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Community Game - Space Marines VS Imperial Guard - 'No escape'
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Old 15 Oct 2006, 19:16   #1 (permalink)
Shas'O
 
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Default Community Game - Space Marines VS Imperial Guard - 'No escape'

[size=16pt]No escape[/size]

The decision to engage the planetary governor’s defence forces and execute governor Marlon himself was regrettable, but so was his decision to consort with Eldar pirates. Inquisitor Dagmar had uncovered the governor’s dealings with the Xenos months ago and had sent an official to investigate more thoroughly. As expected, the official never returned and Dagmar was forced to exact retribution for the governor’s transgressions.
A violent execution of the governor and his immediate staff had been planned by way of a single covert operative. An assassin of the Eversor temple was an ideal candidate, not only for their ability to get the job done but also their ability to inflict such catastrophic and horrifying damage to their intended target as to dissuade any would-be successors. Unfortunately this was not to be, as governor Marlon’s chief astropath had intercepted the Inquisitor’s message and tightened security to such a degree that nothing short of an army would be able to reach him.
And so, Inquisitor Dagmar mustered such an army for the task. The Phalanx, space-borne fortress-monastery of Imperial Fists, was in-system and Inquisitor Dagmar contacted chapter master Vladimir Pugh to inform him of the traitorous Governor Marlon. The wretched dog had no right to continue breathing and every breath he took was an insult to the Emperor. He must be crushed, utterly, along with all those that stood beside him.

The main bulk of the Imperial Fists task force landed via drop pod in the governor’s palace and began sweeping the complex room by room, ruthlessly gunning down all who dared oppose them. Meanwhile, all other potential escape routes were systematically secured by smaller detachments to ensure the governor had no possible means of escaping the Emperor’s wrath.

This is an account of the Space Marine’s consolidation upon landing pad #212...


[table][tr][td][size=14pt]Space Marine brief[/size][/td][td][size=14pt]Imperial Guard brief[/size][/td][/tr][tr][td]Your detachment has been tasked with securing landing pad #212 in a concerted manoeuvre to cut off Governor Marlon's possible escape routes. The planetary defence forces have erected rudimentary fortifications and are prepared for your arrival. An entrenched Whirlwind battery will provide suppressive fire for the duration of your advance.[/td][td]Traitorous Space Marine forces have begun their landings in and around the capitol city. You have heard reports that they have already begun their assault on the Governor's palace. They came without warning or provocation and you know only that they must be held off long enough for the Governor and his staff to escape to warn the Inquisition of the Imperial Fists' betrayal.[/td][/tr][/table]


[size=14pt]Scenario Special Rules[/size]

Concealment (IG only), Infiltrate, Continuous Bombardment*

[tt]*Space Marine players will be given more detail on this via PM. Imperial Guard players need only know that their position is under bombardment from distant artillery.[/tt]


[size=14pt]Mission objectives[/size]
There are two objectives to capture for this mission; the landing pad itself and the command bunker. To win the game, one side must either be in control of more objectives than the opposition at the end of the game, or they must destroy the opposing force to a man (broken units with no possibility of regrouping are considered to be destroyed). Anything else is a draw. To capture an objective, you must have at least one model from a scoring unit in base contact with it and no enemy scoring units within 6".

[table][tr][td][size=14pt]Reserves[/size][/td][td] [/td][td][size=14pt]Game length[/size][/td][/tr][tr][td]When available, reserves move on from the player's deployment zone board edge.[/td][td] [/td][td]The game lasts 6 turns. The Imperial Guard have the first turn.[/td][/tr][/table]


[size=14pt]Deployment[/size]


[size=14pt]Post-Preliminary Bombardment[/size]


[hr]

So...Imperial Guard players, send me your orders for the first turn. Let's get this show on the road!


(This obviously took a lot of work to pull this all together. +1 Karma - Stam)
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
Tom Norman is offline  
Old 15 Oct 2006, 23:59   #2 (permalink)
Shas'El
 
Join Date: Jun 2005
Posts: 2,915
Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Hooraye!

This is much better quality I could ever hope for! Pictures, briefings, even some white cotton explosion clouds!

I take it we PM our orders to you, and you make the changes?

Also, would this work better by turn, IE, IG Day 1, SM Day 2, IG Day 3, SM Day 4, etc. Meh, just a suggestion, as people will be disappointed to hear the Whirlwind trying to cover them just exploded.

It may be better to do this as it allows better planning and expectation of attack.

But it may be slower... your call, at the end of teh day.

Stankov
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"The common soldier must fear his officer more than his enemy." King Frederick the Great, Prussia

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Old 16 Oct 2006, 12:49   #3 (permalink)
Shas'El
 
Join Date: Mar 2006
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Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

I also thought it would be nice if the two army lists got posted here.


[table][tr][td] [/td][td]
[size=12pt]HQ 1[/size]

Commander - Captain McGanner

Unit Commander - Bustafer Jones

Options:
  • Bolt pistol
  • Power axe
  • Frag grenades

77 points[/td][td] [/td][td]


[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]ELITES 1[/size]

Dreadnought - Revered brother Vorn

Unit Commander - Stam

Options:
  • Assault cannon
  • Dreadnought close combat weapon
  • Heavy flamer
  • Extra armour
  • Unit upgrade - Venerable
  • Unit upgrade - Tank Hunter

150 points[/td][td] [/td][td]




[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]ELITES 2[/size]

Terminator squad - Squad Krull

Unit Commander - O Y Montyr

Options:
  • 1 X Terminator Sergeant - Power Sword, Storm Bolter
  • 2 X Terminators - Power Fists, Storm Bolters
  • 2 X Terminators - Power Fists, Assault Cannons
  • Unit upgrade - Tank Hunters

255 points[/td][td] [/td][td]



[/td][td] [/td][/tr][/table]

Note - The model in the centre represents a Terminator with an assault cannon and powerfist...I wanted to make a cool model to represent my favourite sergeant but I didn't want to have to take him off as a casualty before an assault cannon armed model. On paper, the termie with the power sword represents the sergeant, but in fluff terms it's the guy with the hammer, Sergeant Krull.


[table][tr][td] [/td][td]
[size=12pt]TROOPS 1[/size]

Tactical squad - Squad Varus ('First tactical&#39

Unit Commander - God Splitter

Options:
  • 1 X Space Marine veteran Sergeant - Powerfist, Bolt Pistol
  • 6 X Space Marines - Bolters
  • 1 X Space Marine - Meltagun
  • Unit upgrade - Frag grenades

Transport - Rhino:
  • Extra armour
  • Smoke launchers

221 points[/td][td] [/td][td]



[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]TROOPS 2[/size]

Tactical squad - Squad Grigg ('Third tactical&#39

Unit Commander - Vash113

Options:
  • 1 X Space Marine Sergeant - Bolter
  • 5 X Space Marines - Bolters
  • 1 X Space Marine - Plasma gun
  • 1 X Space Marine - Missile Launcher

140 points[/td][td] [/td][td]



[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]TROOPS 3[/size]

Scout squad - Squad Tanner

Unit Commander - ThatGuy

Options:
  • 1 X Scout Sergeant - Bolter
  • 3 X Scouts - Bolters
  • 1 X Scout - Heavy Bolter

70 points[/td][td] [/td][td]



[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]HEAVY SUPPORT 1[/size]

Whirlwind

Unit Commander - Xenephobic

85 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[size=18pt]TOTAL: 998[/size]

[hr]

[table][tr][td] [/td][td]
[size=12pt]HQ 1 - Command Platoon[/size]

Command Squad - Colonel Winters (Senior Officer)

Unit Commander - Generalissimo Stankov

Options - Officer:
  • Bolt pistol
  • Power Sword
Options - Guardsmen:
  • 1 X Meltagun
  • 1 X Master Vox
  • 2 X Guardsmen upgraded to 'Veterans'
Options - Characters:
  • 1 X Medic
  • 1 X Standard Bearer
Advisor 01:
  • Commisar - 'Crusher'
  • Powerfist

178 points[/td][td] [/td][td]









[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
Fire Support Squad

Unit Commander - TheCuriousNecromancer

Options:
  • 3 X Autocannons

95 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
Mortar Support Squad

Unit Commander - Ferrox

Options:
  • 3 X Mortars

80 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]ELITES 1[/size]

Ogryn Squad

Unit Commander - Lawrence Norman

Number/Squad: 3 Models

75 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]TROOPS 1 - Infantry Platoon[/size]

Command Squad

Unit Commander - Arguleon-veq

Options - Officer:
  • Plasma pistol
  • Power Sword
Options - Guardsmen:
  • 3 X Grenade Launchers
  • 1 X Vox-Caster
84 points[/td][td] [/td][td]





[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
Infantry Squad 01 - Sgt. Bull

Unit Commander - Requisition

Options:
  • 1 X Lascannon
  • 1 X Grenade Launcher
  • 1 X Vox Caster

98 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
Infantry Squad 02 - Sgt. Palaski

Unit Commander - AfterCresent

Options:
  • 1 X Heavy Bolter
  • 1 X Grenade Launcher
  • 1 X Vox Caster

88 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]TROOPS 2[/size]

Armoured Fist Squad - Sgt. Apollo

Unit Commander - Tanarin

Options:
  • 1 X Heavy Bolter
  • 1 X Meltagun
  • 1 X Vox Caster

Transport - Chimera:
  • Turret-mounted Autocannon
  • Hull-mounted Heavy Bolter

175 points[/td][td] [/td][td]





[/td][td] [/td][/tr][/table]


[table][tr][td] [/td][td]
[size=12pt]HEAVY SUPPORT 1[/size]

Basilisk

Unit Commander - md99999

Options:
  • 'Indirect Fire' upgrade

125 points[/td][td] [/td][td]

[/td][td] [/td][/tr][/table]


[size=18pt]TOTAL: 998[/size]
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Old 16 Oct 2006, 16:55   #4 (permalink)
Shas'O
 
Join Date: Jan 2006
Location: Hertford, UK
Posts: 5,086
Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Quote:
Originally Posted by Generalissimo Stankov
I take it we PM our orders to you, and you make the changes?

Also, would this work better by turn, IE, IG Day 1, SM Day 2, IG Day 3, SM Day 4, etc. Meh, just a suggestion, as people will be disappointed to hear the Whirlwind trying to cover them just exploded.

It may be better to do this as it allows better planning and expectation of attack.

But it may be slower... your call, at the end of teh day.

Stankov
That's the plan, bud. One player turn per day. All orders for the active side in by 20:00 GMT. I'm just waiting for Crez to PM me his orders, then I can start processing pictures and the write up. Once all that happened in IG turn 1 is posted, I can start taking orders for the Space Marine's first turn.


P.S. - Good call on the army lists Stam.
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
Tom Norman is offline  
Old 16 Oct 2006, 20:37   #5 (permalink)
Shas'O
 
Join Date: Jan 2006
Location: Hertford, UK
Posts: 5,086
Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

[size=16pt]Imperial Guard turn 1[/size]

Colonel Winters shouted above the massive reverberations of the Whirlwind battery’s bombardment. The Chimera next to him rocked as a missile impacted directly next to the tracks.
"Vox Officer Hrufflen, get that APC moving!"
"Sir, the crew says the gear's dislodged, they need a few minutes to fix it!"
"Damn... let's move then." He unsheathed his power sword, watching the gold basket hilt shine in the fires of war. He drew his bolt pistol, and began loping over to the landing pad. He fired two shots into the air to rally his men, and they followed him towards the pad. Colonel Winters passed through his men, his unsleeved great coat fluttering behind him as his medals dangled and clinked. Behind him, his personal standard waved proudly, a beacon of defiance against the Imperial Fists.
To his left, on the other side of Chimera, the Ogryn squad also lumbered toward the shelter of the landing pad, grunting and snarling as they went, taking pot shots at the encroaching Marines. They were dumb brutes, but they knew better than to stand in the open amid an artillery barrage.
At the rear of the Imperial Guard line, Corporal Ferraman was preparing his own artillery barrage. “Range…seventy metres! Bearing…two-two-five-zero mils!” His battery was a flurry of activity as the Guardsmen under his command prepared their mortars.
“Tube one, level!”
“Two, level!”
“Three, level!”
Observing his target through a pair of worn-out magnoculars he waited for the opportune moment, numb to the explosions around him. “Standby…Fire!” A series of thuds resounded as the mortars fired in unison. Glaring at the advancing Terminators, Ferraman felt a warm sense of satisfaction as the rounds found their mark. His pleasure turned to contempt as the Terminators marched through the swirling dust clouds undaunted and unscathed.


Sergeant Bull was out of his foxhole and moving mere moments after the first Whirlwind round had impacted their line. The fire support squad behind them was also moving, hurrying south towards the Basilisk.
“Let’s go! Move it!” He growled, grabbing his vox operator by the back of his collar and hauling him to his feet. Twenty metres to his left, the lieutenant and his squad were taking cover behind the command bunker. “Coop, take out that fething Whirlwind!” He yelled at his grenadier. Guardsman Cooper sprinted to the front of the squad and took a snapshot from the hip. The grenade glanced harmlessly off the vehicle as it rumbled to a halt and elevated its launcher into firing position. Cooper cursed under his breath, hurriedly rotating the magazine of his weapon to load another krak grenade.
To the south of Sergeant Bull’s squad, the Basilisk crew were similarly unlucky attempting to hit a fast moving Imperial Fists Rhino. The round exploded behind the speeding vehicle, peppering its armoured hull with shrapnel. They had to take it out, and quickly. If it were to breach their lines, they could lose the entire left flank!

[hr]

[table]
[tr]
[td] Command Squad[/td][td] Fire Support Squad[/td][td] Mortar Support Squad[/td][/tr]
[tr]
[td]
  • Moved west towards the landing pad.
[/td][td]
  • Moved south towards the Basilisk.
[/td][td]
  • Fired on Squad Krull (Terminators).
  • Two hits, one wound. Saved.
[/td]
[/tr]

[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]

[tr]
[td] Infantry Platoon Command Sqd.[/td][td] Infantry Squad 01[/td][td] Infantry Squad 02[/td][/tr]
[tr]
[td]
  • Moved west into cover behind the command bunker.
[/td][td]
  • Moved NW to get line of sight on the Whirlwind.
  • Fired a grenade launcher at the Whirlwind.
  • Scored a hit but failed to penetrate.
[/td][td]
  • Moved NW toward landing pad.
[/td]
[/tr]

[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]
[tr][td][/td][/tr]

[tr]
[td] Ogryn Squad[/td][td] Armd. Fist Squad[/td][td] Basilisk[/td][/tr]
[tr]
[td]
  • Moved north toward landing pad.
[/td][td]
  • Remained in position.
[/td][td]
  • Fired at the Rhino.
  • Missed - Blast failed to penetrate.
[/td]
[/tr]
[/table]

[hr]


[size=14pt]Tactical view[/size]





[size=14pt]Battlefield view[/size]

__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
Tom Norman is offline  
Old 16 Oct 2006, 21:11   #6 (permalink)
Shas'El
 
Join Date: Jun 2005
Posts: 2,915
Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Hooraye. We failed to do anything.

Meh.. our laughs will hoepfully come next turn.

Whoever md99999, I suggest you target Squad Krull [Termies], as well as Ferrox should be targeting Squad Grigg.

The Basilisk has VERY high strength. Termies will get no save or even a chance to see if they are wounded with it. Mortars can pin Squad Grigg and help myself and Krez as we move to secure the pad.

The other infantry elements should be moving forward to support the drive of Veq and the Ogryns.

Meh... just my two cents.

Stankov
__________________
"The common soldier must fear his officer more than his enemy." King Frederick the Great, Prussia

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Old 16 Oct 2006, 21:25   #7 (permalink)
Shas'Ui
 
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Location: Montreal, Quebec, Canada
Posts: 930
Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Earthshaker cannon only has AP3.
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"In the nightmare future of the far future there is only war." - Apocalypse
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Old 16 Oct 2006, 21:30   #8 (permalink)
Shas'O
 
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Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Quote:
Originally Posted by O Y Montyr
Earthshaker cannon only has AP3.
Shhh...don't tell him that!

[hr]

Colonel, if you have anything you'd rather the opposition didn't hear, might I suggest you communicate tactics via PM? You can enter multiple recipients by using the Bcc field. Of course, if you don't mind the enemy hearing, then by all means post away.

Just enter the following into the Bcc field:
Quote:
"thecuriousmonke", "Ferrox", "LawrenceNorman", "Arguleon-veq", "Requisition", "Aftercresent", "tanarin", "md99999"
That'll send the PM to whoever is in the 'To:' field and to all the other players on your team (whether they're still in the game or not)
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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Old 16 Oct 2006, 22:42   #9 (permalink)
Shas'La
 
Join Date: Apr 2006
Location: Cambridge, MA
Posts: 266
Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Tom, do you have a BCC field you can post for the marines?
__________________
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Retreat
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Old 16 Oct 2006, 23:07   #10 (permalink)
Shas'O
 
Join Date: Jan 2006
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Default Re: Community Game - Space Marines VS Imperial Guard - 'No escape'

Quote:
Originally Posted by Bustafer Jones
Tom, do you have a BCC field you can post for the marines?
Oh, sure.

Quote:
"Bustafer Jones", "Stam", "O Y Montyr", "Cheeko89", "Vash113", "ThatGuy", "Xenephobic"
Just delete your own name. You don't want to start getting PMs from yourself now do you?
__________________
Quote:
Originally Posted by Colonel_Sanders
When all was finished, the battlefield was a smoking crater. UDC, Valoran, US Army, Tau, the Nazis, a random pirate ship, and a bunch of ninjas, all were enemies to the Vulture. All were turned into scrap metal. Or plastic. Depends which game system you play.
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