The weekly update is finally up on the campaign page along with a few pictures of a couple games. The bad guys are still in the lead holding 31 of the 48 territories. Heading into the final week, the good guys need to pull out all the stops to regain a significant portion of the map! Hope you enjoy the read.
Cowards die many times before their deaths; the valiant never taste of death but once. - William Shakespeare
Showing posts with label Joura Campaign. Show all posts
Showing posts with label Joura Campaign. Show all posts
Tuesday, April 19
Monday, April 11
The Campaign for Joura: Week Three Update
Just to let you guys know I updated the Campaign for Joura page with the week three battles. Hope you guys like it and decide to start your own campaign! Thanks for reading.
Friday, April 1
The Campaign for Joura: Week Two
Just to let you know that the Joura Campaign update is up! Just go to the tab in the upper right to read the second week's results. The bad guys are pushing hard with 28 tiles conquered to the good guys 20! There are a couple pictures as well. I will take more next week and try to get them posted. Hope you guys enjoy! Go Bad Guys!!!
Sunday, March 27
The Campaign for Joura: Week One, War is upon us!
The opening week of the Chaos assaults were brutal. Moving down out of the mountains on the western side of the continent, forces from the dreaded followers of Nurgle clashed in a close fought battle with the mighty warriors of the Space Wolves. The Wolves fought valiantly but were pushed back giving ground to the followers of a Demon simply known as “the Blight.” The Space Wolves had better luck in a second engagement, besting another force bearing the mark of Nurgle, although after two hard fought battles were unable to push the enemy forces back to gain back any ground.
The forces of the so called “Blight” also clashed against the Imperial Guard in the Northwestern part of the continent, forcing the guard units to fall back temporarily as disease spread through the Imperial lines. The Guard were able to halt an Ork offensive into Imperial territory, but could not take advantage of their victory while adjusting the battle lines. The Orks also sallied forth to battle with the Guard regiments holding the spaceport to the Northeast. This was duly crushed under the might of Imperial treads and air superiority. Although the lightning raids of the Orks allowed no counter assaults into enemy territory, instead Imperial units simply consolidating their positions preparing for the long fight ahead.
Nurgle Chaos Marines from the Southeastern part of the continent moved against another Great Company of Wolves to the West and were seemingly wiped from the battle field, but in a ploy that would have pleased the Trickster God himself, the forces of Nurgle were able to seize control of territory held by the Wolves. The assault turning out to be a distraction to the enemy’s true plans, pulling the Wolves away from the actual target area. In the Space Wolves bout of rage and fury, they met the fearsome World Eaters upon the field of battle and after hours of carnage, the Wolves emerged blood soaked and victorious. The Wolves, still drunken with bloodlust, drove deep into the World Eaters previously held territory claiming in the name of the Emperor and Russ.
The World Eaters smashed into the battle lines of the Imperial Guard to the Northeast, attempting to break through the lines and wreak havoc amongst the Imperial support units. The Guard held firm under the frontal assault with neither side gaining any real advantage, the battle ending as the World Eaters pulled back to prevent the Space Wolves from breaking further through their lines.
After a frantic first week of fighting the battle lines have not shifted too much, the forces of Chaos gained slightly more ground than that of the Imperials. Battle plans are being drawn and troops prepping to move insuring the next week will be just as bloody and devastating as the last. Can the Imperials hold back the forces of Chaos and a green tide or will the planet be over run before Imperial reinforcements arrive?
The Campaign for Joura: Prologue, The Coming Darkness
Welcome to the planet Joura in the Segmentum Pacificus. Joura is a simple agricultural planet with an Adeptus Mechanicus laboratory hidden under the main continent. On Joura, there has always been an Ork infestation from the nearby Ork held world of Jakart, that has require an armed Imperial presence in the form a two Imperial Guard Regiments. Until now this has been enough to hold back the greenskins from rampaging across the continent.
Two days ago, long range scanners of the Adeptus Mechanicus picked up a fleet of ships emerging from the Warp. These vessels, not matching Imperial design, headed straight towards Joura. With the world’s population ignorant to what’s about to befall them, the Tech Priests send out a message for assistance and a warning to the garrisoned Guard Regiments. Their message, short and to the point, “The Traitors are upon us, prepare for war.”
As the local Guard regiments begin their preparations, huge ships fill the upper atmosphere disgorging their drop pods and landing craft. The Imperial spaceport Madigonia falls in the first hours of the assault. Forces of Chaos lay claim to large sections of the continent, including most of the Koursonian mountain range. Rumored sightings of Chaos Space Marines from the rightly feared World Eaters Legion along with unexplained disease and plague are rampant amongst the local population. It also appears that the Ork population have either sensed the impending battle or are working in conjunction with the traitorous forces. Ork attacks on Imperial settlements rose sharply almost in sync with the first waves of the assault.
Answering the call of help, two Great Companies of the Space Wolves have arrived and made planet fall to stymie the traitors’ advances while their ships make hit and run attacks on the Chaos fleet circling the planet. More Imperial reinforcements are in route but are nearly five weeks away. It seems the forces of Chaos are sweeping the continent looking for something, possibly the entrance to the Mechanicus laboratory? Can the combined forces of the Space Wolves and Imperial Guard hold off the assault long enough for more reinforcements to arrive? Lock and load and pray for your soul! War has come to Joura!
The Campaign for Joura: Rules for the Joura Map Campaign
This is a five week map based campaign between two opposing sides consisting of four players on each side. The side holding the majority map tiles at campaign end wins. Spaceport map tiles count as two tiles for victory conditions. The individual player with the most map tiles will be the best general.
Choosing map tiles: Each player will roll 2D6 and in descending order choose map tiles to represent their territory. The map tiles will be divided evenly amongst all players and any odd tiles will remain open. Once tiles are chosen by all players, another roll of 2D6 will determine the order of challenges.
Challenges: A player may challenge an opponent to attempt to take one of their map tiles. Each player may only play two games per campaign turn. Beginning with the player with the most tiles (ties will be decided by roll of a D6), a challenge is issued and then the next highest issues their challenge until all players have issued a challenge. Then, starting from the beginning, move back through making challenges until all players have two games.
Game Play: Games may be any point value decided on by the players. Games can be any mission chosen by the players except when using a spaceport to attack a nonadjacent tile, then a Planet Strike scenario must be played. Players who have more tiles than their opponent are stretched thinner to hold territory. Once points are agreed, the player with fewer tiles receives a 5% bonus to spend on his army for each tile the opponent has more than them. Example, 2000 pt game, player 1 has two more tiles than player 2. Player 2 would spend 2200 pts on his army. (2000+10%=2200) *These bonus points may be used to hire mercenary units from other codices, but take up normal slots in force organization. Units do not benefit from players’ army special rules.*
Conquering Tiles: At the end of the campaign turn all the winners can attempt to conquer a tile. The winning player may choose any tile of his opponents, but be aware of the modifiers in the table below. To conquer a tile you must roll 2D6 and adjust the total based on any modifiers.
- To conquer an adjacent tile: roll of 4+ on 2D6 (with modifiers)
- To conquer an adjacent tile to an ally: roll of 6+ on 2D6 (with modifiers)
- To conquer a non adjacent tile (must use a spaceport): roll 8+ on 2D6 (with modifiers) Planet Strike Missions only.
Modifiers: There are certain factors that make conquering easier or harder. Below is a list that players must apply to their conquer rolls.
- The tile has rivers or ruins, -1 to the roll
- The tile has mountains or a spaceport, -2 to the roll
- The tile has a shield generator, see the table for army specific
- Player is attempting to conquer a 2nd tile, -1 to the roll
- If the player massacres his opponent, +1 to the roll
- If the player’s opponent concedes the game, +1 to the roll
***Any roll of double sixe when conquering automatically succeeds, regardless of modifiers. Any roll of double ones when conquering automatically fails regardless of modifiers, and also the player’s folly has allowed his opponent to attempt a conquer roll instead!***
Spaceports: count as having a shield generator on the tile and allow players to planet strike any tile on the map.
*** Players who lose all their map tiles continue to issue challenges and play games; their opponents simply cannot conquer tiles if they win. Also, players with no map tiles can only receive a maximum of 10% bonus due to the nomadic state their army must endure. ***
The Campaign for Joura: A 40K Map Based Campaign
This is a campaign that we are running at our local shop Grand Adventures. I just threw it together for some of our regular guys that come in every Thursday instead of just playing some pickup games. I thought it would be something good to post and a great place for the guys to come and get updates for the campaign. So I am going to post the rule set we are using and then the weekly story lines, which are basically just reviews of who won which battles.
The campaign is based on the Planetary Empires rule set with a few modifications. We are using the tile system with our victory conditions being which side holds more tiles at the end of five weeks. We have eight players total: the good guys are Danny (Space Wolves), Richard (Space Wolves), Brian (Imperial Guard) and Greg (Imperial Guard) vs. the bad guys which are me (Nurgle Marines), Jeremy (Nurgle Marines), Damon (Chaos Marines) and Brian (Orks). Each player began the campaign with six tiles. I hope this will show you guys that a small scale campaign can change your weekly gaming experience and can make some memorable moments from what would have been another blah night of gaming. I do not pretend to be a writer of any great magnitude so you will have to bear with me as I plod not so gracefully through the campaign. I hope you enjoy it never the less!
The campaign is based on the Planetary Empires rule set with a few modifications. We are using the tile system with our victory conditions being which side holds more tiles at the end of five weeks. We have eight players total: the good guys are Danny (Space Wolves), Richard (Space Wolves), Brian (Imperial Guard) and Greg (Imperial Guard) vs. the bad guys which are me (Nurgle Marines), Jeremy (Nurgle Marines), Damon (Chaos Marines) and Brian (Orks). Each player began the campaign with six tiles. I hope this will show you guys that a small scale campaign can change your weekly gaming experience and can make some memorable moments from what would have been another blah night of gaming. I do not pretend to be a writer of any great magnitude so you will have to bear with me as I plod not so gracefully through the campaign. I hope you enjoy it never the less!
Subscribe to:
Posts (Atom)