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#1 (permalink) |
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Shas'Vre
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Ok i thought about it and maybe it's easier to just have one thread and include everything in here i will post up the battle reports in this thread as well so anyone who wishes to follow it can do so, and see how the Tyranids fare.
Below are the forces which were wiped out and destoryed on the board... Chaos Mobile Forces @ N1 Orks Mobile Forces @ I-4 Below are the units which need to retreat. Imperials @ G4 need to retreat to G-5, G-6, A-4, or F-5 Tau @ T2 need to retreat to Z-17 or T-1 Below are the new Supply Centers gained by each faction... Chaos T-2 Eldar N-9 Imperials N-3 Necron N-1 Orks N-11 Orks G-4 Tau N-14 Tyranids N-5 Tyranids N-6 Tyranids N-7 Below are the Supply Centers lost by each faction Imperials G-4 Tau T-2 Force Mobilization - Reminder that only coastal regions Supply Centers may field of mobile units. Below are the factions which need to place a Battle Force. Chaos need to place 2 units. (5 SC, 3 unit) Eldar need to place 1 unit. (4 SC, 3 units Imperial = nothing (3 SC, 3 units) Necron need to place 1 unit (4 SC, 3 units) Orks need to place 3 units (5 SC, 3 units) Tau = nothing. Tyranids need to place 3 more units. (6 SC, 3 units) SEND IN YOUR BATTLE REPORT NOW! Past Midnight, I will be generating new Map and taking new submissions of Orders. Please wait until you see the Pre-Night Map before submitting your Orders. Charles THE RULES http://mail.google.com/mail/?ui=2&ik....2&disp=vah&zw
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#2 (permalink) |
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Shas'Vre
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Cycle 2 Night Battles
![]() As a reminder, You can all play the mission/objectives with the perspective factions. No repeats, please. With the winner earning 2pts for the faction, ties are worth 1, and losses are worth 0. If you wipe your opponent, you gain 3pts instead for your faction. If your faction loses the overall total by 3 times the amount of the opponent's, the battle force involved will be considered wiped out. So 8 vs 3 only cause the battle force to retreat, but 9 vs 3 would wipe the whole battle force as the anchoring flanks collapse. One can play smaller battles as long as the same mission conditions are followed. Bonus forces are at a 1/8 ratio to the actual points being played. During a mission, you may not voluntarily retreat. You and your forces are in fact an anchor to a critical flank of the entire battle force of the sector. If you fail, then the whole sector could be overrun by the opponent. Only the valiant efforts of commanders in the other fronts of the Sector could possibly make up for such a blunder. Even if you are badly losing, you must still maintain some resistance until the end of the game. Consider such successful hold out to be reinforced by other elements of the battle force to save the broken flank... Necrons would be the only forces capable of retreating and regrouping elsewhere with their phased out ability. However, if at the end of the battle, there are no adjacent sectors for them to fall back to. The Necron force would also be removed from the map. Alright and the following missions are ready! N-1, Capture and Control, Necron defending against Chaos N-4, Seize Ground, Necron vs Tyranids N-12, Seize Ground, Chaos vs Orks Z-5, Capture and Control, Necron defending against Tyranids G-1, Capture and Control, Imperial defending against Chaos, both supported I-4, Capture and Control, Eldar defending against Orks, Eldar supported T-2, Capture and Control, Chaos defending against Tau, Tau supported Chaos (Traitor Guards, Daemons, CSMs) vs Imperials (Imperial Guards, SM, Witch Hunter, Sisters) @ G-1 Points: 2000 for Chaos Land force(Fast Attack cost extra, see main campaign rules), with bonus 250 which does not use Force Organization. 2000 for Imperial Land force (Fast Attack Slots cost extra, see main campaign rules). with bonus 250 which does not use Force Organization Limit on list: Max 1 Special Character Mission: Capture and Control of Sector G1, per standard mission Condition: Night Fighting Rules in effect, Imperial wins Tied VP in this mission. Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: If Chaos wins, Imperial is removed from the Sector and have to retreat to an adjacent sector. If Chaos Ties or Loses, they retreat to the initial sector where the attack originated. If Imperial Wins or Ties, they remain in their defending sector. If Imperial loses, they must retreat to an adjacent sector. Chaos (Traitor Guards, Daemons, CSMs) vs Necron @ N-1 Points: 2000 for Chaos Land force (Fast Attack Slots cost extra, see main campaign rules) 2000 for Necron Land force (Fast Attack Slots cost extra, see main campaign rules) Limit on list: Max 1 Special Character Mission: Capture and Control of Sector N1, per standard mission. Condition: Night Fighting Rules in effect, Necron wins Tied VP in this mission. Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: If Chaos wins, Imperial is removed from the Sector and have to retreat to an adjacent sector. If Chaos Ties or Loses, they retreat to the initial sector where the attack originated. If Necron Wins or Ties, they remain in their defending sector. If Necron loses, they must retreat to an adjacent sector. Chaos (Traitor Guards, Daemons, CSMs) vs Tau @ T-2 Points: 2000 for Chaos Mobile force (Heavy Support Slots cost extra, see main campaign rules) 2000 for Tau Land Force (Fast Attack Slots cost extra, see main campaign rules), with bonus 250 which does not use Force Organization Limit on list: Max 1 Special Character Mission: Capture and Control of Sector T2, per standard mission. Condition: Night Fighting Rules in effect, Chaos wins tied VP in this mission. Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: If Tau wins, Chaos is removed from the Sector and have to retreat to an adjacent sector. If Tau Ties or Loses, they retreat to the initial sector where the attack originated. If Chaos Wins or Ties, they remain in their defending sector. If Chaos loses, they must retreat to an adjacent sector. Chaos (Traitor Guards, Daemons, CSMs vs Orks @ N-12 Points: 2000 for Imperials Land force (Fast Attack Slots cost extra, see main campaign rules) 2000 for Orks Land force (Fast Attack Slots cost extra, see main campaign rules) Limit on list: Max 1 Special Character Mission: Seize Ground at Sector N-12, per standard mission. Condition: Night Fighting Rules in effect Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: Winner repels opponent's back and out of their initial sector. Loser must first retreat back to their initial sector, then out to an adjacent sector. The Victor will be able to claim the sector as their own as the loser clears out. In a Tie, both forces retreat back to their initial sector. Eldar vs Orks @ I-4 Points: 2000 for Eldar Land force (Fast Attack Slots cost extra, see main campaign rules), with bonus 250 which does not use Force Organization 2000 for Orks Mobile force (Heavy support Slots cost extra, see main campaign rules) Limit on list: Max 1 Special Character Mission: Capture and Control of Sector I-4, per standard mission. Condition: Night Fighting Rules in effect, Eldar wins Tied VP in this mission. Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: If Orks wins, Eldar are removed from the Sector and have to retreat to an adjacent sector. If Orks Ties or Loses, they retreat to the initial sector where the attack originated. If Eldar Win or Tie, they remain in their defending sector. If Eldar lose, they must retreat to an adjacent sector. Necron vsTyranids @ Z-5 Points: 2000 for Necron Mobile force (Heavy Support Slots cost extra, see main campaign rules) 2000 for Tyranids Mobile force (Heavy Support Slots cost extra, see main campaign rules) Limit on list: Max 1 Special Character Mission: Capture and Control of Sector Z-5, per standard mission. Condition: Night Fighting Rules in effect, Necron wins Tied VP in this mission. Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: If Tyranids wins, Necron are removed from the Sector and have to retreat to an adjacent sector. If Tyranids Ties or Loses, they retreat to the initial sector where the attack originated. If Necron Win or Tie, they remain in their defending sector. If Necron lose, they must retreat to an adjacent sector. Necron vsTyranids @ N-5 Points: 2000 for Necron Land force (Fast Attack Slots cost extra, see main campaign rules) 2000 for Tyranids Land force (Fast Attack Slots cost extra, see main campaign rules) Limit on list: Max 1 Special Character Mission: Seize Ground of Sector N-5, per standard mission. Condition: Night Fighting Rules in effect Deployment: roll random 1 Dusk of War (same as Dawn of War, except Turn 1 is day, night fight starts Turn 2) 2-3 Pitched Battle 4-5 Spearhead 6 Dawn of War (only Turn 1 is night fight as day break) Result: Winner repels opponent's back and out of their initial sector. Loser must first retreat back to their initial sector, then out to an adjacent sector. The Victor will be able to claim the sector as their own as the loser clears out. In a Tie, both forces retreat back to their initial sector.
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#3 (permalink) |
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Shas'Vre
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Good Morning, this is GNN... Galactic News Network...
In the Night, there are reports of several major battles breaking out all over the Planet. We now bring you the reports we do have. Further reports will come in as our attached reporters are able to report back. It would appear that the Orks are losing ground from their early break against Chaos. The Commander of the Chaos forces have been relentless in this pursuit of the complete destruciton of his enemies. Only time will tell if anyone could stop the ascension of such a Warlord... Incidently, the Orks are making good progress against the Eldar by taking advantage of the Night. On the northeastern fronts, the Tyranids are making solid gains against the Necrons. It won't be long before the Imperium feels the onslaught. Will the Imperium manage to mount a proper defense on the Western front? At the very least, the Imperials are able to hold their ground against the Chaos advances... Mission Played Seize Ground @ Sector N-12 Your Information Ronny, 1000 Orks Opponents Information Ronald, 1000 Chaos Space Marines Deployment Type Rolled Dawn of War Number of Turns the Game lasted 6 Turns Victory Point Count 1 vs 0, Orks win Mission played Seize Ground N-12 Your Information Gary Chaos 2000 Opponents Information Alex - Ork 2000 Deployment Type Rolled Pitched battle Number of Turns the Game lasted 6 Victory Point Count 2-0 Orks wiped on turn 6 Mission Played Capture and Control @ Sector I-4 Your Information Ronny, 1250 Orks Opponents Information Doc, 1250 points Eldar, supported Deployment Type Rolled Spearhead Number of Turns the Game lasted 4 Turns Victory Point Count Orks win, Eldar Wiped Out Turn 4 Mission Played Capture and Control @ Sector Z-5 Your Information Ronny, 2000 Tyranids Opponents Information Doc, 2000 Necrons Deployment Type Rolled Pitched Battle Number of Turns the Game lasted 5 Turns Victory Point Count Tyranids win, Necrons phased out Mission Played Capture and Control of Sector G1 Your Information 2000 Steel Legion (Alex) Opponents Information 2000 Nurgle (josh email kingfuzzball01@gmail.com) Deployment Type - dawn of war Number of Turns the Game lasted 6 Turns Victory Point Count 2 vs 0, Nurgle wiped out Mission Played Seize Ground @ Sector N-4 Your Information Ronny, 1500 pts Tyranids Opponents Information Doc, 1500 pts Necrons Deployment Type Rolled Spearhead Number of Turns the Game lasted 5 Turns Victory Point Count 2 vs 0 Tyranids win · N-1, Capture and Control, Necron defending against Chaos Chaos 0 vs Necron 0 · N-4, Seize Ground, Necron vs Tyranids Necron 0 vs Tyranids 2 · N-12, Seize Ground, Chaos vs Orks Chaos 3 vs Orks 2 · Z-5, Capture and Control, Necron defending against Tyranids Necron 0 vs Tyranid 2 · G-1, Capture and Control, Imperial defending against Chaos, both supported Chaos 0 vs Imperial 3 · I-4, Capture and Control, Eldar defending against Orks, Eldar supported Eldar 0 vs Orks 3 · T-2, Capture and Control, Chaos defending against Tau, Tau supported Chaos 0 vs Tau 0
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#4 (permalink) |
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Shas'Vre
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My Army List:
HQ: 1 Hive Tyrant Enhanced Senses +1 BS; Extended Carapace +1 Save; Flesh Hooks; Implant Attack; Toxin Sacs +1 St; Scything Talons (x1); Venom Cannon; Synapse Creature; The Horror 2 Tyrant Guard Rending Claws; Scything Talons 1 Hive Tyrant Enhanced Senses +1 BS; Extended Carapace +1 Save; Flesh Hooks; Implant Attack; Toxin Sacs +1 St; Lash Whip & Bonesword; Venom Cannon; Synapse Creature; The Horror 1 Tyrant Guard Lash Whips; Rending Claws Elite: 6 Warriors Adrenal Glands +1 In; Adrenal Glands +1 WS; Extended Carapace +1 Save; Toxin Sacs +1 St; Rending Claws (x1); Scything Talons (x1); Synapse Creature Troops: 14 Gaunt Brood Toxin Sacs +1 St; Spinefists; Without Number 14 Gaunt Brood Toxin Sacs +1 St; Spinefists; Without Number 14 Gaunt Brood Toxin Sacs +1 St; Spinefists; Without Number 14 Gaunt Brood Toxin Sacs +1 St; Spinefists; Without Number 14 Gaunt Brood Toxin Sacs +1 St; Spinefists; Without Number Notes: Kps = 11 theme-Synapse Swarm Total Roster Cost: 1494 Opponent Army List: HQ: 1 Lord Staff of Light; Destroyer Body; Phase Shifter; Resurrection Orb Troops: 15 Warriors Gauss Flayer 10 Warriors Gauss Flayer 10 Warriors Gauss Flayer Heavy Support: 1 Monolith Gauss Flux Arc; Particle Whip; Power Matrix 1 Power Matrix 1 Monolith Gauss Flux Arc; Particle Whip; Power Matrix 1 Power Matrix 3 Heavy Destroyers Heavy Gauss Cannon Notes: 8 Kps Phase Out: 9 Total Roster Cost: 1495 DEPLOYMENT: ![]() ![]() ![]() ![]() ![]() TURN: 1 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() TURN 2: ![]() ![]() TURN 3: ![]() ![]() ![]() TURN 4: ![]() ![]() ![]() ![]() ![]() TURN 5: ![]() ![]() END OF GAME RESULTS: TYRANID VICTORY!
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