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What Price Victory II - The Nocturne Nebula Conflagration

Started by Master Ciaphas, 20 May, 2012, 15:44:31

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Master Ciaphas

The Players

The Nocturne Nebula Conflagration er en Planetary Empires / Battlefleet Gothic kampagne, der vil blive udkæmpet over de mange kommende måneder mellem følgende agtværdige spillere:

VonPanne
Farseer Rhiadan
Brother Panis
Master Ciaphas

Formålet er naturligvis, at have mange gode spiloplevelser med en historie bag kampene, så de ikke "blot" er enkeltstående træfninger, uden relevans til noget.

Kampagnen er NAS - og før nogen begynder at få hjerteanfald eller græde over, at vi "spiller W40k forkert", så har vi aldrig oplevet de notoriske "indernet-meta-W40k-hære-fra-helvede" lister, da vi har nogle helt simple krav:

Alt skal være malet
Ingen proxies
Der skal være noget nyt på hver gang man spiller
Der skal være mindst én nymalet figur på når man spiller (i Apocalypse skal det være en nymalet unit entry)

Det bliver stort, det bliver godt!!

Faktionerne

Den kommende konflikt kommer til at udspille sig mellem følgende hære:

Black Templars - ledt af ædle Brother Panis
The Black Templars are honoured to have Marshal Xanthus Valan som lederen af the Hellion Crusade i Nocturne Nebulaen. Efter bortgangen af Emperor's Champion Eckhart, der på krysterlig manér blev myrdet af Craftworld Rhiadan Eldar på planeten Avigillium, har Marshal Valan udnævnt Gathard Labranche, som sin nye Champion!

Marshal Xanthus Valan har 0 XP og har ingen sår.

Emperor's Champion Gathard Labranche har 0 XP og har ingen sår.

Avenging Angels Space Marines - ledt af den unge VonPanne

+++ N/A +++

Craftworld Rhiadan Eldar - anført af den vise Farseer Rhiadan
Eldarne er anført af den genocidale Farseer Martok Stragazer. Hans først fremstød ledte dog til et formasteligt Eldar nederlag, hvor Martok stødte på en flok Chaos Terminators, der gjorde kort proces med ham.

Martok har 0 XP og har ingen sår.

The 13th Black Crusade - ledt af den diabolske Master Ciaphas
Det Sorte Korstog har indtil videre kun stillet Feytor Plagueblessed i frontlinjen.

Feytor Plagueblessed har 2 XP og har ingen sår.

Der er langt op til en blodig konflikt, der vil koste mange, mange liv og som vil se planeter brænde!

The fluff


Coreward from the Ocularis Terribus lie a cluster of stars known as "The Nocturne Nebula". Though wreathed in dense cloud of primordial interstellar dust, hydrogen matter and helium, the nebula is home to several systems capable of sustaining intelligent life.

First among these are the Imperial worlds of Regulus IV within the Regulus System. Having been held by the Imperium since the final century of the Great Crusade, the world was too insignificant for it to be contested in the bitter civil war of the Horus Heresy. Passed over, the planet was allowed to prosper and grow, and is today a civilized world, with a well planned infrastructure and capable of becoming a major hub of commerce and production – some Imperial scholars even compare its potential to that of Calth, prior to the treason of the Word Bearers.

Another important system is that of Ashweer, which has long served as transit hub through the Nocturne Nebula. The discovery of rich veins of promethium in the bedrock of Ashweer Minoris brought it to the attention of Adeptus Mechanicus. Though orbiting a Class-O white star, Ashweer Minoris was settled in short order. Its surface scoured by the high radiation emission from its lethal sun, Minoris was practically as inimical to human life as any Death World in the Imperium. However, with stubborn determination the Adeptus Mechanicus ground its way into the surface of the planet and established planetary radiation shields in order to spare its work force from the worst effects of the radiation. Nevertheless, life on Minoris is brutal, hard and often cut short by tumors brought on by exposure. 

Via these two settled Imperial planets, it is possible to reach systems lying on the outskirts of the Nebula. Closet to the Galactic Core is the Fortress World of Seraphim Falls, which owes fealty to the Avenging Angels Space Marine Chapter. Though a new chapter, recently founded by the Augustus Decree of the High Lords of Terra, the Avenging Angels are a force to be reckoned with. Their ground forces include brave Tactical Marines and armoured support, led by esteemed and revered Dreadnoughts. Recently, though, their Chapter Fortress of Angel Bastion has suffered a series of vox malfunctions. Communications has been erratic, and largely cut off from the rest of the Imperium, the Avenging Angels have had to look to their own judgment on how to protect their dominions within the Nebula. The last communiqué to reach them, however, bore the authorization signature of the High Lords themselves, ordering them to mobilize in full and prepare for war...something wicked has trespassed into their domain.

To the galactic east in the Nebula, there is a cluster of stars categorized as the Hexfire Stars. Within these, there is a planet cataloged in the Imperial Stellar Cartography as BE45GHY – Beta Epsilon. Unknown to the Imperium, this particular planet's true name is Illiandrath of the Fe'ira system. It is a maiden world of the Eldar Star Empire of old, and when a Mechanicus Explorator vessel recently dared to enter the system, a foe most terrible was roused. In defence of their ancient world, Craftworld Rhiadan sent their foremost seer, Martok Stargazer of the Hundred Sights, along with a Sword Wind host to defend their claim. Realizing that safety could only be achieved by scouring all Mon-Keigh from the Nocturne Nebula, Martok Stargazer has set about a genocidal campaign of eradicating all human life...or at least that is what the initial Imperial forecasts predict...with the Eldar, there might always be plays going on in the shadows.

Sworn by Sigismund, the First Emperor's Champion and first Chapter Master of the Black Templars, to continue the Great Crusade until Mankind stood as sole masters of the galaxy, the Black Templars of the Hellion Crusade have made their mark upon the stars. Led by High Marshal Xanthus Valan, the Black Templars present in the Nocturne Nebula are a force to be reckoned with – and feared! Their zeal is second-to-none, and their Emperor's Champion, Gathard Labranche, known as "The Blessed Sword" for his supreme swordsmanship, has vowed to purge every heretic, xeno and witch from the Nebula...or perish in the attempt. The Templars have been dispatched by the High Lords of Terra to investigate why the Avenging Sons Space Marine Chapter have stopped answering vox signals and astropathic communications and mobilized for war and occupied elements of Regulus IV and Ashweer Minoris without sanction. Also, the Templars are charged with the total eradication of the xeno Eldar, who have wiped out several Imperial outposts and listening stations – something which can only be a prelude to invasion on a stellar scale! Accompanying them is the experienced Ordo Malleus Inquisitor Zeyt, who had been trained by the legendary Inquisitor Kravin; an expert on the traitor legion known as the Alpha Legion. Convinced that the Alpha Legion has infiltrated the Avenging Angels, Kravin's warnings to the High Lords fell on deaf ears. Forced to turn to true defenders of the Imperium, Kravin sent his protégé to the Black Templars, to bring them warning of the dire peril facing the Nocturne Nebula...and the perfidy of the Avenging Angels.   
   The Hellion Crusade entered the Nocturne Nebula with the force of an angry god, quickly overcoming the defences of the planet Schwartzshild, which had been a major Avenging Angels stronghold. Discovering evidence of psyker-use, in direct contravention of the Edict of Nikaea, which in the eyes of the Templars has never been legitimately revoked, there could only be one explanation: the Avenging Angels have been warp-tainted and must be purified for the sake of their souls.   

In the galactic north-west of the Nebula, near the Ocularis Terribus was a single, desolate planet. Struck long ago by an extinction event meteor, the planet was a wasteland of radioactive glass deserts, volcanic mountain chains and dried out oceans. This planet had been recorded as XO72GHY – Xi Omicron. It had been catalogued as uninhabitable and worthless to the Imperium. However, to its new denizens, it was anything but worthless.
   The extinction event from long ago had wiped out a nascent, sentient species, culled long before they had ever invented the wheel. The species, however, had had a strong presence in the Immaterium, and their collective death shriek still resounded on the planet, unnerving to those not schooled in the ways of the Great Ocean. Furthermore, the meteor had brought with it large quantities of warp-infused minerals, eminently useful in powering the war engines of Legionnes Traitoris.
   By its latest inhabitants, Xi Omicron had been given a new name: Shadowhold. Ruled  over by a triumvirate of Daemon Princes, appointed by the Warmaster Abaddon himself, the unholy trinity of Feytor Plagueblessed, a mighty Prince of Nurgle, Azazel the Resplendent, a Prince of Slaanesh and Be'lakor, a Prince of Tzeentch, Shadowhold is held in an iron grip. Deliberately gathered by the Warmaster on account of past transgressions against him, the mighty Daemon Princes would have to prove their fidelity and ardor through their acts. But one would be redeemed in their service to him; the rest would be cast into oblivion. Their goal: to secure the flank of the 13th Black Crusade it its opening phase, and draw in and fixate the Avenging Angels and the Black Templars, preventing them from aiding the Cadian Gate...and to devour the souls of the Eldar Craftworlders...

Master Ciaphas

The Rules

Basics

Each player can launch one W40k AND one Battlefleet Gothic attack pr. campaign round.

Winner of the battles must write the battle report and post it in this blog.

Each player has two BFG fleets, which can be drawn from a fleet roster of 2000 points, as pr the normal BFG campaign rules.

If a player has space supremacy in a sector, he gains a roll on the following chart to apply in his W40k battles on that planet.

D6
1: No bonus
2: -1 on enemy reserves
3: Orbital bombardment (as pr. C:SM Chapter Master entry)
4: One friendly unit may outflank
5: +1 on own reserves
6: +5% point bonus in that particular battle

Roll before each battle.

Commanders

At the beginning of the campaign, each player may choose up to two characters, who are not already named/special characters (ex. Yarrick, Yriel, Swarmlord, Grimaldus, Vulcan, etc.) who will serve as that army's commanders for the duration of the campaign. Each commander should be given a name. Commanders may not be vehicles. Commanders need not have the independent character rule (ex. IG Company Commanders).

Commander's points cost increases in accordance with their Experience. Their total cost increases by 1 point by the number of Experience points spent on gaining levels.

Gaining Levels
Commanders gain 1 Experience point in each of the following circumstances:
1   For each game he participates in that he does not die or flees off of the table or is fleeing at the end of the game.
2   If he or the unit he is in slays an enemy commander, independent character or monstrous creature.
3   If he or the unit he is in kills an enemy unit or forces it to route.
4   If his side successfully conquers a territory.

Each time a commander has earned a number of Experience points equal to the commander's toughness value he gains a level. For each level gained he may make a roll on the Advancement Table (below). The bonus rolled is applied to that commander for the duration of campaign.

Advancement Table (Roll 2d6)
2   Wisdom of war: The commander gains a single re-roll each game that can be used at any time.
3-6   Skilled Warrior: The commander may choose from the Skills below.
7    Characteristic Increase: Choose either +1 WS or +1 BS.
8   Characteristic Increase: Choose either +1 Initiative or +1 Leadership.
9   Characteristic Increase: Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.
10   Characteristic Increase: Roll again: 1-3 = +1 Wound; 4-6 = +1 Toughness.
11-12   Legendary Ability: The commander may choose from the Legendary Abilities below.

A character cannot have a stat higher than "10". Furthermore, a Character cannot have more than 3 different skills and one legendary ability. If a roll on the advancement table results in the character gaining a skill, legendary ability or stat increase after having reached his limit, roll again.

Skills
Skills are useful, if common, abilities available to experienced commanders. Skills follow the same rules as the Universal Special Rule with which they share a name. The list of skills - and any additional requirements - are as follows:

Counter-Attack
Eternal Warrior (Requires Toughness 4)
Fearless
Fleet (Requires Initiative 4)
Hit & Run
Infiltrate (Requires Move Through Cover or Stealth)
Move Through Cover (Requires Initiative 4)
Night vision/Acute Senses
Preferred Enemy
Relentless (Requires Slow and Purposeful OR Strength 6)
Scouts
Skilled Rider
Slow and Purposeful
Stealth
Stubborn
Tank Hunters

Legendary Abilities
Legendary Abilities represent truly unique abilities and skills possessed by only a handful of mighty warriors.

Note: Some of these abilities grant bonuses to the army as a whole, or to other units within your army. These abilities may only be used in a game if the commander is included in the army.

Master Tactician: Before deployment, choose a single infantry or vehicle unit in your army. That unit has the Scouts special rule for the duration of the battle.

Fieldcraft: You may reroll dice rolls for picking deployment areas, seeing who goes first, and for reserves.

Retinue: Choose one non-vehicle, non-monstrous Elite, Fast Attack or Heavy Support choice from your Codex. When this commander is included in your army, you may include one unit of that type as a Troops choice.

Blademaster: The commander's hits in close combat have the Rending special rule.

Bionic Strength: This commander may wield initiative reduced weapons (powerfists, etc) at their normal initiative.

Flurry: Instead of making his normal attacks, this commander may inflict a single automatic hit on all enemy models in base contact with him.

Counterstrike: For every roll of '1' to hit this commander in close combat (before re-rolls) the enemy unit immediately suffer an automatic hit at the attackers base strength.

Double Tap: This commander may fire one additional shot per turn with one of his weapons.

Sharpshooter: Enemies may not take cover saves against shots from this commander.

Sniper: Wounds caused by this commander's Shooting attacks are allocated by his controlling player, rather than the opposing player.

Mentor: All friendly units within 6" of this commander gain +1 Weapon Skill including the commander himself.

Gunnery Officer: All friendly units within 6" of this commander gain +1 Ballistics Skill including the commander himself.

Coordinated Assault: All friendly units within 6" of this commander gain +1 Attack including the commander himself.

Fearsome Reputation: When this commander assaults a unit, it must immediately make a Morale test. If it fails, it must fall back.

Dodge: This commander gains a 4+ invulnerable save.

Regeneration: At the start of your turn, as long as this commander is still alive, roll a D6 for each Wound that he has lost: On 4+ he recovers a single Wound.

Master Psyker: This commander may choose one additional psychic power from those available to his army. This ability can only be chosen by commanders who are already psykers.

Practiced Psyker: This commander may use one additional psychic power each turn. This ability can only be chosen by commanders who are already psykers.

Tactical Precision: If this commander arrives by Deep Strike, he does not scatter.

Tank Commander: The commander has personally trained his army's tank crews. One tank per game may be chosen to use the commanders Ballistic Skill.

Slain Commanders
After each battle fought as part of the campaign, roll a D6 for any of your commanders that have been slain in battle (not fleeing or have fled from the table). If you won the battle, a +1 bonus may be added to your roll at that player's discretion.

1.   Captured - The commander has been captured by the enemy. He cannot participate in further battles until liberated. The commander is liberated if you capture a territory from the opponent who captured the commander or if you win a battle against that player.
2.   Serious Injury - The commander has survived but is greatly weakened by his injuries. He permanently loses 1 Wound from his starting profile for the duration of the campaign and cannot participate in battle for the next game his army participates in.
3.   War Wound - The commander has survived but is weakened by his injuries. Roll a D6. 1: Debilitating Wound. The commander takes a -1 to T. 2: Blind in one Eye. The commander takes a -1 to BS. If he gets this result again, he must retire. 3-4: Broken Hand. The commander takes a -1 to WS. 5: Head Injury. The commander takes a -1 to In. 6: Post Traumatic. The commander gains the Rage special rule.
4.   Traumatized - The near death experience has shaken the commander. He loses 2 Experience points, but is otherwise able to return to duty. Already gained level bonuses are retained.
5.    Slow Recovery - The commander has survived, but must rest and recover his strength before returning to the battlefield. He may not participate in the next game his army participates in.
6.   Full Recovery - Despite his wounds, the commander has made a full recovery and is ready for battle in the next game.
7.   What Doesn't Kill Me - The commander gains +1 Experience point.

Recovery
After suffering grievous injuries, commanders may be healed at the hand of an Apothecary, Medic, or other healer. Roll a D6 after each game the injured commander takes part in. On a roll of 4+, the commander may be healed of one of his injuries chosen by the player and no longer suffers any of the penalties it incurred.

A commander cannot heal a wound in the same turn that he suffered it. Thus, a commander will always play at least one battle with an injury.

Death
If a commander's Wounds or Toughness characteristics value is reduced to 0, the character is dead. You may create a new commander to take his place, though this commander starts with 0 experience points.


Brother Panis

Fedt endelig at se reglerne :D

Jeg har 2 ting:

1.
Mht flåder, kan vi så blive enige om at man kan fylde sine 2000 pts liste ud, med nye erhvervede skibe, uden minusser? Altså indtil man når 2000 pts og kun med nye skibe?! Hvis man vil have et erstatnings-skib for et ødelagt skib, så vil dette blive gjort efter de gældende regler.

F.eks. kunne jeg lave følgende liste:
5 strike cruisers af 160 pts/stk: 800 pts
6 Nova frigatter af 50 pts/stk: 300 pts
8 Gladius frigatter af 45 pt/stk: 360 pts
Total:                                         1460 pts

Hvis jeg så købte mig en Battle Barge til 425 pts, ville jeg godt kunne sætte den på listen, uden at få minus, som man ellers får hvis man vil have nye skibe med. Hvis en af mine strike cruisers derimod blive ødelagt, så ville erstatningen få minusser. Giver det mening?

2.
Som jeg husker kampagne-reglerne skal man vælge alle ekstra ting, når man laver listen, så som våben, om der skal være ekstra skjolde, osv. Kunne vi se igennem fingre med denne regler her til at starte med? Bare så man kan prøve de forskellige muligheder man har i sin flåde? Jeg ved ikke om dette ikke også skal gælde for størrelsen på eskorte eskadroner? Jeg har lidt svært ved at bedømme om det er bedst med 4 eller 6 frigatter af en given type lige nu :D

I mit tilfælde kunne det være en strike cruiser, hvor jeg i et spil vil prøve terminator boarding party. Jeg har ikke på forhånd (da jeg lavede min flåde-liste) bestemt mig for at dette skib skulle gøre brug af denne mulighed, men jeg vil gerne afprøve den i et spil eller to, så jeg kunne teste det? Det kunne også være en af Farseer Rhiadan krydsere, hvor han ikke ville ligge sig fast på om den skal være bevæbnet med torpedoer eller fly.

Hvad siger I?

/Niels
No Pity, No Remorse; No Fear

Master Ciaphas

Hejsa

Ja - ikke at det dog har været incitament for dig og VonPanne til at få udkæmpet sidste fordelingsslag... ;-)

Angående dine to punkter:

Ad 1)
Enig

Ad 2)
Uenig - man køber alle sine skibe som man ønsker de skal være, nu...Så hvis man vil have Terminators, Honour Guards eller hvad ved jeg, så køber man det.

Der hvor jeg mener, at man kan jonglere lidt, er om man har en Admiral eller en Captain med, en Farseer eller en Autarch. Det kan veksle. Ditto de ting man vil give dem. Det er i min optik udelukket skibene og deres ting vi køber i de 2000 point.

Mvh
Jørgen

Rhiadan

Mest enig med Niels i pkt. 1 og 2. Det er trods alt en del af fornøjelsen at lave sin hærliste, og hvis de er låst helt fast, mister man denne del af fornøjelsen. Og fluffmæssigt giver det vel også udmærket mening at et skib i nogle slag kan have et terminator boarding party, men i andre slag ikke. De bliver jo f.eks. alle slået ihjel, hvis de boarder et skib med Aspect Warrior fighting crew   ;)

Men glad for at se reglerne. Der mangler dog en sektion om victory conditions. Blev vi ikke enige om, at BFG-slagene genererer Renown efter BFG-kampagnereglerne i regelbogen, og at over-all kampagnevinder i w40k blev den, der havde opnået flest sejre i w40k-slag? Ved lige pointstilling vinder den, der har tabt færrest slag. På den måde munder vores kampagne ud i en BFG-vinder og en w40k-vinder.

Vi aftalte ikke, hvornår kampagnen skulle slutte, men jeg foreslår, at vi slutter når en spiller kontrollerer 4 "hovedstæder", hvilket er den centrale tile på hver planet, alternativt at en spiller opnår 15 sejre i w40k. Tallene kan diskuteres. Det er bare et oplæg. De fleste skal vel spille rundt regnet 30 slag for at opnå 15 sejre, da man ofte spiller draw.
The profile formerly known as "Farseer Rhiadan"

VonPanne

Det ser godt ud :) Jeg er enig med Niels i at man skal have lov til at ændre lidt i sine skibes konfiguration. Det betyder intet for Chaos fordi options er næsten ikke-eksisterende, men for SM og Craftworld Eldar har de et hav af options. Jeg ved godt at det måske ikke giver 100% mening fluffwise, men det synes jeg at vi skal bære over med mens vi lærer spillet at kende.

Som Sune nævner mangler vi nogle victory conditions, og, nå, ja, så ser jeg stadig gerne at Traumatized resultatet fjernes fra skadestabellen ;)

Master Ciaphas

#6
The Crimson Armada

Led by a being known solely as "The Ascended", the Crimson Armada has left its berth in the space docks above Shadowhold. Dividing the fleet, one part has been sent towards Regulus IV, under command of Khorlak Daemonsoul. The other has been given secret orders and it's whereabouts are currently unknown.

The Imperial strategos estimate, that the strength of the Crimson Armada is currently the following:

Reaper's Scythe - 300 pts
(Desolator-class battleship, flagship of the Armada, under the personal command of The Ascended)

The Loathsome - 230 pts
(Repulsive-class grand cruiser)

The Malevolence - 190 pts
(Acheron-class heavy cruiser, Ld 6)

Devastation's Hand - 190 pts
(Devastation-class cruiser, Ld 6, Ld 7, Ld 6 7)
- Devastation's Hand was responsible for the destruction of several Eldar vessels in the space surrounding Regulus IV, during the opening phases of the Nocturne Nebula Conflagration. It's crew gained confidence, and the command staff improved it's leadership skills. However, during the pursuit of the Eldar, the Hand sustained crippling damage, shaking morale. All damage, however, was repaired after the encounter. Sustained crippling damage against the Alpha Legion, and will enter the next battle with 3 damage. Repaired after facing the Eldar.

The Maleficarum - 180 pts
(Carnage-class cruiser, Ld 7, Ld 8 )
- Sustained light damage over Regulus IV from the Eldar Wraithship "Tear of Isha". The damage was repaired after the battle. Sustained light damage from a blast field against the Alpha Legion fleet in deep space around Regulus IV. Damage repaired after the battle. The events of the battle improved the ship's leadership skill.

The Eternal Torment - 180 pts
(Carnage-class cruiser, Ld 8 )

Veiled Falsehood - 165 pts
(Slaughter-class cruiser, Ld 9 8 )
- Sustained 3 damage against the Eldar over their Maiden World. Withdrawn after the battle.Crippled yet again against the Eldar. Withdrawn after the battle.

Reinforcements:
Heathen squadron - 90 pts
(3 Iconoclast-escorts, Ld 6)

Pariah squadron - 200 pts
(5 Infidel-escorts, Ld 6)

Agony - 165 pts
(Slaughter-class cruiser, Ld )

Activated Blackstone Fortress - 750 pts

Infliction of Pain - 190 pts
(Acheron-class cruiser, Ld 6)

Akatash - 190 pts
(Devastation-class cruiser, Ld 7)

                                                                                                                                                                        Total: 1980 pts
                                                                                                                                           Total w. reinforcements: 2270 pts

The remainder of the Crimson Armada is currently unknown.

Reknown: 23

The Graveyard:
Heathen Promise - 165 pts
(Slaughter-class cruiser, Ld 8 )

- Destroyed by the Alpha Legion above Regulus IV

Ahesver - 190 pts
(Devastation-class cruiser, Ld 9)

- Destroyed by the Black Templars above Regulus IV

The Undying - 190 pts
(Acheron-class heavy cruiser, Ld 7)

- Destroyed by the Black Templars above Regulus IV

Rhiadan

Ak og ve. Rhiadans flådestyrker kommer hurtigt helt i nul i det tempo. Jeg tror jeg må konkludere, at jeg ikke lige i første spil har gennemskuet den smarte måde at spille med de skrøbelige eldarskibe på. Det er sikkert noget, der kræver lidt mere øvelse. Det skal der heldigvis nok blive lejlighed til i denne kampagne. Tro ikke, at Rhiadan opgiver rumherredømmet så let! Imellemtiden kan jeg jo glæde mig over, at man også kan vinde lidt Reknown på at blive kendt som en grotesk uheldig commander...
The profile formerly known as "Farseer Rhiadan"

Rhiadan

#8
Battle Fleet Gothic Craftworld Eldar Fleet Roster
Nocturne Nebula Campaign

Craftworld Rhiadan har sat store flådestyrker ind i The Nocturne Nebula, men i alle hidtidige træfninger har de lidt store tab. Her er foreløbigt status:

Shadow Prism - 260 pts - Hulked
(Dragonship, ld 7)

Spear of Khaine - 260 pts - Hulked
(Dragonship, ld 8 )

Isha's Arrow - 160 pts - Hulked
(Wraithship, ld 7, ld 8 )

Void Dancer - 160 pts - Hulked
(Wraithship, ld 10)

Night's Dawn - 160 pts
(Wraithship, ld 8 )

Vanae's Blades - 4 ships - 160 pts
(Shadowhunter squadron, ld 9, cripled, 2 ships left)

The Shadowbites - 4 ships - 160 pts
(Shadowhunter squadron, ld 10, 3 ships left, Expert Gunnery)

The Sunriders - 4 ships - 160 pts
(Shadowhunter squadron, ld 7, ld 6, 1 ship left)

Doomseekers - 4 ships - 160 pts - Destroyed
(Shadowhunter squadron, ld 7)

Total points 1640

Resten af Fleet Rosteret er i skrivende stund ukendt.

Reknown: 3


Edit pr. 13/11 -12:
De sidste skibe på start-rosteret kan jeg nu afsløre er:

Destiny - 160 pts
(Wraithship, ld 7 )

Crescent Moon - 160 pts
(Wraithship, ld 8 )

hvilket bringer min total op på 1960. Jeg laver lige en opdateret og mere læselig version længere nede.
The profile formerly known as "Farseer Rhiadan"

VonPanne

The Avenging Host
Actually an Alpha Legion fleet led by ruinous powers that have infiltrated the loyalist Avenging Angels chapter. The feel is commanded by a Warmaster simply know as the Dragonmaster and his notorious second in command Mace Shatterfiend.

Reknown: 2

Ship ClassNameLdPointsStatus
Desolator Class BattleshipHydra8300
Acheron Class Heavy CruiserGorgon71901 hit
Devastation Class CruiserManticore7190
Devastation Class CruiserScylla 61901 hit
Carnage Class CruiserLamia8180
Carnage Class CruiserStheno6180
Slaugher Class Cruiser--165(not in fleet)
Slaugher Class CruiserMedusa8165
4 x Idolator Class RaiderWraith Squadron6180
4 x Infidel Class RaiderGargoyle Squadron91601 hit
3 x Iconoclast DestroyerErinyes Squadron8901 hit

Total: 1990 points


The Graveyard
Ship ClassNameLdPointsStatus
Carnage Class CruiserGolem6180Destroyed by the Crimson Armada
Carnage Class CruiserChimera7180Destroyed by the Crimson Armada
Slaugher Class CruiserMinotaur9165Destroyed by the Crimson Armada

Brother Panis

#10
The Hellion Warfleet
The warfleet is lead by the esteemed Fleet Commander Felibert Fesquet.
 
Reknown: 8

Ship ClassNameLdPointsStatusEquipment
Battle BargeVengeance of Ullaris-425
Strike CruiserWrath of Terra9160Hull points 5Additional shield
Strike CruiserSpear of the Divine8160Additional shield
Strike CruiserHumanities Light7160WithdrawnAdditional shield
Strike CruiserThe Iron Fist10160Additional shield
Strike CruiserBlinding Justice-160Additional shield
5 x Gladius Class FrigateSword Squadron-225
4 x Gladius Class FrigateSpear Squadron-180
4 x Nova Class FrigateTorch Squadron-200

Total: 1990 points


The Graveyard
Ship ClassNameLdPointsStatus
Strike Class CruiserEmperors Fury9160Destroyed by the Eldar
Strike CruiserSavior9160Destroyed by the Eldar
6 x Gladius Class FrigateFaith squadron8270Destroyed by the Eldar
4 x Gladius Class FrigateShield Squadron9180Destroyed by the Eldar
No Pity, No Remorse; No Fear

Rhiadan

Craftworld Rhiadan Eldar
Craftworld Rhiadan har sat store flådestyrker ind i The Nocturne Nebula, men de har også lidt store tab. Flåden ledes af Autarch-Admiral Solamnis Tathueil.

Reknown: 15

Ship ClassNameLdPointsStatus
Unique DragonshipThe Flame of Asuryan320not activated
DragonshipWrath of Rhiadan8260
WraithshipNight's Dawn8160
WraithshipStarsinger7160
WraithshipDestiny7160
WraithshipCrescent Moon9160
6 ShadowhuntersVanae's Blades8240
6 ShadowhuntersThe Shadowbites9240Crew skill: Expert gunnery
4 ShadowhuntersThe Sunriders6160
4 ShadowhuntersThe Ghostfighters160not activated
Haven class spireArminal200not activated

Total: 2220 points


The Graveyard
Ship ClassNameLdPointsStatus
DragonshipShadowprism7260Destroyed by the Crimson Armada
DragonshipSpear of Khaine7260Destroyed by the Black Templars
WraithshipVoiddancer10160Destroyed by the Crimson Armada
WraithshipIsha's Arrow8160Destroyed by the Black Templars
4 ShadowhuntersDoomseekers7160Destroyed by the Black Templars
Haven class spireThenniel8200Destroyed by the Crimson Armanda


Total: 1200 points
The profile formerly known as "Farseer Rhiadan"

VonPanne

Quote from: Farseer Rhiadan on 13 November, 2012, 21:41:57
Total: 2220 points

Nu er jeg jo ikke matematikker, men jeg synes det tal virker større end 2000? ;)

Rhiadan

Det er kun vores start fleet rooster, der skal være under 2000 p. Det man ser lige ovenover er min aktuelle situation inkl. alle de reinforcements, jeg har fået i kampagnens løb. Det kan meget vel ende med at overstige 2000 p.

Faktisk, hvis man lægger min aktuelle flåde sammen med min graveyard ser man at jeg har spillet med skibe til en samlet værdi af 3420 p. Men grundet indtrufne omstændigheder er det altså kun de 2220 p., der stadig er operationelle.

Mit start fleet roster står længere oppe i tråden. Det er på 1960 p.
The profile formerly known as "Farseer Rhiadan"

Master Ciaphas

Jeg er enig i Rhiadans opgørelse....og håber nogen, ja NOGEN, vil gøre noget ved de forbistrede Eldar joller....

:-D