Monday, June 23, 2025

Warhammer 40,000 Campaign - Tellinor VII - Game 3 -

 


Scotax the Defiler was once again on the backfoot, the time had come to strike again with fresh forces, but to his apprehension the skyline was again caste in a yellow tinge as tens of armoured fighting vehicles marched to the front, would history repeat itself?

This game Chaos would get an additional 100 points for having only 22 of the 48 tiles, The Imperium starts with 100 extra points for controlling more factories than Chaos, additionally the capture of a power plant last battle meant the Imperial Guard now got +1 to their Strategy rolls and finally a chance to give one of their units a special rule for having more Bastions than their opponent.



I chose to give my Basilisk company scout so they could spread out up to 20cm from each other, I ended up deploying them 10cm apart to ensure any counter battery fire would only mean 2 would ever be hit.

These were the armies, unfortunately it seems Chaos miscalculated and got an additional 260 points - damn.

IRON WARRIORS COMPANY [350]REGIMENTAL HQ [550]
6 Chaos Space Marines and 2 Havocs, Warsmith (Supreme Commander)Supreme Commander, 12 Infantry, 7 Chimera, 3x Hellhound
IRON WARRIORS COMPANY [485]INFANTRY COMPANY [400]
6 Chaos Space Marines and 2 Havocs, Iron Warriors Lord, 4 Iron Warrior Assault Marines, 6 Chaos RhinoCommander, 12 Infantry, Fire Support Platoon (4 Fire Support), 2x Ogryn
DEFILER ASSAULT PACK [425]INFANTRY COMPANY [400]
6 DefilersCommander, 12 Infantry, Fire Support Platoon (4 Fire Support), 2x Ogryn
ARMOURED ASSAULT COMPANY [355]TANK COMPANY [650]
6 Chaos Vindicators, 3 Chaos Vindicator9 Leman Russ, Vanquisher
IRON WARRIOR TERMINATORS [620]ARTILLERY COMPANY [550]
Iron Warriors Lord, 6 Iron Warrior Terminator, 3 Obliterator9 Basilisk
HAVOC COMPANY [325]ROUGH RIDER PLATOON [150]
4 Havocs and 2 Land Raiders, Iron Warriors Lord6 Rough Riders
ARTILLERY BATTERY [325]ROUGH RIDER PLATOON [150]
4 Chaos Basilisks6 Rough Riders
SUPER HEAVY COMPANY - DECIMATOR [225]ARTILLERY BATTERY [250]
Decimator3 Manticores
CHOSEN [125]
4 Chaos Space Marine Scouts
CHOSEN [125]
4 Chaos Space Marine Scouts


First turn saw Chaos go first, the Imperial strategy rating increased from 2 to 3 however chaos was still base 4 and would go on to win ever strategy roll in the game.

The Havocs and retinue on the right edged forward to take shots at the guard on the hill, trying to prepare an assault. In the centre the Defilers, Decimator and some chosen pushed forward to harass the Regimental command company and Leeman Russ, additionally the Vindicators rolled forward to kill off some scouting Rough riders forcing a withdrawal.


Turn 2
The Big Terminator unit dropped in, fired into the Regimental command company and put some pain on them before the defilers charged forward and engaged them.


The company command actually won the engagement, the Terminators didn't drop in close enough to lend their shooting in supporting fire. The Leeman Russ alongside the Regimental command company engaged the terminators and wiped them out, the only survivors were the Obliterators who were fearless.


Turn 3
The Warsmith charged the command company after the havocs shot at them and crushed them in combat, only 6 units surviving, the decimator fired on the Russes killing another before the chosen charged them and won combat (I was in disbelief), this changed my mind personally about the turn and I began to wonder if I should resign.


Finally Imperials get to counter and the basilisks did relatively little damage to the chaos marines on the right, and I became convinced I had lost so called it.


Chaos retakes the Power plant and gains the +1 to strategy rolls.

Conclusion
I called the game way too early, in reality I could have gotten a comfortable tie by turn 4 but I think with the combined fire of my 2 unmolested infantry companies and the chance to rally the last 4 Russes I could have even won - Valuable lesson there - Never give up. I might need to dress my son up as a Commissar and get him to point his nerf pistol at my head if I look like I'm going to give up.

POV: you're watching me try to resign early next game.


Monday, June 9, 2025

Warhammer 40,000 Campaign - Tellinor VII - Game 2



 The Chaos forces under Scotax the defiler had been badly mauled during the approach and landing, the unexpected Imperial patrol had run silent coming in under the scanners and augers of the Chaos capital ships. The quick reaction from Chaos captains was commendable but the hardy imperial ships and their crews weathered the storm and with their torpedo barrages put down two transports, the third transport lost to bombers from the Mars Battlecruiser 'Aegis of Uhulis', almost 5/8ths of the force had been lost in space, those who survived the initial clash, clinging to life in seal compartments or aboard life pods were quickly put down by fighter patrols, boarding parties or salvoes from the Imperial navy mopping up.
 Scotax sent a signal using the slave Astropaths requesting more troops, in the mean time he ordered his warbands to report back with their strengths and access to supplies, Scotax's initial strategy was to secure the shield generators to make expanding his initial landing zones easier but that left him at a disadvantage with the PDF forces who controlled the majority of the Manufactories. A relative calm had fallen upon the planet, the Chaos warbands were regrouping and the PDF was still mobilising but the calm would break soon, columns of dust began to rise in the distance and the Veterans of the long war knew the signs of tank columns massing.

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 LordCommander, 12 Infantry, Fire Support Platoon (4 Fire Support)
DEFILER ASSAULT PACK [425]INFANTRY COMPANY [350]
6 DefilersCommander, 12 Infantry, Fire Support Platoon (4 Fire Support)
ARMOURED ASSAULT COMPANY [355]FLAK BATTERY [150]
6 Chaos Vindicators, 3 Chaos Vindicator3 Hydra
IRON WARRIOR TERMINATORS [275]TANK COMPANY [725]
Iron Warriors Lord, 4 Iron Warrior Terminator9 Leman Russ, Vanquisher, 3x Hellhound
IRON WARRIOR TERMINATORS [275]ARTILLERY COMPANY [550]
Iron Warriors Lord, 4 Iron Warrior Terminator9 Basilisk
CHOSEN [125]SENTINEL SQUADRON [100]
4 Chaos Space Marine Scouts4 Sentinels
CHOSEN [125]SENTINEL SQUADRON [100]
4 Chaos Space Marine Scouts4 Sentinels
ARMOURED COMPANY [435]ARTILLERY BATTERY [250]
8 Chaos Predator, Chaos Vindicator3 Manticores
DAEMONIC ARTILLERY [325]
3 Daemonic Artillery units

Some years ago I made a random terrain generator to take the guess work out of setting up a table, using said generator I came up with this table.


Using the planetary empires special rules we get some bonus', the Guard gets 100 extra points whilst chaos get 50 extra points for having 1 less territory than the Imperials. The Guard also have more Bastions than Chaos and get to roll for a special rule, I chose Self planet fall and put it on my Leeman Russ company, Chaos had a higher score from Power plants so got +1 to their strategy rating.




The Guard Setup adjacent to the airfield and warehouse next to the Promethium tanks, a screen of sentinels, backed by infantry and Basilisks. Chaos set up some chosen on the left and a retinue with the warlord on the right. The cross roads in the Chaos table was my chosen drop site for my Leeman Russ Company.


The Guard spent their time going into overwatch before pounding the Vindicators moving up on the right.


The Terminators teleported in and went for assaults across the line, whilst winning the assaults they failed to do any damage at all to the Basilisks. 



Turn 3 Imperial Guard rolls a 6 for their strategy rating and Chaos rolls a 2 - Guard gets first turn


The Basilisks finish off the vindicators whilst the Manticores fire and put pins on the Predators.


End of turn 3 the Leeman Russ arrive via self planetfall and conduct an advance, wiping out the only undamaged Chaos marine unit, ending the game as the Chaos player admits fighting a full undamaged unit of Basilisks and Leeman Russ is beyond him.

The Imperium take another Powerplant, shifting the Initiative in their favour. 


Saturday, June 7, 2025

Warhammer 40,000 Campaign - Tellinor VII



 Tellinor VII is a mixed purpose world with moderate domestic agriculture, promethium drilling, mining, manufacturing and Archeotechology. The world's population rounding to the nearest figure is 9,502,400,000, the world is under the Stewardship of Karl Tellinor LIV, the world itself is run by a committee of 12 Mega states and a fluctuating number of Micro states depending on the political and military situation at the time. States exercise political power within their own territories whilst global policy is set by vote within the Global Senatorial called the Forum, conditional to the Stewards approval.


 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.

 One of the most important resources on Tellinor VII is Archeotechology, several small but well resourced outposts support dig sites in search of STC's and other relics from the dark age of technology.

 Chaos attacks
A tear in the fabric of reality spilled Traitor ships into the void, transports laden with corrupt arms and equipment and holds bursting with Soldiers and Pilots heading for Tellinor VII. The PDF was unprepared outside a few permanent bases and fortifications, the 2 weeks of sublight travel allowed only the most rudimentary preparation and call ups of reserves. Astropathic signals were sent almost immediately after the detection of the Chaos Fleets movement into realspace, as the defenders laid their mines, dug their trenches and strung their razor wire, the planet held ongoing prayer asking for salvation their only hope was a relief force of the Imperial Navy would drive off the attackers before they completely overran the planet.


Additional scenario rules

Players organise 1000pts fleets, players setup as normal however the defender only starts with 500 points, his other 500 points are in reserve and turn up later in the game.

Reinforcements
At the end of each turn roll a D6 and add the turn number, on a 10 or more the 500points deploy along the short table edge ready to activate from the next turn.




Victory
Instead of counting victory points we instead setup the campaign map and each assault point scored the attacking player picks a territory and rolls to capture like a normal victory in planetary empires.





The battle!

 My Patrolling force was made up of 4x5pts mines, a Gothic class Cruiser and a Lunar class cruiser. The Chaos incursion fleet was made up of a Executor class Grand cruiser, a Murder class cruiser, two slaughter classes and 6 Iconoclast cruisers.


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.



The Chaos Fleet surged forward, Sheparding the two remaining transports and trying to deal with the incoming Mines and Torpedoes from the Orbital defence platforms. 

Chaos managed to destroy most of the Ordinance however some mines got through damaging the Murder class (Black cruiser)











Chaos Destroyed one of the two Orbital platforms and captured the other, the new traitor crew quickly working to try to rearm the launchers for the inevitable Imperial reinforcements, to no avail!

The Two ground based lance batteries, they didn't last long against the many Chaos lances!

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.

Chaos with Red flags managed to land and capture 23 territories out of the 48, capturing a hive, all 6 void shield generators, 4 space ports, 2 Bastions, 3 Manufactories, and 2 Power plants.

Next game will be Epic Armageddon!

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