News:

Husk at få skrevet turneringer ind i turneringskalenderen

Main Menu

Sanctus Reach

Started by Hare, 10 July, 2018, 20:20:38

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Hare

Sanctus Reach: Hour of the Wolf


The Knight world of Alaric Prime is caught in the grip of a bloody sprawling war. The greenskin hordes have descended in numbers embroiling the planet's defenders in a battle for survival. Yet now, as the Imperial Forces face their darkest hour, help arrives from an unexpected quarter. The skies fill with plummeting attack crafts, greenskin and humans alike staring upwards in awe. The war for Alaric Prime is about to enter a new and deadly phase, during which no corner of the planet will survive unscarred.

Waaagh! Ulrok hit the Sanctus Reach System like a tidal wave. Millions of Orks fell upon Obstiria, the home world of the Obsidian Glaives Chapter, annihilating the Space Marines wholesale. The hive world of Ghul Jensen fell next and finally the trail of destruction brought the greenskins to Alaric Prime.

Hare

#1
The greenskin fell from the skies in their numbers. Their craft plunged down through Alaric Prime's atmosphere before slamming into Sacred Island en masse to discorge tides of screaming greenskins. It was an unsubtle headbutt of a planetary invasion, and one that set the defenders reeling.



Believing themselfs more than a match for their crude foes the defenders and Knights of Alaric Prime charged headlong into the ork horde. Though their display of bravado was stirring, they had reckoned without the shear ferocity of Warlord Ulrok. Surrounded and outmatch the charge went from debacle to massacre. Without the Knight support the Imperial forces rallied on the slopes of Sacred Mountain and in the mighty Fortress Alaric.

As the final Ork offensive began the Imperial forces fought back hard. However, Ulrok had one more deadly ploy prepared and had secretely developed a mighty super-weapon: The Klaw of Mork. This device seized a meteor from its orbit around Alaric Prime and the Imperial Forces could only watch as the meteor was hurled down and ploughed into the side of Sacred Mountain. The Impact sent a thunderous shockwave roaring out in all directions to slaughter thousands on both sides. Only those Imperial forces sheltered deep enough within the Fortress Alaric were protcted from the fury of the blast. Outside the greenskins were protected by massive domes of force ready to charge the fortress.

It was then that a rain of new falling stars appeared, cutting through the smoke. As they plunged towards the planet's surface the howling began and everything descended into fire and mayhem again.



Dozens of grey-blue Drop Pods plummeted towards Sacred Mountain, glowing with the heat of atmospheric re-entry. As they fell, the howling of hundreds of wolves cut through the air. The Orks sent up a monstrous roar, a challenge to the howling attackers as the wrath of Fenris was upon them.

Ilithien

Battle Brother
Mal jeres basekanter Sorte!!

Hare

Så kom fluffet vist nogenlunde på plads. Jeg har overtalt den ærede Troels til at spille Sanctus Reach kampagnen, Orker vs Space Wolves. Det er en glimrende anledning og motivation for at få samlet en hær hurtigt. Der er i alt 8 missioner som fortæller historien om slaget på Sacred Island. Der er en lille bonus til vinderen efter hver mission som giver en fordel i næste spil. Vinderen bliver den der vinder flest spil undervejs.

Jeg skal lige hjem fra ferie og have gang i plastik limen så satser på vi er igang omkring medio august.

Troels S

Det bliver fedt - glæder mig!

Orker mod ulve har altid været godt.
"Balance - the mythical word that people put so much stock into"
- James Gallagher, GW Games designer, 2019

Min 40k blog / Instagram: loosing_focus

Hare

#5
Mission 1
Saviours of Sacred Mountains – A Planetstrike Mission

Mission Overview
All seems lost for the defenders of Alaric Prime. A vast Ork Waaagh! has smashed into the planet and drowned much of the Knight world beneath a tide of greenskins. The survivors make their last stand at Fortress Alaric, an ancient stronghold built into the sides of Sacred Mountain. Yet even here, in this seemingly impregnable haven, they are not safe. Ork ingenuity, combined with their lust for destruction, has seen them drag a vast meteor into a collision course with Sacred Mountain, resulting in cataclysmic damage and grievous casualties on both sides. As the dust from the impact begins to settle, the Orks mass for the final assault.

Yet all is not lost. Throughout the Imperium's long history, Mankind's darkest hour has become the Hour of the Wolf, where the Sons of Russ have descended upon trails of fire to bring death to those who would threaten the Allfather's people. And so is the case on Alaric Prime as Drop Pods slam into the ruined flanks of Sacred Mountain, disgorging packs of howling Space Wolves itching to take the fight to the Ork hordes.

Armies
The Ork player is the defender and the Space Wolves are the attacker. Each player chooses an army worth of 2000 points using the following FOC:
•   Defender: 2-3 HQ, 2-6 TROOPS, 0-3 ELITE, 0-3 FAST ATTAK, 0-6 HEAVY
•   Attacker: 2-3 HQ, 2-6 TROOPS, 0-6 ELITE, 0-6 FAST ATTACK, 0-3 HEAVY
Each generate 5 Command Points which can only be spent on Planetstrike Stratagems.

Battlefield
The Defender creates the battlefield by setting up Fortifications anywhere on the table. Then all other terrain is set up. Once the Defender has created the battlefield, the Attacker chooses on table edge to be their Landing Zone.

Deployment
The Ork player deploys his entire force anywhere on the battlefield. He must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Multiple-part buildings count as several separate buildings. All the Space Wolves units start the game in Reserve. Next, the Ork player must place three Objective Markers anywhere on the battlefield.

First Turn
The Space Wolves player has the first turn.

Primary Objectives:
The Objective Markers are the Primary Objectives.

Secondary Objectives:
Slay the Warlord, First Strike (completely destroy one enemy unit turn 1).

Victory Conditions
The primary objectives is worth 3 VP. The secondary objectives are each worth 1 VP's. The player with most VP's at the end of the game wins.

Game Lenght
This game uses variable game length.

Special Rules
Reserves

Firestorm:
The Attacker gains D3 firestorms and add 1 for each fortification (add 2 if the fortification is a Building) that is on the Battlefield. The Attacker places six dice numbered 1 through 6 on the battlefield anywhere more than 9" apart. For each firestorm attack, roll one dice: every unit within 3" of the corresponding dice's location suffer D6 mortal wounds. Infantry units can choose to go to ground before the damage Is rolled, if so, the only suffer D3 mortal wounds but cannot do anything during their first turn.

Planetary Assault:
All Attackers units start in reserve. Infantry and units that can Fly start the game in orbit, whilst other units start the game in a landing zone, just off one edge of the battlefield. The Attacker rolls a dice for each of their units still in Reserve at the end of each of their Movement phases – on a 3+ that unit arrives from Reserve. Units arriving from orbit, can be placed anywhere on the battlefield more than 6" from any enemy model. Units arriving in the landing zone is placed wholly within 6" of the battlefield edge.

Drops Pods and similar units which already have the ability to be placed in orbit automatically arrive in turn 1.

Hare

Så fik jeg endelig samlet nok figurer til at vi (Troels og jeg) kunne sparke Sanctus Reach kampagnen i gang en hyggelig fredag aften i et øde industrikvarter i Valby (Emperor Pride).

Ulvene:
Njal Stormcaller
Arjac Rockfist

10 Grey Hunters
10 Blood Claws
6 Wolf Guard Terminators
Venerable Dread
10 Fenrisian Wolves
6 Long Fangs
3 Drop Pods
Stormwolf

Orker:(cirka)
Warbos in mega armour
Weirdboy
Big Mek

20 shoota boys
30 slugga boys
10 goblins
12 nobz
12 storm boyz
9 bikers
3 nobz i mega armour
2 store mærkelige våben
Deffdread
Den store dread

Troels spredte bunkere og landing platform i hvert sit hjørne på bordet mens Fortress of Redemption blev plantet i midten. Shoota boyz og nobz tog en bunker hver, mens warboss'en gemte sig i midten med weirdboy og meganobz. De mærkelige skydere placerede sig på landingsplatformen og resten stod frit fremme. Njal startede med at smide intet mindre en 11 Firestorms i hovedet på orkerne. FoR blev reduceret til 9 wound og Deffdread'en og dens storebror samt Big Mek'en tog en del skade. Ellers var det lidt spredt fægtning. Ulvene nedkom i Drop Pods og fly og slaget om Det Hellige Bjerg var i gang!

Tur 1 startede fint for ulvene, Stormulven fik skudt den store Dread i stykker, den eksploderede og tog de sidste wounds fra både Deffdread og Big Mek som begge måtte forlade kampen.


Der er tomt foran Stormulven efter skydningen.

På venstre flanke droppede Blood Claws, Long Fangs og dreadnought. Long Fangs tog en af de underligere skydere ned men de andre stillede klar til et charge mod den store enhed slugga boys.


Dreadnoughten kommer dog ikke ind og Blood Claws kommer i alvorlige problemer mens Troels ganske nederdrægtigt charger ud igennem væggen på det store fort mod den nu ensomme dreadnought


På højre side af bordet forsøger terminators og grey hunters at slå hul på en bastion uden held og bliver i stedet charget af stormboyz og skudt af de 20 slugga boys der hopper ud af deres fæstning. Arjac og Njal er blevet efterladt på kanten af bordet og bliver overfaldet udenfor billedet af de 12 nobz fra den anden bastion.




Der går desværre ikke ret længe for bordet er tomt for rumulve og orkerne tager første stik i kampagnen.

Troels S

Som altid en udsøgt fornøjelse Kristoffer! Dejligt at lufte orkerne for første gang i rigtig lang tid. Vi fik bekræftet at drop pods er helt skøre pt og trænger til et grundlæggende servicetjek og at normale boyz bare er orkernes bedste våben.

Glæder mig til næste runde i kampagnen.

Mvh
Troels
"Balance - the mythical word that people put so much stock into"
- James Gallagher, GW Games designer, 2019

Min 40k blog / Instagram: loosing_focus

trygsen

Hej  :D

Kanon fed Inspiration !! - Den Dreadnought på Billede 3 , fik den Klø af de Meganobz eller ? ( flot malet Meganobz btw !!  8)   )

Bliver godt med det nye Codex når den kommer, hva ?  :D

Like herfra

Mvh. Trygsen
23.985 Points 40k Ork Army. Og bliver ved...

Hare

Megaklø ;), men fedt hvis det kan inspirere. Dens skjold er desværre reduceret til et 4+ save så nu dør den bare. Men modellen er fed.

Ryback

Ulvene var nok ramt af The Curse of Unpaint :P
Ancient Battle Brother
Emperor's Pride

Hare

Mission 2
Back from the Brink

Mission Overview
Before the sudden arrival of the Space Wolves, an Imperial Knight (or similar impressing war engine...) had been positioned to defend the pass that led into the heart of Sacred Mountain. However, the earth-shattering impact of the comet badly damaged the giant war machine. Yet hope still remains for the Knight – having smashed their way through the Orks to secure a foothold at the base of Sacred Mountain, the Space Wolves renew their attack without delay. Upon assessing the vital significance of the pass – and the super-heavy asset imperiled in its span – Arjac Rockfist leads an elite force of Wolf Guards to reclaim it.

Ork Victory in Mission 1: The Imperial player must deploy all of his forces before the Ork player in Back from the Brink.

Armies
Each player chooses a Battleforged army worth of 2000 points. The Space Wolves player must include Arjac Rockfist as part of his army.

Battlefield
Use the deployment map included in this mission. Instead of a chasm the black area represents high unpassable cliffs. The Super-Heavy is placed in the location shown on the deployment map. After setting up terrain place three Objective Markers in locations shown on the map.

Deployment
The Space Wolves player deploys all ELITE units and Arjac Rockfist within the Forward Deployment Zone (see map). His opponent then deploys his units within the Ork Deployment Zone (see map). Finally, the Imperial player deploys his remaining units within the Imperial player's Rear Deployment Zone (unless the Ork won mission 1, see above).

First Turn
The Ork Player has the first turn unless the Space Wolves player can Seize the initiative.

Primary Objectives
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. If, at the end of the game, the Super-Heavy has been completely destroyed, the Ork player receives 5 Victory Points. In any other situation, the Space Wolf player receives 5 Victory Points.

Secondary Objectives:
Slay the Warlord, First Strike (completely destroy one enemy unit turn 1), Linebreaker.

Victory Conditions
The player with most VP's at the end of the game wins.

Special Rules
Reserves
The Super-Heavy:
The Super-Heavy cannot move or fire any of its weapons. However, any Space Wolf models equipped with a power fist or chainfist that are in base contact with the Super-Heavy at the start of the Imperial player's Movement phase can attempt to haul the war engine to safety. To do so, make a Strength test for each model attempting to move the Super-Heavy. Each success enables the Imperial player to move the Super-Heavy in any direction (apart from towards the Chasm!), to a maximum of 6" each turn; move each model that made a Strength test along with the Super-Heavy so that they remain in base contact with it (remember that you must also maintain Squad Coherency). These models count as having moved, but may Run, shoot or charge as normal.