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[Red Queen] Red Queen Rising Battle 1

 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 5:58 am 
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Got in the first battle of the "Red Queen Rising" campaign I'm working on.  Imperial Guard checking out  possible Xenos activity.

We used a slightly modified "Escalating Engagement" mission to represent the conflict.  We also had some special rules in play that I'll list below.

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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 6:00 am 
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Incursion - Prologue

? ?Colonel Devrik Smyke watched the progress of the forward Sentinel squadron through his monocular as they approached the outskirts of Neo-Grass Farm #272, one of the many plantations that produced the vast quantities of food Xerxus VI was known for. ?Hectares and hectares of the tall grain surrounded his armoured column and spread out as far as his assisted eye could see, lush waves of green, soon to be harvested to feed the hungry worlds of the sector.

? ?Xerxus VI was an important world, its agricultural products filled the mouths of a score of planets, and so, despite being far from any active war zones, the Imperial Guard maintained a strong garrisoned presence. ?Being assigned to stand watch over farmers and fields was certainly not the most difficult billet a soldier could draw, but Commissar Rothschild made sure no man shirked his duty nor grew lax in his diligence, particularly the Colonel. ?Still, one could always expect to be well fed, and the stingwine season was soon to begin; life was good despite the drills and spit-and-polish, though some action might be just the thing needed to spice up the lives of his soldiers.

? ?Seven days ago the Master Magus Biologos had reported that some of the local farmers had spotted some unusual, perhaps Xenos, activity in the forested hills north of the Takaanar Ridge, the long geographic boundary that marked the northern edge of the great plains of grain. ?Ork raiders were an occasional threat to the planet, green-skinned invaders dropping out of the sky in their smoke belching vessels to steal refined metal and farm equipment. ?By the Emperor, how those Orks loved tractors, the Colonel thought. ?

? ?An Aquilla Lander had been dispatched to investigate the extent of the danger, but had gone down due to unusual atmospheric conditions and the crew lost as it crossed the Ridge. ?Four days ago contact with Farm #272 had been abruptly cut off and the Planetary Governor had thought it prudent to send some well armoured reconnaissance into the area to discover what kind of trouble the farmers had gotten into. ?The Colonel had mounted up his men and tanks and set out to provide some answers and assistance.

? ?Something terrible had certainly befallen the settlement, while most of the grain silos were intact; several of the residential and technical buildings were in ruins. ?As he set his monocular to maximum magnification, he could make out that the tumbled structures seemed strangely pitted and melted: something very unusual was going on.

? ?The Colonel opened a comm-link to the forward Sentinels. "Stay on your guard Corporal, something is definitely amiss," he informed them. "Get off the road and approach the main buildings through the fields, stay out of sight."

? ?Something still did not sit well with the Colonel and he scanned the distant ruins again, looking for some clue as the scout walkers disappeared into the green sea of swaying grass. ?Two things struck him in quick succession. ?One, there was no smoke. ?Buildings lay in ruin, tumbled down and destroyed, but there were no fires, nothing burned, and there seemed few things Orks liked better than burning things. ?Orks had not caused this destruction. ?Second, as noon had approached, the winds from the south had calmed, the air still and the sky almost cloudless, yet, the grass still swayed. ?The vast fields that surrounded his men moved and undulated with a strange vigorous life, as if reaching for the sky, as if reaching for them? as if hungry for them?





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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 6:17 am 
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Battle 1 - Incursion

Scenario:

Escalating Engagement - 2500 points.

Rules Used:

Tyranids 7.1
Harridan 3DC

Special Rules:

Any Tyranid formations that fully consist of units without Fire Fight values may take an Overwatch action to "lurk." ?Lurking allows the Tyranid formation to make a single charge move to engage any enemy formation that ends a move within range. ?Units with infiltrators do not double their speed when making this move, but all other rules relating to charges and assaults apply.

Neo-wheat fields treated as large scrub terrain.

Restrictions

No Titans or Bio-Titans.
No more than one War Engine per side.
Steel Legion receives 1d6 Commissars instead of the regular 2d6.





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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 6:39 am 
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Armies Used

Imperial Guard Armoured Recon - 2500 points

Company HQ
1 Supreme Commander
1 Commissar
12 Infantry
7 Chimera

Mechanized Infantry Company 1
1 Commander
1 Commissar
12 Infantry
7 Chimera

Mechanized Infantry Company 2
1 Commander
1 Commissar
12 Infantry
7 Chimera

Tank Company
9 Leman Russ
1 Vanquisher
1 Hydra

Rough Rider Platoon 1

Rough Rider Platoon 2

Sentinel Squadron 1 - vanguard formation

Sentinel Squadron 2


Tyranid Incursion - 2500 points

Synapse Swarms

Harrassment Group
1 Harridan
4 Gargoyles

Attack Group 1
3 Tyranid Warriors
1 Zoanthrope
1 Ravener
2 Termagaunts
2 Hormagants

Attack Group 2
3 Tyranid Warriors
1 Zoanthrope
1 Biovore
1 Ravener
2 Termagaunts
2 Hormagants

4 Infiltration Groups
1 Lesser Synapse Node

Independent Broods

Genestealer Swarm - vanguard formation
8 Genestealers

Lictor Swarm 1
4 Lictors

Lictor Swarm 2
4 Lictors

Spawning Pool

Common Broods
8 Raveners
2 Gargoyles
6 Termagaunts
5 Hormagants

Uncommon Broods
4 Biovores
4 Zoanthropes
8 Mycetic Spores

Battlefield

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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 7:25 am 
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Deployment

Tyranids kept all Infiltration Groups and Lictor Swarms in reserves for teleport deployment.

Guard placed Sentinel Sqaudron 1 in cover the neo-wheat field.

Tyranids placed Genestealers in the ruined buildings near the road's t-intersection.

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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 7:44 am 
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Turn 1

Many teleport arrivals as all four Infiltration Groups pop up all over the battlefield and Lictor Swarm 1 appears in the silo dangerously near Sentinel Squadron 1. As well, the Harridan appears on the horizon, her brood tucked safely under her wings.


Strategy Roll:Tyranids

The tall grass quivers as Lictor Swarm 1 bounds forward to engage Sentinal Squadron 1. ?Three of the machines are torn to the ground before they even know what hit them and the last Sentinel pilot screams a plea for help into the comm-link before he is run down and silence settles over the fields of green.

(To say my opponent was momentarily shocked into silence would be an understatement! ?*laugh*)

The Harridan flaps over the hills to advance to a position of cover near the ruined buildings and disgorges her Gargoyles who still clung close.

The Genestealers go into over overwatch, lurking within the ruins.

All the Lesser Synapse Nodes successfully go into overwatch as well.

End of Turn:

Lesser Node 1 uses a Mycetic Spore to produce 2 Zoanthropes.

Lesser Node 2 uses a Mycetic Spore to produce 3 Raveners.

Lesser Node 3 uses a Mycetic Spore to produce 1 Zoanthrope and 3 Hormagants.

Lesser Node 4 uses a Mycetic Spore to produce 1 Biovore, 2 Termagaunts, and 1 Hormagant.

The Harridan spawns 2 Raveners.

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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 8:23 am 
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Turn 2

More arrivals as the Regimental HQ and both Mechanized Infantry Companies start their way up the road, with both Rough Rider Platoons taking the left flank and Sentinal 2 and the Tank Company taking the right.

The second group of Lictors shows up in the Silo near the Guard's right flank.

The Harridan takes Node 2's three Raveners under its wing.



Strategy Roll:Imperial Guard

Rough Rider Platoon 1 thinks better of engaging Lesser Node 4 and hesitantly moves onto the battlefield. (In an "Escalating Engagement", if an arriving unit fails its activation test in must take a Move action to get on the board, getting the normal Blast marker for failing.)

Lesser Node 4 burbles happily at the scent of nearby prey and engages Rough Rider 1. ?In an incredible feat of bravado, the mounted Guardsmen completely wipe out the local Tyranid infestation for the cost of two of their squads. (This time it was me rendered speechless!)

Lictor Swarm 1 goes on overwatch, lurking within the tall neo-wheat, too far in to be seen by anyone outside the field, but eagerly awaiting the approaching feast.

Sentinel Squadron 2 advances into the neo-wheat, moving close to Lictor Swarm 1 in an attempt to draw them out. ?The Lictors don't take the bait (which, in hindsight, I really should have!) and the Imperials score no hits.

The Tank Company rumbles forward on an advance and blows the living daylights out of Lictor Swarm 2. ?As the smoke clears, 1 Lictor is left skulking around the battered silo?

And it promptly engages the Tank Company, disabling 1 Leman Russ before it is killed.

Despite the brave showing of their comrades, Rough Rider Platoon 2 also fails to charge into battle and they canter forward with a Blast marker.

Node 3 advances its brood forward a little and takes a pot shot at Rough Rider 2, killing one team of horsemen.

The Regimental HQ tears up the road on a double, staying out of range of any lurking Tyranids and pours massive amounts of fire into the Genestealers, killing two broods.



The Harridan flaps forward, advancing on the Regimental HQ and blows away 1 Chimera and 4 Guardsmen.

The Genestealers stop lurking and charge, chittering forward, to engage the Regimental HQ, with the nearby support of the Harridan's brood. ?

Armoured vehicles and soldiers are torn apart, 2 Chimeras and 3 Guardsmen killed, with the Supreme Commander making a fortunate save, but, the Imperial retaliation is deadly as all the Genestealers are wiped out before the other nearby Tyranids can respond! ?Still, the vicious attacks of the bizarre aliens have shaken them and the Imperials break, heading back down the road for cover. (Dangit! ?A perfectly set up support situation and all the dang 'Stealers get killed early!)

Mechanized Infantry Company 1 hesitates and then doubles down the road to avenge the fallen by unloading into the Harridan? to no effect.

Mechanized Infantry Company 2 marches through the neo-wheat fields to get up into the fray, ready for action?

End of Turn: ?All Guard formations, except Rough Rider Platoon 2, successfully rally!

Lesser Node 1 spawns 1 Biovore and 1 Gargoyle.

Lesser Node 2 uses a Mycetic Spore to produce an incredible 1 Biovore, 3 Hormagants and 3 Termagants!

Lesser Node 3 fails to spawn.

The Harridan spawns 2 more Raveners.





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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 9:01 am 
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Turn 3

The Tyranid Warriors finally show up for the party?



Strategy Roll:Tyranids (on a tie)

Again the Harridan advances, savaging Mech Inf 2 with her bio-weapons. ?Four Chimeras are destroyed and 1 Guardsman slain by her ferocity.


Lictor Swarm 1 stops its lurking and bounds out of the grain field to engage Mech Inf 2. ?

The Harridan's swarm provides support for the Tyranids while Company 2 provides it for the Imperials. ?Three of the Lictors are killed, but the Tyranids kill 8 Guardsmen and wreck 2 Chimeras as they easily win the assault. ?The Imperial survivors flee in terror while the lone Lictor pursues them, getting the Regimental HQ and Company 2 in its zone of control.

The Tank Company doubles up the road and hammers 2DC off of the Harridan.

The Colonel's soldiers seem very leary of going anywhere and doing anything, and even the combined shouting of himself and the Commissar can't get them motivated and they just move away from the leering Lictor.

Lesser Node 3 prepares to engage Mech Company 2, but it seems to have eaten a spoilt farmer and winds up shooting at Rough Rider 2 to no effect.

Sentinel Squadron 2 advances on the Lictor, but can't kill the thing.

Attack Swarm 1 marches towards the middle of the battlefield.

Rough Rider Platoon 1 engages the lone Lictor, and with the support of the Sentinels and Company 2, they finally dispatch the beast.

Lesser Node 2 shuffles its brood creatures around with an advance and fires a weak shot at Mech Company 2.

Mech Company 2 gets bogged down and only manages to move a little closer to Node 3.

Attack Group 2 doubles over the ridge and puts another Blast marker on Mech Company 2.

Rough Rider Platoon 2 engages Node 3 and wipes out another Tyranid infestation?

End of Turn: ?Again all Guard formations successfully rally!

The Harridan regenerates 1DC of damage and uses a Mycetic Spore to produce? a Zoanthrope!

Lesser Node 1 also spawns a Zoanthrope.

Lesser Node 2 also produces a Zoanthrope.

Attack Group 1 spawns a Ravener and a Biovore.

Attack Group 2 births a Gargoyle and a Termagaunt.





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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 9:23 am 
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Turn 4

Attack Group 1 takes 3 Raveners and a Gargoyle from the Harridan? and she lets them!

Strategy Roll:Guard (on a tie)

The Tank Company sustains fire and *barely* blows away the Harridan.

Mech Company 2 advances to fire on Attack Group 2 killing 2 Raveners, 1 Hormagant, and a Biovore.

Crying out for mommy, the Harridan's Brood *fails* to engage anyone and fires blindly at Rough Rider Platoon 1. ?(My opponent *really* caught a break there and he knew it!)

The Regimental HQ doubles up to help and fires on Attack Group 2 killing a single Termagaunt.

Attack Swarm 2 engages the intermingled Mech 2 and Rough Riders 2. ?

The Tyranids kill a single Chimera? A SINGLE CHIMERA! ?Two Warriors are all that survive and they head for cover.

Stunned by the loss of the Harridan and the failure of Attack Swarm 2, the Warriors of Attack Group 1 fail to engage any enemies and just shuffle about, getting closer to the Harridan's brood creatures. (Yeah, failing *two* awesomely positioned assaults *really* hurt me.)

Rough Rider Platoon 2 engages the Warriors of Attack Group 2, staying out of the ruins and just using fire fight attacks. ?Two Rough Riders are killed, but the two Tyranid Warriors are eliminated, though the Imperials still break.

Lesser Node 2 sighs dejectedly and goes on overwatch.

Sentinel Squadron 2 advances in the Harridan's brood and kills 1 Ravener and 1 Zoanthrope.

Lesser Node 1 stays on overwatch.

Mech Company 1 advances on the Harridan's brood, but fires to no effect.

Rough Rider Platoon 1 engages the Harridan's brood and are wiped out for their troubles! ?Unfortunately for the Tyranids, all the Harridan's brood go to ground as their Synapse creature is long dead and the nearby Warriors haven't exerted control over them yet! ?(Man I hate that rule!)

End of Turn: ?Yet again all the Guard formations successfully rally!


Lesser Node 1 also spawns a Biovore and a Gargoyle.

Lesser Node 2 also produces a Zoanthrope.

Attack Group 1 fails to spawn a thing.





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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 9:48 am 
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Turn 5

No teleports.

Strategy Roll:Tyranids (on a tie)

Attack Group 1 engages the intermingled Sentinels, Tank Company, and Mech Company 2.

(Actually, I initially rolled a "1" for this activation, but, after laughing, my opponent graciously allowed me to re-roll it as I'd let him take a bunch of support fire shots in a previous turn that he'd forgotten. ?I rolled a "6".)

The Imperials have learned their lessons well; two Sentinals are lost as are 2 Guardsmen, including one of the lower ranked Commissars, but only 2 Tyranid Warriors survive to flee deep into the neo-wheat.

The Tank Company doubles down the road to attack Lesser Node 2 and manages to kill 3 Hormagants and 3 Termagaunts!

Mech 2 tries to double forward, but they've just been too heavily taxed this day, and even the imprecations of the Colonel only get them to move slightly forward.

Lesser Node 2 then sends its broods forth to engage the Tank Company. ?A Ravener and a Gargoyle are lost, but the Tyranids narrowly win, taking out a single Leman Russ. ?Another Gargoyle and a Termagaunt feast on the goo within as they are unable to get back into synapse range and go to ground.

The Regimental HQ doubles forward to attack Lesser Node 2, but only manages to kill a Zoanthrope.

Rough Rider 2 moves to engage Node 2 in a firefight. ?A Zoanthrope and a Rough Rider are killed, but after 2 rounds of fighting, the Node barely wins, taking out another Rough Rider and sending the remaining packing?

End of Turn: ?Sentinels 2 fail to rally for the Imperial Guard.

Lesser Node 1 also spawns back a Gargoyle, a Hormagant, and 3 Termagaunts.

Lesser Node 2 also produces a single Termagaunt.

Attack Group 1 spawns 4 Gargoyles.

Score: Imperial Guard 1905 vs Tyranids 625 - Major Victory Imperial Guard





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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 10:03 am 
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Go the guard! Great battle report Chroma!

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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 10:07 am 
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Excellent narrative and nice battle rep... Good to see that Tyranids can die  :)

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 Post subject: [Red Queen] Red Queen Rising Battle 1
PostPosted: Fri Sep 22, 2006 10:26 am 
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Loved the battle report, and especially the pic of the Harridan's bio weapon hitting the Chimeras! I know it's just the reflection from the lights above, but it looks like a couple of tanks are really going up in flames under that template...
Great stuff, looking forward to reading more as the campaign continues!
regards,
Reaver

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