Monday, June 23, 2025
Warhammer 40,000 Campaign - Tellinor VII - Game 3 -
Monday, June 9, 2025
Warhammer 40,000 Campaign - Tellinor VII - Game 2
IRON WARRIORS COMPANY [400] | REGIMENTAL HQ [525] |
6 Chaos Space Marines and 2 Havocs, Daemon Prince (Supreme Commander) | Supreme Commander, 12 Infantry, 7 Chimera, Griffon Battery (3 Griffons) |
IRON WARRIORS COMPANY [300] | INFANTRY COMPANY [350] |
6 Chaos Space Marines and 2 Havocs, Iron Warriors Lord | Commander, 12 Infantry, Fire Support Platoon (4 Fire Support) |
DEFILER ASSAULT PACK [425] | INFANTRY COMPANY [350] |
6 Defilers | Commander, 12 Infantry, Fire Support Platoon (4 Fire Support) |
ARMOURED ASSAULT COMPANY [355] | FLAK BATTERY [150] |
6 Chaos Vindicators, 3 Chaos Vindicator | 3 Hydra |
IRON WARRIOR TERMINATORS [275] | TANK COMPANY [725] |
Iron Warriors Lord, 4 Iron Warrior Terminator | 9 Leman Russ, Vanquisher, 3x Hellhound |
IRON WARRIOR TERMINATORS [275] | ARTILLERY COMPANY [550] |
Iron Warriors Lord, 4 Iron Warrior Terminator | 9 Basilisk |
CHOSEN [125] | SENTINEL SQUADRON [100] |
4 Chaos Space Marine Scouts | 4 Sentinels |
CHOSEN [125] | SENTINEL SQUADRON [100] |
4 Chaos Space Marine Scouts | 4 Sentinels |
ARMOURED COMPANY [435] | ARTILLERY BATTERY [250] |
8 Chaos Predator, Chaos Vindicator | 3 Manticores |
DAEMONIC ARTILLERY [325] | |
3 Daemonic Artillery units |
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Turn 3 Imperial Guard rolls a 6 for their strategy rating and Chaos rolls a 2 - Guard gets first turn |
The Imperium take another Powerplant, shifting the Initiative in their favour.
Saturday, June 7, 2025
Warhammer 40,000 Campaign - Tellinor VII
The Steward being representative of the God Emperor has veto power and a Vote within the Forum, he exercises power from the Fortress Hive Altrean, named after a space marine captain who died leading the defense of the planet against an onslaught of Xenos *redacted* millennia ago.
The world contains 4 hive cities and numerous Theta level cities per province, normally supporting a local resource.
A standing PDF guards the planet, maintained by a rotating system of planet wide conscription and a core professional standing army, the Imperial navy maintains a star port in orbit above the planet alongside numerous atmospheric airports which are used as training schools and garrisons.
Core industries
Agricultural production exceeds global consumption by 243% allowing the planet to export foodstuffs to Hive worlds Korvotula Minoris and Majoris.
Manufactorums production provides a healthy domestic and interplanetary trade as well as meeting Administratum quotas supplying the Imperial Navy and the Imperial Guard. One of the more essential arms manufactured are Macroshells for the Imperial Navy and refractor blades for lance batteries.
I rolled to see if I deployed my ships on patrol or Scott does, he got to deploy the Gothic and I deployed the Lunar in support - Scott was hoping for an early game win by destroying the Cruisers. Chaos got first turn so I Brace for Impact! on both my cruisers and they did well to survive the hailstorm of fire.
In the Imperial turn the cruisers turned and fired salvoes of Torpedoes into the Chaos transports, Hundreds of thousands of Traitors were sucked into the void, burnt to death in burning sections or slowly suffocated as isolated compartments slowly ran out of air.
Imperial Reinforcements arrive as more and more Chaos troops (red flag) are landed from the cruisers.
The Chaos transports run for the planet, the Incoming Bombers prepare their Plasma bombs to take them out, the Transport crews fire all their Macro cannons in a defensive barrage and manage to break up one Bomber wing whilst the other surges in and cripples the transport, the debris falling across the planet for hundreds of kilometres in every direction.
The Shadow of the Axis - Alternative WW2 campaign - Combined arms Boltaction - The war in Tunisia - Campaign game 3 - Part 2
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