are pinned down behind a network of promethium pipes on the far side of the battlefield. The combined firepower of the Chaos forces manages to take out one third of the squad. Thankfully the damage is no greater than that, due to the presence of Company Apothecary Seismir, who has remained with the squad at all times. They are still his charge, until they can recover from the wounds suffered in this campaign so far, and he will not allow them to fall again. After weathering the initial attack, the forces of the Imperium make their own attempt at regrouping. With bikers maneuvering around the far edge of the battlefield, and into a better position to fire against the daemon engine of the Sons of Rust. Their meltaguns, however, barely scratch it. Despite this, the twin boltguns of the bikes do manage to whittle down the Pox Walkers with a quick salvo of bolts. This, combined with the gunline of the Tactical Marines, is almost enough to dispose of the largest of the two groups of Pox Walkers. The plasma guns, for their part, manage to take out one Terminator from atop the ruins, on the opposite side of the battlefield. It is a bloody exchange of fire, even with the smoke and the light of dawn combining to blind every warrior on the field, at first. And, at the end of this first round of combat ends, the central mechanicus structure and one of the smaller ruins, catch fire. No one may now walk safely across them. The battle promises to move away from the fires, though, as the next round beings. ROUND TWO The Sons of Rust continue their tactics without concerning themselves with the storm of bolter fire all around them. The Pox Walkers launch themselves at the center of the battlefield, where the Myphilitic Blight-Hauler remains for a good firing arc against the marines. The Terminators hold their ground as well, to continue firing from the ruins. Only the Daemon Prince lunges forward towards the enemy. The First Son of Rust attempts to smite the marines, but brother Seismir is quick to pick up his injured battle brothers. At the sight of this, the Daemon Prince goes into a frenzy of rage, and charges forward into the center of the Tactical Squad. Even though he suffers a few wounds from their overwatch fire, he reaches the marines, and soon lets rip a flurry of blows with his sword that knocks the apothecary out for good. The astartes move in quickly to try and protect their own. With the bikes taking the center of the battlefield, and their commander, as well as his own personal Terminator Guardians, dropping into combat in proximity of the engagement. The bikers take out the daemon engine, as well as the Pox Walkers. The center of the battlefield is theirs, now. Then, the battle turns to the melee between the Tactical Marines and the Daemon Prince. The marines are alone against the Chaos monster that is the First Son of Rust. They know they have no chance of defeating it. Then again, they do not intend to. They know what their true mission is. It is not death that their commander has planned for this Daemon, but for it to be be used as a source of knowledge about the plans of the Death Guard in Exelia. The marines know that it is their duty to hold the monster in place. To survive at least long enough so that their commander can do his own duty, and invade the daemon's mind. With grim determination, they fight on, and by the Emperor's blessings, they manage to survive another round against it. Brother Casimir is able to enter the Daemon's mind, and begin to extract what knowledge there is to be found. The fires continue as they are, and the battle goes on. ROUND THREE The Sons of Rust are locked down in place. Their Pox Walkers continue to approach the center of the battlefield, but they have no chance to reach the marines before being gunned down. The plasma fire from the Terminators is directed at the bikers, but only manage to wound them slightly, if at all. Meanwhile, the Daemon Prince continues to battle the Tactical Marines, summoning every bit of strength it can to break the marines apart, but its mind is being invaded and it cannot focus. His attacks fail to take out but one single marine. The Wings of Dawn, for their part, can feel victory within their reach. Quickly, the librarian and his guardians join the bikers at the center of the battlefield. The mind of the psyker managing to extract more than enough information from the Daemon Prince, to accomplish his goals. ROUND FOUR The forces of Chaos have been decimated by this point. The Terminators and the Daemon Prince are all that remains. Without a chance at victory, the First Son of Rust abandons any other goal but the destruction of the marines that have managed to endure him thus far. His sword swings with daemonic fury and speed, and soon two more astartes are blown away. But, even as human blood rains all over the ground beneath them, the Tactical Marines still stand. By the grace of the God Emperor, they have survived their suicide mission. They have held the Daemon at bay, and even managed to drive it back. Victory now belongs to their commander, as the lines of Chaos break and flee the sector. End result: Wings of Dawn victory (50 points to 10 points). This leads to +3 points of Glory, as the chaos warlord was not killed. As a result of this battle one squad of Pox Walkers becomes injured, the astartes Librarian gains a bonus battle trait and a battle honour, and the marines of the 2nd Tactical Squad finally manage to overcome their mental anguish and recover from being shell shocked. The experience of not yielding against the Daemon Prince for three rounds of combat is enough for them to regain their own mental integrity. librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5632495 Share on other sites More sharing options...
Berzul Posted November 21, 2020 Author Share Posted November 21, 2020 Hey everyone. To those who have been following these battle reports, you have my thanks. I truly hope this has been a fun read. That the format of the reports, the use of images, the flavour text of the battles, and the narration in general, has been good. That it has been something one can follow along, that reads quickly and keeps one interested. All in all, I hope posting all of this has been something you have enjoyed. If anyone has any questions, suggestions, criticism, or any comments at all about this campaign (be it in terms of rules of the campaign itself as they have been detailed here, or in terms of the battle reports, like their narration, style, use of images, or anything else at all), or about anything this thread currently lacks that could be incorporated, I'd be thrilled to know. As of right now, the entire group is taking a couple of weeks off. One of our players had to undergo surgery, and so, we are all waiting for him to recover so we can go back to having our battles. So, expect a good couple of weeks or more, before any more battle reports are up. We will be trying to resume play as soon as possible, but it is very likely we won't be playing again before the middle of December. Which, of course, gives me time to review the thread, and learn if there is any corrections or improvements that can be done, in order to make this campaign and its battle reports, more fun to read through. Thanks again for those who have read it, for those who have liked the reports in the forum, and thanks in advance for any feedback you may have. TrawlingCleaner 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5634225 Share on other sites More sharing options...
Kythnos Posted November 26, 2020 Share Posted November 26, 2020 I actually enjoyed your reports a lot. I don't like to watch video reports and still prefer written reports with pictures like yours. Berzul 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5636536 Share on other sites More sharing options...
Berzul Posted November 27, 2020 Author Share Posted November 27, 2020 Thanks! More reports are coming, as soon as we can resume play. librisrouge 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5637037 Share on other sites More sharing options...
ThePenitentOne Posted February 6, 2021 Share Posted February 6, 2021 This is a great thread and a very cool campaign. Looking forward to seeing more. Berzul 1 Back to top Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5664533 Share on other sites More sharing options...
Berzul Posted February 6, 2021 Author Share Posted February 6, 2021 This is a great thread and a very cool campaign. Looking forward to seeing more. Thanks!! I realize some pictures got their links broken. I'll try and find time to fix that. Also, the battles have begun again, since the pandemic has been somewhat under control here, and safte regulations once again allow people to leave their homes in small numbers. One battle took place yesterday. Ill post a report soon. Another couple will take place on tuesday. Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5664575 Share on other sites More sharing options...
Berzul Posted February 9, 2021 Author Share Posted February 9, 2021 ELEVENTH BATTLE. While on one side of the city the forces of epistolary Casimir of the Wings of Dawn assail the mind of the nurgle daemons that have come to infect the southeastern quarter; up on the nortwest end of Exelia Tertius, lieutenant Osric is tasked with a mission of an importance all its own. Having received the command of newer battle brothers, and with the rest of his forces having been requistioned for the fight against the forces of Chaos, young Osric is now in a difficult position. Being forced to carry on the battle against the deadly veterans of the White Scars chapter with just a handful of warriors, the war counsel of a damaged company Dreadnought, and the protection of just the lone blade of the company's Champion, over him. He is baddly outnumbered and unprepared for the battles to come. He knows, however, that he has no choice but to press on. No other reinforcements are coming, after all, and if there were, their coming to his rescue would only be the sign of him having failed at his given task. For his purpose is not one of martial victory alone, but rather that of crossing the crucible that any true leader must; through both victory and defeat. 'Glory seeking is for lesser warriors'—, is the thought that crosses through his mind, and through that of his men, as they march on Sector Delta-1 —. 'The Wings of Dawn are the inheritors of the legacy of the Lion. They will see to it that the forces of the chapter obtain and secure the secrets of the daemon gods, here in this city, unimpeded by these hunters. And if, to that end, they must brave the full might of the Khan's elite forces, then so be it.' Scenario: Custom scenario, generated through Open War Cards District: Sector Mechanicus Delta-1 Size: Combat Patrol (35 Power Levels) Special Rules: None Attacker: White Scars (Agenda: Angels of Death) Defender: Wings of Dawn (Agenda: Know no Fear) ROUND ONE First turn goes to the attacking forces of the White Scars chapter. Their sole purpose in this scenario is not the main objective, but rather, to wipe the other side off of the battlefield; per their agenda. The battle is very uneven. With 34 Power Levels and over a dozen Crusade Points on one side, and then only 24 Power Levels and just four Crusade Points on the other. This grants the Wings of Dawn a ruse and five command points with which to face the White Scars. The ruse, saddly, is only a bonus to cover for the first round. The Command Points, however, are plentiful and could prove useful. The Scenario has both forces fighting over a data node in the center of the battlefield. Contesting this is the main objective for both sides, with infantry being able to carry the objective with them. So, the Wings of Dawn deploys their tactical squad in Combat Squads, with one half right on the objective, and the other on back. Along with support from the Dreadnought, Lieutenant and Champion. The Incursors deployed by the White Scars quickly advance on top of the Tactical Marines at the center of the board, while the Outriders and Bladeguard wade through the obstacles posed by the prometheum pipelines that spread everywhere. Through combined shooting and a chargre from the Incursors, they manage to take out all by one Tactical Marine. This lone warrior passes his morale test, showing no fear (per his own agenda), and holds the objective, still, for his side; and, when the turn starts for the Wings of Dawn, he immediately makes a fall back maneuver to secure the objective. This, while the other Combat Squad moves up to engage the enemy. The Master Crafted Assault Cannon of the Dreadnought takes out two outriders on one side, before the tacticals charge at the Incursors, with the Company Champion at their lead. Their combined efforts only nets two dead Incursorsl though. The retalliation, in turn, wipes out all but one of the Tactical Marines, again. The surviving sergeant passes his morale check, showing no fear at the impossible odds of the battle (per his agenda). ROUND TWO The Outriders and the Bladeguard move up even closer, while the Incursors fall back to position for a charge against the Tactical Marine that holds the objective. The bolter fussilade that follows kills the one Tactical Marine that did not have the objective, and puts two wounds on the Company Champion. Then, the charge that follows by the Incursors is enough to kill the last tactical Marine, while the one of the Outriders is enough to take out the Company Champion. On their turn, the Wings of Dawn have only the Dreadnought and the Lieutenant. Both of them firing at the Outriders some more, wiping out one squad, before heading into the charge against the incursors, leaving one alive. ROUND THREE By now, the end of the battle is clear. With one last push, the Bladeguard Veterans make it into battle with the Khan along side them. They make quick work of the Dreadnought and the Lieutenant, and win the day for their chapter. Although the Wings of Dawn manage to prove their courage, they are absolutely out matched by a force larger, and more experienced than them, by far. The Khan manages once again to destroy his opponents to the last man, accomplishing his own agenda of absolute death. End result: White Scars victory. This grants them +4 points of Glory, considering the Warlord of the Wings of Dawn was taken out in this fight. The one squad of Outrides, shocked by the resistance put up by their bretheren, is shell shocked after the battle, but noone else gets any scars or lasting injuries from this fight. Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5665556 Share on other sites More sharing options...
Berzul Posted February 9, 2021 Author Share Posted February 9, 2021 TWELVETH BATTLE. The forces of Casimir, librarian of the Wings of Dawn, march back into their fortified sector on the southwest of the city. Their spirits are high on the back of their victory against the Sons of Rust. Although the Daemon Prince that led the chaos forces was not destroyed, the secrets it held are now in the hands of the Librarian. Their mission in Exelia Tertius is now over. The members of the Chapter's Librarius would know to find the truth behind the interest of the Daemon God of Pestilence with this lost shrine world. The perils are not over, however. The calm silence in the air as the battle brothers march is the warning bells of the monstruous dangers that lurk in the shadows of the Hab-Block that these warriors traverse. At the word and whip of their master, forces of the Necron host spew forth from every dark corner. Immortals first, covered in canoptyk scarabs. Destroyers afterwards, with phase weapos shinning in green light against the darkness. The vizzir of the Necron Dynasty has come forth himself, from within the depths of the Necropolis that lies beneath the city. His servants have done well in unleashing the Destroyer Cults on the ruins of Exelia Tertius, but now the lord of these old forces takes to the battlefield in person. First, to crush the Wings of Dawn Chapter; breaking now the tenuous silent pact that was once hinted between them. Later to move on the Khan and his hunters. All to rid the city of the vermin that the Imperium of Man has brought. Scenario: Lying in wait (Pariah Nexus Supplement) District: Variant of Hab-Block 13 Size: Combat Patrol (35 Power Levels) Special Rules: None Attacker: Necrons (Angeda: Unknown, the one that grants destroyers extra experience every two units they kill) Defender: Wings of Dawn (Agenda: Breakthrough) ROUND ONE The army of Epistolary Casimir has the quick reflexes and military accumen to react in time to the Necron trap as it is sprung in front of them. His warriors take the initiative, and quickly march forward through the ruins to shower the first wave of Necrons with bolter fire. They march under the Psychic protection granted by the Librarian, he who in turn is guarded by his elite Excerviunt Terminators. Their firepower is not enough, however, to dent the lines of the necrons. Nothing but a few scarabs fall to their attacks, even as the Bikers charge into them to crush them in melee combat. As the Necrons strike back, the scarabs run away to trample the march of the astartes infantry across the ruins, while the Bikers are ambushed by immortals from a nearby ruin. The battle is short but deadly, with two bikers falling to their attacks. ROUND TWO As the Necrons concentrate on one flank, the warriors of the Wings of Dawn decide to make use of their enemies tactics. The bikers pull away from the battle and go around the ruins to find aid in the form of the Company Apothecary that serves their warlord. Meanwhile, the Excerviunt Terminators move in against the greater machine of war of the Necron army, with their way across the scarabs being opened by supporting fire from the tactical squad near them. The necrons, hoever, hold the line. The Stalker stands, even after many hits, and soon, the Destroyer Cult shows up on the battle field to try and close the trap completely on the Astartes. Their phase weapons make quick work of the Terminators, but brother Casimir lives to fight still, and with two swings of his force stave he makes the stalker crumble into dust. ROUND THREE As the battle rages on, the Tactical Marines, the Apothecary, and the Bikers, try and find a gap in the Necron forces through which to push forth and elude the trap. Their warlord, however, can only hold the full might of the Skorpekh Destroyers for so long, and when he finally falls under them, nothing remains to help hold the line. The Destroyers make their charge to intercept the infantry of the Astartes, and leaving naught but two warriors standing, they move ever closer to conquering the day against the forces of mankind. ROUND FOUR The end for the Astartes come soon after. With the final Tactical Marine facing the entire unit of Destroyers on his own, while the last Biker is hunt down by the lord of the alien host. The trap is sprung to perfection. The astartes are pushed into a tactical withdrawal, and the xenos army now looks north for bigger prey. END RESULT: Victory for the necrons on round four. The Wings of Dawn are tabled, so this grandes 4 campaign points to the Necron player. Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5665849 Share on other sites More sharing options...
Berzul Posted February 10, 2021 Author Share Posted February 10, 2021 Well, we have just finished the third round of the campaign. I have the last battle report to post, but since the campaign is now entering the final battles to close up the narrative, I thought I'd let you all know in the thread. After I post th results of the round, I shall explain how we have decided to end the campaign and the narrative, with the "final round". Link to comment https://bolterandchainsword.com/topic/367251-conquest-of-exelia-tertius-a-crusade-campaign/#findComment-5666151 Share on other sites More sharing options...
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