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I need Ideas for a Tau vs whoever campaign it would be myself and 2 other tau players playing 3 players of chaos or the imperium
Can someone give ideas with how it would play,map rules etc as this would be my first campaign started
Just changing "Orks" to "Tau" and "SM" to "all Marines" -
The Rynn’s World campaign
The Rynn’s World Disaster is a two-player
series of linked games:
1. Planetstrike at Badlanding
Pitched Battle/ Annihilation.
The single habitable world of the
Badlanding system was protected by three
recruitment companies of the Imperial
Guard and a small garrison of Crimson
Fists, plus a planetary defence netwTau of
ground-based missile silos and defence
lasers which had not been blessed by a
Tech-Priest in over three centuries. Perhaps
unsurprisingly the Tau made successful
landings across the planet, although they
lost a number of ships to both the
antiquated defences and some ill-
considered landings in the treacherous
dust seas of the equatorial region.
The Imperial troops fought alongside
the indigenous Badlanders and between
them they put up a stout resistance centred
around Krugerport, the only sizable
settlement on the planet and seat of
government. However desperately the
forces of Badlanding fought, the Tau
seemed bolder and more numerous. The
Imperial garrison was swiftly outmatched
by the growing numbers of Tau which
gathered against them, and Krugerport fell
within days, even as a counter strike of
Crimson Fists was readied at their fortress-
monastery on Rynn’s World.
Deployment. Attackers: Tau (1000pts).
Imperial Guard and/or
Space Marines (1000pts).
• The Imperial player
may launch a Preliminary
Bombardment at the start
of his second turn.
• The winning player
gains an extra 50 points
for his army in the
mission for every ’kill
point’ that they win by.
2. Blades in the Night
Quarters/ Capture & Control
Although wresting Badlanding from the
Tau control would be impossible in the
short term, Chapter Master Kantor planned
a series of raids on Aun ‘Nagrod’s latest
acquisition to secure information on the
strength of the Tau and prevent them
tightening their grip on Badlanding and
exploiting its resources.
The initial phases of the raid passed
well. At nightfall, Scout squads infiltrated
the town ahead of the main body of
Crimson Fists and eliminated several guard
posts to prevent the alarm being raised as
the rest of the Company moved forward.
Attackers: Space Marines
composed from Scouts
and Bikers only. No
Tau chosen from the
Troops section only.No
•Any surviving models on
the winning side may be
used in Scenario 3 for
3. Krugerport Counterattack
Dawn of War/ Modified Seize
Three Thunderhawks cut through the
yellow haze of Badlanding’s atmosphere to
place the Space Marines within thirty miles
of Krugerport. Captain Drakken planned to
march his troops to the town, destroy its
communications tower and water filtration
plant, gauge the strength of the Tau
garrison and then withdraw for extraction
before overwhelming reinforcements
arrived from the nearest harvesting rigs.
Within an hour, the 4th Company had
advanced within the outer limits of
Krugerport. However, the Tau became
alerted to their presence and fighting broke
out across the town. Initial resistance was
weak and scattered as individual Tau or
small groups tenaciously held ruined
buildings or recklessly counterattacked
down the winding streets. Brushing aside
the opposition, the Space Marines pushed
forward towards their twin objectives of the
communications tower and filtration plant.
Attacker: Space Marines
Defender: Tau (2000pts).
There is only one
which is placed in the
Tau deployment area.
• Forces can be affected
by previous missions.
• If the Tau player holds
tower at the end of of the
game, he receives an
additional strategic asset
in Scenario 4.
Should the Space Marines
control it, the Tau player
receives one less strategic
asset than normal.
4. Into the Maelstrom
Apocalypse/ No Limit
The Tau in Krugerport had proved to
be alert and exceedingly aggressive.
Chapter Master Kantor, a veteran of
many wars against the Tau, could see
what was coming by the strength and
aggression of the Tau forces encountered.
A Tau force was gathering strength
and the attack on Badlanding had only
been the first ripple of lightning at the
beginning of a storm. Badlanding would
have to be reconquered when the Tau
had expended their strength on expansion
and conquest, not whilst the Tau were
gathering their forces there.
The fortress-monastery of the Crimson
Fists was placed on full alert and all
companies recalled, even though an attack
on the Crimson Fists’ heavily-defended
home world seemed insane.
On 3903989.M41, orbiting augur
satellites registered an alien warfleet exiting
the warp. Opticon scans confirmed the
approaching fleet as a mass of
Tau ships which were even now launching
a cloud of assault boats and landers at the
planet. Aun ‘Nagrod was apparently psychotic
enough to try a full-scale invasion of
The planetary defences of Rynn’s World
were not weak and ill-kept like those at
Badlanding. Defence platforms and system
ships were clustered thickly around the
planet; great batteries of defence lasers and
missiles lay beneath its surface. Within
seconds of arrival, the first Tau ship was
torn apart by incandescent blasts of laser-
fire. More followed with each passing
moment as more weapons came online
and the defensive fire intensified. The night
side of Rynn’s World grew bright as day
beneath the terrible inferno which criss-
crossed the heavens.
The Tau fleet plunged on into the
maelstrom with reckless bravery. They
blasted satellites and platforms, rammed or
boarded system ships and monitors. The
first assault landers breached the
atmosphere and plummeted down upon
laser silos and missile sites, their deadly
cargoes of blue-skinned warriors spilling
out to slaughter the defence crews. The
tally of casualties and combat reports
became a stream and then a flood as the
Then, at the height of the battle, a
single missile from a salvo launched by
Battery Laculum on the western flank of
the fortress-monastery went awry. At the
edge of the stratosphere it fell back, its fiery
trail describing a long, elegant arc back
towards the heavily armoured bulk of the
Chapter fortress. A single rogue missile
should have been able to inflict little harm
on those adamantium walls, let alone
threaten its vulnerable arsenal protected by
stasis fields, ceramite doors and hundreds
of metres of solid rock. Yet harm it did – by
infernal chance it burrowed deep into the
nigh-impenetrable stone, and its plasma
warhead detonated with full force and
breached the arsenal walls.
The ancient, mountain-top stronghold
shook as secondary explosions ripped
through its subterranean catacombs. Flash
fires roared through corridors and engulfed
stairwells. Jets of flame geysered from every
fire-point and embrasure, and in moments
the fortress-monastery had become an
erupting volcano of terrible violence. The
rock itself melted and ran like wax in the
• The Imperial players
have the following added
to their normal forces:
Bonus Strategic Assets:
• The Darkest Hour:
At the beginning of each
turn, roll on the following
table to see if the heart of
the Imperial defences has
Turn 1 2 3 4
D6 n/a 5+ 3+ auto
When the rogue warhead
takes out the Crimson
Fists arsenal, every model
on the table takes a S10
hit at AP1 (vehicles are hit
on their side armour).
• Objectives can be
claimed by units of any
size, even single models –
it’s every man for himself!
5. Battle at the Farm
Chapter Master Kantor had escaped the
destruction of the fortress. He was engaged
in surveying the outer defences at the time
the attack came, and was hastening back
as the missile struck. So Kantor and a
handful of Crimson Fists survived the
conflagration and, grimly setting aside their
fury, fell back towards the distant planetary
capital of New Rynn City. With their
fortress – heart of the planetary defences –
reduced to rubble, the skies above them
soon filled with the distant glitter of the
multitude of Tau ships in orbit. Hundreds
of assault boats and landers streaked across
the night sky like fiery meteors.
Over the next five days the Tau
rampaged across Rynn’s World virtually
unchecked. Kantor and his men fought
skirmishes with Tau hunter-killer-eater
patrols, often barely escaping before more
Tau arrived in overwhelming numbers.
They travelled by night to avoid the
attention of the Tau flyers which
dominated the skies by day. During the
daylight hours they were forced to seek
cover where they could – lying up amidst
the ruins of a farm one day, hiding out in
an abandoned quarry the next. Food and
ammunition grew scarce, and sooner or
later an Tau patrol was bound to stumble
upon their position...
Kantor’s Last Chance
• Pedro Kantor, Chapter Master of the
• Ten Tactical Space Marines with a
missile launcher and a flamer, split
into two five-man combat squads.
• Five Space Marine Vanguard
Veterans (with close combat
weapons and bolt pistols and
without jump packs) or five
Space Marines’ Brief
The Space Marines must
attempt to kill Aun
‘Ullnec and obliterate his
minions, all the while keeping
Kantor alive. That said, the
Chapter Master will need to
get stuck in if you’ve a hope
of taking ‘Ullnec down.
‘Ullnec’s Tau Raiders
• Aun ‘Ullnec HQ with
• 2x 12 Fire Warriors.
• Five Stealth Suits.
• One Crisis.
Tau Player’s Brief
The Tau must attempt to kill Pedro
Kantor and get the Crisis Suit
in position to pick up the Marker.
The Space Marines set up in the ruins of the farm
following the rules for hidden set-up (see map).
They may not hold any units in reserve.
Once the Space Marines have placed their hidden
set-up markers, the Tau deploy. The Space Marine
player then deploys his forces according to the
placement of the markers.
The Stealth and Crisis Units may not start the game
within 24" of each other.
The Honour of the Crimson Fists: All units in the same
army as Pedro Kantor have the Preferred Enemy: Tau
and Stubborn special rules.
Lines of retreat
The Tau player will retreat back to the short board edge
in their deployment zone. The Space Marine player will
retreat to the opposite board edge.
Who goes first?
The Tau side has the initiative and hence goes first.
The game lasts for 8 turns before Tau reinforcements
arrive, forcing the Crimson Fists to withdraw towards
New Rynn City and denying the Marker Objective.
Reaping the rewards
• If the Tau manage to take down Pedro Kantor, he
escapes with his life but is badly wounded, and must
subtract 1 from all his characteristics for the remainder of
• If ‘Ullnec gets the Marker, he adds +1 to all his
characteristics in the Battle for Jadeberry Hill.
• If the Space Marines manage to kill Aun ‘Ullnec,
they are bolstered by their success. All surviving Crimson
Fists are counted as Fearless for the rest of the campaign.
• If the Space Marines kill all the Tau then the
blueskin forces in the area are not alerted to the
Crimson Fists’ presence. They need not play the Road to
New Rynn City scenario. All Space Marines surviving the
Battle of the Farm are added to the forces used in the
When setting up, make sure to place a Marker in
the rear section of the ruined farmstead as shown on
the map. The Tau must try to get to the Marker by the end
of the game if he can – if he ends any phase on the
Marker, it counts as retrieved.
6. Road to New Rynn City
Modified Combat Patrol
On the tenth night after the destruction of
the fortress-monastery, Kantor and his
command reached the outskirts of New
Rynn City – only to find shattered ruins in
place of the once-proud metropolis. The
central portion of the city was built on an
island in the midst of the great river
Pakomac, and this appeared battered but
still standing. The rest had been destroyed
in the fighting. Many Tau forts had been
built out of the rubble and it was obvious
that several warbands were vying for the
glory of capturing the last city on the
planet. Each Tau element was busy trying to
cross the river – some were building
bridges under withering fire from the
defenders, others were constructing boats
or pontoons or submersible siege towers,
still others were bombarding the city with
artillery. Kantor still had a chance.
• The Space Marines field
the same forces as used in
the Battle for the Farm.
• The Tau have 300
points of Troops from the
Tau army list.
• Place as much city
terrain as possible on the
board. You could even
use the Cities of Death
• The victor may add the
survivors of this battle to
the army in the next
• If the Space Marines
were all taken down at
the Farm, play a Breakout
mission with the Space
Marines as the Attackers.
7. Battle of Jadeberry Hill
Apocalypse/ No Limit
Kantor led his men to a major underzoom
that led under the river near Jadeberry Hill.
The Crimson Fists reached the tunnel
entrance only minutes before the Tau
advanced. They rejoiced when they
discovered that the tunnel mouth was
being held by a large force of Crimson Fists
who had been dispatched to New Rynn
City before the Tau attacked. Their leader
was Veteran Sergeant Huron Grimm, who
was astounded to find his old Chapter
Master emerging from the pre-dawn mist
with the battered and bloodied remnants of
The rejoicing was short-lived. Moments
later all had to man the barricades. A vast
force of Tau troops, led by ‘Nagrod
himself, melted out of the dawn light and
battered at the Crimson Fists in successive
• Aun ‘Ullnec may
take part in this battle if
he survived the Battle at
the Farm – he is used in
addition to the normal
Tau point total.
• While Kantor is alive,
all Crimson Fists receive
the Counter Attack
universal special rule.
Bonus Strategic Assets:
Hold at All Costs,
Flank March, Tunnels,
The victor of this game
wins the campaign.