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Recently, I was trying to find out how to find entertainment in my 40k experience again. I can’t say for certain if I love the game as a whole, but it has resulted in one very interesting development.
After some advertising and organizing, I managed to get a handful of local gamers together to organize a very integrated system of play that weaves together all of the different elements of 40k. It’s a small scale campaign with a massive feel. We’ve just wrapped up our first week of play, and I think that I might have to try keeping a logical record of the Crusade for Piscinia.
The campaign was limited to Imperial/Traitor Guard, Chaos Marines, and Marines. The idea is that both sides are racing to claim the Piscinia system, which has just been revealed by receding warpstorms.How did we manage to fit all of this together?!What systems are we using?
Warhammer 40k: Cities of Death
Warhammer 40k: Apocalypse
Warhammer 40k: Planet Strike
Firstly, it needs to be understood that the Campaign Booklet is actually incredibly long. We managed to organize it into specific sections for each game, few players actually have to understand the booklet in its entirety. I’ll summarize how our system works-
The campaign is first and foremost a map campaign. However, rather than being a map of a single planet or campaign, it is a map of the full sector of Piscina, a sector of 17 planets and starbases. Each planet/base is connected by a web of available space-lanes, which also have nodes along them to represent uncontrollable areas in the depths of space where fleets might meet.
Battles in this campaign are often NOT “to the death”. Rather than run strictly on a points system, the campaign is run with tickets. Each ticket corresponds to a single point in WH40k, and scales up based on the games being played. For example, a BFG cruiser can easily cost 1,200 tickets. For this reason, some “battles” are just quick rushes to disengage in the correct direction.
Because of the Ticket system, any amount of points can be spent in “meat-grinder” type attacks. The only limit is that you can’t spend more points than were alotted to your battlezone by your fleet.Phase 1)
Each army is allotted Tickets based on what planets they hold. These tickets are then used to repair the BFG ships, purchase new ships, and these points can be spent on the Battlegroups to provide soldiers for attacks on the objectives.
When a battlegroup reaches a planet, they may begin to allocate tickets to the surface. If the planet is not guarded by a fleet, then the Battlegroup may allot any number of tickets to the assaults. If the group is guarded, then they may only allocate as part of the ‘Planetary Assault’ BFG mission.
**Note that while several planets may be assaulted, the results of these attacks can be worked out on a Dice system just like the WHFB Mighty Empires. Only 1 planet will be fought over in a detailed manner. This keeps things working fast. The teams roll a dice to determine who gets to choose which battlefield is worked out.Phase 2)
Once tickets are allocated, they will land on a ‘Heavily Defended’ planet as part of a Planetstrike mission. This is where “meatgrinder” tactics can come in to play. The attacker can continue the battle for as long as they want, paying for fresh troops from their allotment of tickets. Just like WW2, it is difficult to deny a beachhead, but you can make the enemy pay for each inch of ground.Phase 3)
After points are assumed to have landed on the surface, a game of Epic is played to gain control of key locations like factories, cities, and towns. We have scaled Aeronautica Imperialis to replace the standard Epic rules for air combat. The Epic game allows Tickets to enter these key locations, in preparation for the 40k games to follow.
The 40k games work just like the Planetstrike missions, where fresh units may be brought forward from the tickets allotted to the field by the Epic battle. Control of these locations will have an affect on the final Apocalypse battle to claim the planet. Any tickets remaining can be spent there.The idea is that the campaign will continue until all of the planets are held. Chances are good that the campaign will die off before anyone can get a total grip on all of the planets, but I'll try to keep record of it until that happens. Each phase of the campaign turn takes place on different days, so that players all get a chance to participate in atleast 1 battle, and we can keep play running smoothly. The write-up for the first week is coming up later tonight.Phase 4)
The Apocalypse battle is the final fight between both sides. It is a culmination of all of the smaller 40k battles and the Epic and AI battle. This is the final expenditure of tickets, and the last chance for the defenders to reduce their attacker’s Tickets to zero, or force them to withdraw. If the attackers prove victorious, then they have gained control of the planet. Any remaining Tickets will be assumed to remain on the planet to be picked up by a passing fleet or to await any other invasion attempts.
Week 1 saw the two armies racing forward to claim as many planets as they could in the name of their cause. Chaos forces sundered their fleets to grab as many planets as they could, as quickly as possible, fortifying their first line of defense and poising to strike deep into Imperial territory. This week marked the first opening battles of the campaign, and headstrong, idealistic generals are leaving the blood of their warriors painted across the landscape of one unfortunate planet...Phase 1) Fleet Actions:
As this was the first week of the campaign, the planets in the campaign werenít held. We decided to keep moving fleets and drafting/allocating resources as normal for the campaign turns.
Several turns were played with the battle fleets of both teams dropping troops onto the planets to claim them. The tactics of both teams became apparent. The loyalist players deployed forced evenly over several planets, fading from lightly defended in the rear, to more heavily defended towards the system center. We wanted to ensure that if one planet fell, it didnít leave too much of an exploitable gap. The Chaos players took a less balanced approach. They stacked their tickets most heavily along the boarder, leaving fewer tickets in the planets behind this strong defensive wall. They left a great number of points with the fleets, so that they would be mobile enough to launch several attacks.
Finally it came down to an even division down the center of the system. The Imperial forces held 8 of the planets to the galactic south, while the Chaos forces had claimed the 9 planets lying to the galactic north.
After these initial land-grabbing turns, it came time to begin thinking about strategy. The loyalists were expecting the Chaos players to make a leap over their border, but we werenít sure where it would come from. To make matters worse, anywhere that we attacked could be swiftly counterattacked by a well stocked Chaos fleet from nearby. All of the attacks were declared and secretly recorded.
As the curtain rose on the armyís plans, the Chaos players quickly assaulted two planets directly along their borders. The assaults were disasterous for the Imperial forces. The chaos forces hit two unoccupied planets in the center of the Imperial lines. The single Imperial attack however fell on a planet that was occupied by an orbiting Chaos fleet. The Chaos players went on to win the roll to choose which battle would be fought, and wisely chose to fight the battle with the least chance of success: the defense against the Imperial assault. They were confident that they would win, but they wanted to be sure.
The space battle that followed was hard fought and bloody. My own Imperial and Space Marine fleet was located across the sector, and I could not participate in the space battle. The Imperial fleet was larger than the Chaos one. Chaos had chosen to split their fleet into more battlegroups in order to grab planets more quickly. Thanks to bad deployment on the field, the Chaos fleet wasnít ready to repel the initial Imperial onslaught.
The Imperial fleet quickly sheltered behind the planet and began landing troops as quickly as possible. The smaller vessels of the fleet swept around the sides of the planet to hold off the Chaos forces until we could land all of our tickets. The Chaos player had made a mistake deploying, but was otherwise a good player. Bringing his fleet to bear, he smashed through the escorts and light cruisers, swept over the planetís northern pole, and trapped the Imperial fleet in the planetís gravity well, between the planet and the Chaos guns.
Slowed by the effects of the gravity and still laden with troops to land, the Imperial fleet tried to slog it out with the Chaos fleet for as long as possible. The fleet admiral finally capitulated however, and slipped around the planet to flee. The Imperialís broke off successfully, but found themselves deeper in Chaos territory, and they had only been able to drop 14,500pts of attackers against a well defended planet with 11,000pts of defenders. It looked as if the Chaos defenders were going to hold off this attack with ease...Phase 2- the Landing
Because the planet was heavily defended, the Imperial forces were unable to find any safe landing zone. A Planetstrike mission was in order.
The Chaos general laid out his terrain and requisitioned 2,500pts for this battle. Their thinking was similar to that of Kurubayashi at Iwo-Jima. They wouldnít hold the beachhead, but they would make the Imperial players pay for every inch of ground. Napoleon claims that a 3:1 ratio is needed for a successful attack. In order for the Imperial forces to achieve that ratio, they would need to exhaust half their total tickets just to gain footing on the planet.
It was both playersí first experience with the new PlanetStrike system, and the outcome of the battle was uncertain. It turned out that the defending Chaos general was shocked by the rapidity of Planet-strike games, and with the Close-Combat focus of his list, he was unprepared for the ferocity of the Imperial Guard attack.
The IG is a force to be reckoned with, even in Planetstrike. With their FRF-SRF rule, they can bring unholy amounts of firepower to bear in very little space. Rather than landing and racing towards the Chaos defense points and bunkers, the Guard brought waves of expendable troops to the surface and began pouring fire into the Chaos marines, who were forced to leave their fortified positions to fight back at a closer range.
This is where the Imperial Storm-troopers came into play. These units already have DeepStrike, so they could land on the surface and immediately move and attack. They brought down heavy weapons capable of knocking out the bunkers, and close-assault weapons that would be instrumental in clearing out even the thickly armored Chaos Marines in their trenches and cover. Once the first strongpoint fell, it became a safe landing-zone for more IG troops, who quickly assembled a defenseline of their own and then expanded from there.
Casualties among the guard forces were heavy, but not as high as expected. It had taken only 3,800pts for them to land successfully on the planet. The chaos player had held his ground and fought to the last man as ordered, and so Chaos lost 2,500pts.Phase 3) the Epic/AI battle:
In this phase, I was actually able to participate. I do not play Epic, but I have a small Imperial Navy squadron for AI.
The Chaos players were ready to use the same tactics again- rolling onto the Epic battlefield with an overwhelming number of warriors. Mixed armies of Guard and Loyalist Marines would be clashing on the fields today, while my IN pilots dueled with Chaos pilots in the skies overhead. The gaming space was a little bit crowded with 5 people crammed around the table.
I donít how it turns out in actual Epic points, but the Chaos players brought 6,000tickets to the fight, against the Imperial forces. This time, the Chaos plan was to make a lightning quick attack, drop about 750 tickets into the three objectives, and then bleed us dry with the 3:1 ratio as we assaulted the cities and towns in the 40k section of the battle.
The three objectives were:
The Tank Foundries- in the Apoc battle, tanks would be at half cost to return to the field if the Imperials held foundry. If Chaos held the foundry, imperial tanks would cost 2x their usual price.
The Monastic City: the side holding this city gains +1ld in the Apoc battle.
The Causway: Only the player controlling this feature could make Redeployment moves in Apocalypse.
The objective for the AI players was to hold 3 of the 4 airbases on the table. The airbases were the same as the Tank Foundry: in Apocalypse, aerial units would have their costs altered. Ground forces could capture and hold the airbases as well, but it was largely an AI affair.
Chaos forces quickly rushed out to start dropping their troops into the objectives. The imperial player had wisely deployed his artillery around the only friendly airbase, to defend it. I sent my squadron flying out to strike at any available targets that I could find, wreaking havoc against the unescorted transport columns. The chaos squadron tried to do the same, but for the moment, the stationary Imperial army was defended by itís Flak units and the HellBlades and HellTalons were beaten back from the line.
As the Imperial armies began to advance down towards the cities to meet the objectives, the Chaos forces began to withdraw from the field. We Imperial players were shocked that the chaos army hadnít stuck around to continue the fight. Realizing their ploy, the Imperial forces broke ranks and tore after the fleeing Chaos troops, trying to inflict more severe losses before the enemy could escape. There would obviously be time enough to commit troops to the objectives.
The Epic player forgot that there were still enemy air units in the air however. His fast, lightly armored scout forces advanced too quickly and eventually outranged the protection of their AA and Flak units. Suddenly the chaos aircraft swept down to sow destruction through their ranks. Many units broke and fled or were destroyed by concentrated bombing. They were really the only losses which we sustained, but it was a pointless loss of resources in an army that was already tight-up for reinforcements.
The airbattle became one sided once the ground-forces fled. Imperial ground units moved to control the other airbases, while Flak units spread out to cover the skies. The rate of fire was so quick that the Chaos planes would likely all be destroyed before they ran out of fuel. Turning away from their airbase mission, the Chaos pilots fought to the death in order to further deplete the imperial forces who remained outside the cities. It wasnít long before we wiped the skies clear of their presence, and then split our forces into the cities at leisure.
Chaos lost a small force of about 750 tickets, while the Imperial players took just slightly higher casualties of 1100ptsPhase 4) 40K battles
In the 40K battles, I was again able to use sections of my army. I brought my Space Marines to bear against the defenders at the tank foundry. An IG army advanced against the Causeway, and a second marine force attacked the Monastic City.
I was stuck fighting against a Guard force. I had hoped not to have to fight against this army, as they have a huge advantage in the city. Suddenly, nearly every cheap, unarmored guardsman has a great coversave, and in the cramped confines of a city they can lay out narrow lanes of fire where they can concentrate their army. My marines spent much of the game picking their way through rubble to avoid the hail of lasfire that washed down the streets like floodwater.
Fortunately, I hadnít taken many tanks. The few that I did field were quickly taken out. I replaced them with my full compliment of Ironclad Dreads. These were able to crush through the rubble with ease, and then provide close fire-support to my marines whenever they broke cover.
I met little resistance advancing this way, until he began to realize my plot and sent forward a few units to slow my advance in the rubble. My marines were mostly all Tacticals, so they were indeed slowed down by the numerous guard units, just because I couldnít kill them fast enough! Meanwhile, the guard player quickly repositioned his units. The difficult terrain that had been my cover suddenly became a killing-field as he ringed it on 3 sides.
Encased in Powerarmor, my marines were able to fight free, but I lost my Ironclads. Cursing, I spent another round of tickets to bring down drop-pods filled with Vanguard Marines. These units landed and then crashed into the ruins to hack apart the Guard defenders. After a few more turns of bloody fighting, I had cleansed the field and control of the Tank Foundry was clearly in Imperial hands. It only cost my forces about 1200 tickets to clear 750pts of Imperial Guard.
The battle at the causeway was even cleaner than my own. Once the Marine defender saw the Imperial forces at the other end of the relatively clear bridge-table, he knew he was doomed. He cut his 750pt force down to just 300pts that he could hide inside the sparse cover. When the guard reached the end of the table, there was a quick cleanse-action to remove the 300pts of rebellious marines. It cost the Imperial forces 200pts.
The battle for the Monastic city saw Marines against Marines. The chaos player used a rapid-strike force of bikes and rhinos to navigate the city. He was skilled and canny player, and he made the loyalists pay for every inch of ground. Every time the loyalists broke from combat, the chaos player would mount up in his rhinos and go prepare another attack somewhere else. The frustrated imperial player decided that it would be better to just withdraw from the table and let the Chaos fighters have their +1ld. Still, the cost was high- 1300 for just 400pts of chaos.TO BE CONTINUED!Phase 5) Apocalypse!
By the time we reached the Apocalypse battle, the Imperial forces had lost nearly twice as many points as their Chaos opponents. 6,900pts of Imperial forces would be going into battle against 6,300pts of Chaos forces.
The battlefield will be arranged to have cities running up both flanks, with the No-manís Land making a straight corridor down the center of the field. It will be very strange to deploy this way, but it has mutually agreed. Furthermore, both teams selected armies of the same race to go into battle with eachother- all lists are being chosen from the IG and loyalist Marine codecies. These factors will likely led to an interesting and bloody battle.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
Chaos is a word you created to define order you do not understand. Malkavian saying
Sorry gents, this campaign is not dead, although we've found that it will probably die very soon. I think that my group was a bit over-reaching when we tried to make such an all-encompassing experience. The battles for each planet take several games, each of which must be completed by different members of the group before we can move on. We can't play the mega-battles until the 40k battles are completed, which rely on the completion of the Epic and AI combat, which need the Planetstrike battle to be finished, which can't begin until after the BFG game... altogether it's a very complicated system, and if one phase wavers, the whole campaign suffers.
I've finally got the mega-battle report done for the first planet, as the battle was just fought yesterday. I'll try to post rules later, for all those who are interested in how we got this monster of a campaign to work as well as it has been (admittedly, this doesn't seem promising right now). This battlereport is just a hair over 3 pages however, so it's probably best that I save the rules for another time...The doors to the Rhino opened and the thin light of the outside timidly filled the transport compartment of the vehicle. In a flurry of motion, power armored marines burst from the hatches and took up firing positions around the tankís lightly armored hide. Silently, each tactical marine of the Twisted Claws clan of the Iron Dragons Chapter affirmed that the surrounding area was clear. Adder lowered his flamer, drawing a well adorned bolt pistol for range. Across the tank, Mattiasís keen eyes scanned the crest of the hill ahead. With a rumble of diesel, the rhino lurched forward, and the entire squad kept pace beside it.
Other units, battle-scarred and bloodied, had filtered in from all across the surface of this hellish planet. Cresting the hill, Mattias saw the extent of Imperial might on the planet. Trenchlines cut through the landscape below, extending for nearly two miles between two halves of a ruined city. During the landing, the Lance batteries of a Gothic Class cruiser had swept through the center of this city, leaving a wide swath of the surface as a plain of black glass, sparsely forested with the few adamantine girders that had survived the blast.
The sergeant laid out the basis of their attack. They would be advancing into the ruins to the east, where the Causeway was located. Likely, Chaos forces would not try to oppose them, for fear of being caught between 2 attacks. In the center of the city, the Imperial Guard refused to make sweeps towards cover, believing that an enemy transport column would attempt to exploit the plain of glass, and that the open fields of fire would prove beneficial. They were fools, but their commander could not be reasoned with, and the Iron Dragons simply didnít care about the fate of the guardsmen. When it was assured that they would be entering the ruins, rather than reinforcing the guardsmen in the ĎValleyí, Adder hefted his flamer, grinning with a toothy, feral smile.
As the battle opened, the marines entered the city ruins to their right side and began threading their way through the debris. It was rough going, for there were no main thoroughfares surviving. In order to get through the city at the fastest rate, Vindicators fitted with siege shells demolished buildings which stood in the way, and the dozer-wielding tanks forced their way through the rubble. Still, two rhinos and a land raider were trapped in the ruins and would need to await repairs. The marines within the transports disembarked, and prepared to hold the ruins around their stricken tanks while a single Techmarine attempted repairs.
The Imperial Guard were optimistic at the preliminary torrent of fire released from orbit, and left their trenches to sprint over the glass floor of the Valley. There optimism was about to be quickly shattered...
Within minutes, the forward elements of the marine force were reporting contact with scattered Chaos forces within the eastern side of the city. It was decided that the marines would continue to push forwards, and as the column shrank and bunched like an inchworm, it would eventually break through the enemy and continue to fill the eastern edge of the city. The fighting was fierce, and as it wore on, it became clear that the traitors were only trying to buy time in order to fill the opposing western side of the valley.
As the guard advanced up the valley, they were met with a sudden barrage of missiles and lascannon shots. Across the line, no less than four tanks burst into flames and exploded, sending shards of razor-sharp shrapnel through the ranks of guard. The initial volley had targeted the Leman Russís. Transports were safe now, although the Chaos legions had secured their safety from retaliatory attacks by the massive guard ordnance.
In the wake of the surprise attack, sniper shots lashed out and sent whole regiments of guardsmen scrambling for cover on the flat plain of glass. As shells from EarthShaker cannons began to rain down from above, guard officers screamed at their men to Get Back Into the Fight, while the entire column slowed and ground to a halt.
Adder and Mattias heard the destruction of the Guard forces even over the din of bolter fire around the ancient basilica they were attacking. It was a strong defensive position, and the small squad of traitor marines defending it was determined to fight to the last man. Adder dragged another fallen marine back from the street to be reclaimed by the Apothecary, snapping shots off with his pistol while Mattias laid down cover fire. A brave scout squad kept a steady stream of heavy-bolter fire into the left face of the building in a vain attempt to keep the enemy away from the windows.
From behind them, the marines could hear a heavy clanking, and as the massive form of Lord Keld rounded a corner of ruins, the marine offered prayers to the Emperor for their good luck. Planting his enormous power-spear in the ground, the Ironclad approached the building and wrapped his massive fists around the pillars and support beams. Bullets ricocheted from his thick carapace, and a rocket exploded harmlessly on his shoulder. With a groan of engine and a screaming to twisting steel, the huge dreadnought- walking shrine to the chapterís past- tore the building from its foundation and reduced it to rubble. Shotguns, bolters, and Adderís flamer purged the few remaining enemies within.
In the valley, the decimated guardsmen sought similar redemption, but none could be found. The force split into thirds. Some of the men fled the field altogether, or attempted to retreat backwards, out of range of the guns. The rest of the force fled to the east and west. Those soldiers whose officers led them east were saved. Not only did it bring them out of range of much of the fire, but it brought them into the safety of a friendly occupied city. Those guardmsen unfortunate enough to be led erringly or desperately into the western city, found themselves in a hellish warren of twisting streets wrought with enemy snipers and roving packs of Sentinels and the deepstruck squads of marines. Of the troops who fled to the west, only a single squad would survive long enough to fall back and regroup outside the battle.
As the sun reached its zenith, the battlelines had clearly shifted. Now, the loyalist forces held the entire eastern city complex while the forces of chaos held the west. A wide no-manís-land of shattered glass separated the two forces. Both sides dug in, awaiting their reinforcement. The most advanced positions of loyalist were quickly reinforced with two Predators and a Sentinel Squadron, along with a squadron of scouts and a guard platoon. The enemy reinforcements could potentially arrive in that sector. A pair of vindicators cleared out all the buildings for a city block, preparing a clear field of fire for the defenders. During the period of sparse fighting, the Basilisks and Whirlwinds made their way through the city to get to better firing positions and cover the whole of the enemy line. Troops and tanks were both leery of the skies- aircraft from the captured airbases streaked overhead to drop bombs and incendiary rounds into the streets. The chaos armies were forced to seek shelter among the shattered city ruins.
With the Causeway to their backs, the Imperial forces had the advantage of bringing their reinforcements into the fight exactly where they were needed. They were quickly brought back to strength and prepared to sweep across the city. Estimates of casualties on both sides had numbers reading equal. While the loyal guard had been cut apart by enemy fire in the valley, the holding elements of the enemy had been torn asunder by the ferocity of the Imperial attack, and now the constant barrage from the aircraft was evening the score.
As night fell, the Imperial forces determined to make a sprint across the glass-scape and attack the chaos army en-masse. In the darkness, the flanks of the enemy army would be unable to see the attacks and would have to redeploy. The last of their tickets had been spent, the whole of the enemy force was arrayed on the field. In their haste to bring forward more and more men, many of the squads were under-equipped. A very basic army was laid out before the Imperials. It was a vast and numerically superior army, but those numbers were about to be cut by the inky darkness, and a well aimed spearhead would quickly break the back of the resistance.
Guardsmen quietly offered their prayers for redemption and salvation before boarding their transports or forming up to run across the valley. Behind them, Marines readied themselves for the attack, cleaning weapons and checking ammo. Land Raiders and other transports had been brought up from the Causeway. The large army would be rushing across the gap, not pausing to fire. That would be left to the sheltered heavy-weapons teams in the ruins, with their spotlights.
The attack rolled out, with guard sprinting alongside marine and imperial tanks. Halfway to the target they were spotted. Fire started as a few sporadic snaps from edgy sentries, but suddenly the entire city ahead of them was lit up with the blinding light of muzzle flashes. As the enemy maneuvered to bring their stranded flanks into the fight, the edges of the spearhead began to fray under fire. The tip of the spear took the worst of the firepower though, and carnage amongst the guard was horrible. Squads pinned or broke while allied tanks raced through their positions and over their broken bodies. Imperial commanders, watching the bloodshed through their magnoculars, began to second guess their attack. It was too late to order a cease however, as the regiments were all across the point-of-no-return. To head back now would mean more time under the guns, and with the enemy force closing down on them, estimates told the officers that a retreat would see only a handful of marines return. The guard would be utterly destroyed as a holding action.
The crucial turning point of the battle came just as the front elements of the loyalists reached the enemy lines. In his haste to get into the action, one Chaos commander ordered the northern flank of the army forward into the clear land of the Valley. Instantly the force was bracketed with spotlights and nearly destroyed by aircraft and heavy weaponry within the ruins, but more importantly, it left a substantial opening in the enemy lines. Immediately the Imperial forces committed the rest of their tickets towards landing deepstriking troops in the gap. Terminators, Stormtroopers, and drop-pods raced down from orbit and landed behind the enemy lines. Suddenly, not only was the spearhead threatening their stance, but the enemy found themselves beset from their unprotected north.
Fire from the north came almost to a halt. It had all been redirected against the deepstrikers, who did sustain heavy losses amongst the ruins. Rather than make the same mistake as they had earlier and leave a clear division between armies, the Imperial forces turned their spearhead south, and left the deepstrikers to fight on by themselves. The deepstrikers successfully broke the few remaining foes between them and the spearhead, while the spearhead began working its way southwards through the city. The rest of the battle became a matter of mopping up the remaining forces.
Chaos commanders begged parlay and tried to retreat from the field in order to save their soldiers to fight another day. Imperial commanders denied all such entreaties and systematically destroyed each of the chaos warriors in turn, leaving no survivors.Consolidation Phase:
This phase is rather cut and dry. The planetary battles which we could not fight were rolled for. The two Imperial planets fell, bringing the total for controlled planets to
We sent the rest of the tickets from our orbiting fleet to hold the planet. We had aproximately 3000pts remaining on the surface, and added another meager 2500pts from orbit.
At this point, it was apparent that the chaos attacks had been largely disruptive, as they did not consolidate their gains. They intended to strike deeper next turn...