I've now posted the third battle report in the Phoenix Campaign. I'm really enjoying these battles as they are adding a new dimension to our games. Due to the unusual scenarios and victory conditions for the missions Gary and I are having to explore our codexes all over again. Units we may have once dismissed for competitive play are suddenly optimal while old favourites get left behind on the shelf. Our brains are also being exercised as they have to come up with new plans and strategies to achieve specific goals. It is also nudging us to add more units to our armies. Gary plans to add anothe Wave Serpent and a Fire Prism.
Of course I already have a stack of Chaos models still to paint. I haven't made any more progress unfortunately. My manflu has developed into a full bacterial invasion of my sinuses. I've had a headache for 5 days and I can't seem to concentrate on anything. I was sent home from work and forced to go to the doctors. So now I'm on anti-biotics and lazing around at home. Normally I'd be putting my hobby cap on and tearing through my list of projects to do but all I feel like doing is sleeping or lying on the sofa watching films (I watched some Band of Brothers today).
Ho hum. As long as I'm recovered for Christmas.
Showing posts with label Phoenix campaign. Show all posts
Showing posts with label Phoenix campaign. Show all posts
Thursday, December 20, 2007
Sunday, December 16, 2007
CAMPAIGN: Phoenix campaign game 2
I've posted up my second battle report from the Phoenix campaign. This is another long write up as my Chaos Space Marines clash with Gary's Eldar in a Night Fight. Hopefully I'll get the third game played next week and then I can start painting my reinforcements over Christmas, now that my manflu is receding.
Saturday, December 15, 2007
CAMPAIGN: Phoenix campaign first encounter
I've posted up the first battle in the Phoenix campaign on my Battle Reports blog. It's turned into quite an epic, and is replete with army lists, background, photo's and more. Check it out here.
I'm starting to pull myself together and recover from my manflu so I plan to get the second game posted tomorrow then I may even try to get some painting done. My half finished Plague Marines are calling me...
I'm starting to pull myself together and recover from my manflu so I plan to get the second game posted tomorrow then I may even try to get some painting done. My half finished Plague Marines are calling me...
Friday, December 14, 2007
CAMPAIGN: Phoenix campaign map
Here's the map Gary and I are using for the Phoenix campaign.

The campaign takes place on Kutch, an insignificant agri-world in the Salazar systems. The Exigators Chaos Space Marines have set up a secret base on the deserted Tyro peninsula, part of the planet's major northern continent. Unbeknownst to them, an Eldar Webway portal lies nearby.
And here are all the descriptions of the locations.
Location 1
Eldar Webway portal. This portal had lain dormant for many millennia until the Starstriders of Alaitoc rediscovered it. The Eldar have used the portal to transport their armies to Kutch. This is risky; should the Eldar fail in their campaign the forces of Chaos may be able to enter the Webway.
Battles fought here:
D6 Mission played
1-2 Strongpoint Attack
3-6 Bunker Assault
Location 2
A long tunnel links the island of Orzark with the peninsula of Tyro. It was built during the Greenskin invasions of the 39th millennium, when the whole peninsula was used as an Imperial Guard facility. Since then the tunnel has fallen into disrepair but it is still navigable.
Battles fought here:
D6 Mission played
1-4 Patrol
5-6 Take and Hold
Location 2a
Orzark Island tunnel mouth. The Eldar have constructed a small airbase close to the tunnel mouth and have stationed some Wave Serpents and Falcons there. They occasionally brave the ferocious winds that blow around the headland to bring troops onto the peninsula more quickly.
Battles fought here:
D6 Mission played
1-4 Blitz
5-6 Sabotage
Location 2b
Tyro peninsula tunnel mouth. The Exigators are unaware of the tunnel's existence at the start of the campaign.
Battles fought here:
D6 Mission played
1-4 Seek and Destroy
5-6 Blitz
Location 3
Tyro military airbase. Squadrons of Marauder Bombers and Thunderbolts were based here during the Greenskin invasions and later in the war it was large enough to accommodate bulk lifters and other space-going craft. The abandoned spaceport was the main reason that the Exigators made Tyro peninsula their base. They have made the eastern parts of the spaceport operational once more.
Battles fought here:
D6 Mission played
1-4 Patrol
5-6 Secure and Control
Location 4
Tyro harbour used to be a sleepy fishing port but it became a heavily fortified military base during the Greenskin invasions. Now it is little more than a ghost town. The Exigators maintain a small garrison here to watch out for Imperials from the mainland.
Battles fought here:
D6 Mission played
1-4 Patrol
5 Cleanse
6 Seek and Destroy
Location 5
This central part of the peninsula was used as a firing range and weapons testing area. As the Greenskin war escalated forbidden weapons were unleashed and the area is filled with drifting chemical clouds and radiation. This makes it a treacherous area to cross. Nevertheless, it is an important strategic area linking the eastern and western parts of the peninsula.
Battles fought here are always Night Fights.
Location 6
Emerald ridge is an important crossroads that links the northern and southern parts of the peninsula. It is exposed to the elements and endures especially high winds. Despite this, it was used as a forward airbase during the Greenskin invasions. The Exigators have set up a small communications array here.
Battles fought here:
D6 Mission played
1-2 Strongpoint attack
3-5 Sabotage
6 Bunker Assault
Location 7
Newalla town was the most heavily settled area on the peninsula and it's population tripled when the Imperial Guard set up base here. Like the rest of the peninsula it is now deserted. The Exigators occasionally use the town to monitor Imperial shipping off the coast.
Battles fought here:
D6 Mission played
1-3 Patrol
4-5 Cleanse
6 Sabotage
Location 8
At the southern tip of Emerald ridge lies the Exigators storage depot. Here they have stashed their stolen weapons and munitions.
Battles fought here:
D6 Mission played
1-2 Seek and Destroy
3-4 Take and Hold
5-6 Cleanse
I hope to post the battle reports up shortly.

The campaign takes place on Kutch, an insignificant agri-world in the Salazar systems. The Exigators Chaos Space Marines have set up a secret base on the deserted Tyro peninsula, part of the planet's major northern continent. Unbeknownst to them, an Eldar Webway portal lies nearby.
And here are all the descriptions of the locations.
Location 1
Eldar Webway portal. This portal had lain dormant for many millennia until the Starstriders of Alaitoc rediscovered it. The Eldar have used the portal to transport their armies to Kutch. This is risky; should the Eldar fail in their campaign the forces of Chaos may be able to enter the Webway.
Battles fought here:
D6 Mission played
1-2 Strongpoint Attack
3-6 Bunker Assault
Location 2
A long tunnel links the island of Orzark with the peninsula of Tyro. It was built during the Greenskin invasions of the 39th millennium, when the whole peninsula was used as an Imperial Guard facility. Since then the tunnel has fallen into disrepair but it is still navigable.
Battles fought here:
D6 Mission played
1-4 Patrol
5-6 Take and Hold
Location 2a
Orzark Island tunnel mouth. The Eldar have constructed a small airbase close to the tunnel mouth and have stationed some Wave Serpents and Falcons there. They occasionally brave the ferocious winds that blow around the headland to bring troops onto the peninsula more quickly.
Battles fought here:
D6 Mission played
1-4 Blitz
5-6 Sabotage
Location 2b
Tyro peninsula tunnel mouth. The Exigators are unaware of the tunnel's existence at the start of the campaign.
Battles fought here:
D6 Mission played
1-4 Seek and Destroy
5-6 Blitz
Location 3
Tyro military airbase. Squadrons of Marauder Bombers and Thunderbolts were based here during the Greenskin invasions and later in the war it was large enough to accommodate bulk lifters and other space-going craft. The abandoned spaceport was the main reason that the Exigators made Tyro peninsula their base. They have made the eastern parts of the spaceport operational once more.
Battles fought here:
D6 Mission played
1-4 Patrol
5-6 Secure and Control
Location 4
Tyro harbour used to be a sleepy fishing port but it became a heavily fortified military base during the Greenskin invasions. Now it is little more than a ghost town. The Exigators maintain a small garrison here to watch out for Imperials from the mainland.
Battles fought here:
D6 Mission played
1-4 Patrol
5 Cleanse
6 Seek and Destroy
Location 5
This central part of the peninsula was used as a firing range and weapons testing area. As the Greenskin war escalated forbidden weapons were unleashed and the area is filled with drifting chemical clouds and radiation. This makes it a treacherous area to cross. Nevertheless, it is an important strategic area linking the eastern and western parts of the peninsula.
Battles fought here are always Night Fights.
Location 6
Emerald ridge is an important crossroads that links the northern and southern parts of the peninsula. It is exposed to the elements and endures especially high winds. Despite this, it was used as a forward airbase during the Greenskin invasions. The Exigators have set up a small communications array here.
Battles fought here:
D6 Mission played
1-2 Strongpoint attack
3-5 Sabotage
6 Bunker Assault
Location 7
Newalla town was the most heavily settled area on the peninsula and it's population tripled when the Imperial Guard set up base here. Like the rest of the peninsula it is now deserted. The Exigators occasionally use the town to monitor Imperial shipping off the coast.
Battles fought here:
D6 Mission played
1-3 Patrol
4-5 Cleanse
6 Sabotage
Location 8
At the southern tip of Emerald ridge lies the Exigators storage depot. Here they have stashed their stolen weapons and munitions.
Battles fought here:
D6 Mission played
1-2 Seek and Destroy
3-4 Take and Hold
5-6 Cleanse
I hope to post the battle reports up shortly.
Saturday, December 8, 2007
CAMPAIGN: Phoenix campaign rules
We wanted to keep things really simple so we based the campaign around the Phoenix Island campaign in the hardback 40k rulebook with just a few small changes. For the sake of clarity I'll summarize all the rules here.
The campaign revolves around the campaign map, which includes 10 locations. All the rules for choosing scenarios are the same, we've just renamed the locations. I'll write up the map and descriptions of all the locations in my next post.
My Chaos Space Marines begin with four locations, Gary's Eldar start with four and two are uncontested. There is a simple campaign phase before each game. Both players dice off and the winner can move from an occupied location to capture an uncontested one or can attack an occupied location.
Some locations are linked by a route which is difficult to navigate. The player moving along such a route must roll equal to or under the number shown otherwise he is unable to move along the route and cannot capture the intended location or fight the battle.
Each location has a chart to decide what missions should be played there. Some are the standard missions like cleanse while others are a bit more esoteric like blitz or sabotage.
The winner of the battle captures the location. If the result of the game is a draw both armies withdraw and the location becomes uncontested. Once the winner of the dice off has completed his campaign turn then the loser takes his turn.
Victory conditions
The campaign will last until 10 battles are fought or one player captures all of the locations. If a player captures all the locations he has won a major victory. If one player has not captured all the locations once the 10th battle is fought then the player who owns the most locations has won a minor victory. If both players hold the same number of locations after the 10th battle, play one final game. The winner of this game wins the campaign with a minor victory.
Gary wrote a special homebrew scenario to kick off the campaign. Our infiltrators and scouts would fight a small skirmish and the winners would be able to choose the first location to be fought over, the mission to be played and have the first turn. The surviving skirmishers kept their positions on the board for the first battle.
Meanwhile, in other news, your tireless reporter continues to bring you stories from the front. If you're interested in seeing how my Exigators fared against the Death Guard check this out.
The campaign revolves around the campaign map, which includes 10 locations. All the rules for choosing scenarios are the same, we've just renamed the locations. I'll write up the map and descriptions of all the locations in my next post.
My Chaos Space Marines begin with four locations, Gary's Eldar start with four and two are uncontested. There is a simple campaign phase before each game. Both players dice off and the winner can move from an occupied location to capture an uncontested one or can attack an occupied location.
Some locations are linked by a route which is difficult to navigate. The player moving along such a route must roll equal to or under the number shown otherwise he is unable to move along the route and cannot capture the intended location or fight the battle.
Each location has a chart to decide what missions should be played there. Some are the standard missions like cleanse while others are a bit more esoteric like blitz or sabotage.
The winner of the battle captures the location. If the result of the game is a draw both armies withdraw and the location becomes uncontested. Once the winner of the dice off has completed his campaign turn then the loser takes his turn.
Victory conditions
The campaign will last until 10 battles are fought or one player captures all of the locations. If a player captures all the locations he has won a major victory. If one player has not captured all the locations once the 10th battle is fought then the player who owns the most locations has won a minor victory. If both players hold the same number of locations after the 10th battle, play one final game. The winner of this game wins the campaign with a minor victory.
Gary wrote a special homebrew scenario to kick off the campaign. Our infiltrators and scouts would fight a small skirmish and the winners would be able to choose the first location to be fought over, the mission to be played and have the first turn. The surviving skirmishers kept their positions on the board for the first battle.
Meanwhile, in other news, your tireless reporter continues to bring you stories from the front. If you're interested in seeing how my Exigators fared against the Death Guard check this out.
Sunday, December 2, 2007
CAMPAIGN: Phoenix campaign background
I've been working out the motivations behind our little campaign and trying to tie it into the greater narrative of the Skolarii Sector. Here's the basic premise for the campaign.
971.M41. Tchoi Guerez, former captain of the Exigators 1st company, has sworn a pact with The Adorator, the leader of Chaos forces in the Kjalter sector. Guerez will return to the Skolarii Sector and try to turn the rest of his chapter to Chaos. Together with his re-united followers, the Exigators will act as the vanguard for a major Chaos incursion.
The Adorator has given Guerez three main objectives.
The Chaos alliance set up a secret base of operations upon Kutch, and insignificant agri-world in the Salazar systems. Numerous piratical raids allowed them to stockpile weapons and munitions in preparation for the coming conflict.
Resistance to Guerez's plans came from an unexpected quarter.
Things began to change when Farseer Lauthelias began to feel portents of doom. His divinations revealed that a great black wave would engulf the entire Skolarii Sector, and that that wave emanated from the Salazar systems. Although the Farseer cared little for the millions of Mon-Keigh lives that would be lost, he cared deeply for the single Exodite world of Habour in the Kandaeon Worlds which would be swept away.
Lauthelias appealed to Icareane to send out an expedition. This time Icareane agreed. If the Eldar could defeat the meagre Chaos forces on Kutch now, they might just stop the Chaos incursion before it really started.
My next post will explain the rules for our campaign.
Meanwhile, here's another little bit of history involving the Exigators. This was a battle between my Chaos Space Marines and Steve's Feral Orks.
971.M41. Tchoi Guerez, former captain of the Exigators 1st company, has sworn a pact with The Adorator, the leader of Chaos forces in the Kjalter sector. Guerez will return to the Skolarii Sector and try to turn the rest of his chapter to Chaos. Together with his re-united followers, the Exigators will act as the vanguard for a major Chaos incursion.
The Adorator has given Guerez three main objectives.
- Provide intelligence for other Chaos forces.
- Destroy isolated targets.
- Raid Imperial shipping for supplies.
The Chaos alliance set up a secret base of operations upon Kutch, and insignificant agri-world in the Salazar systems. Numerous piratical raids allowed them to stockpile weapons and munitions in preparation for the coming conflict.
Resistance to Guerez's plans came from an unexpected quarter.
*
Starstriders of Alaitoc craftworld tirelessly traverse the south eastern fringe of the Imperium, seeking out those who would oppose the aims of the Eldar. Upon their travels in the Skolarii Sector Eldar Rangers, led by Saduras Clearsight, reported Chaos forces massing upon Kutch. The hot-headed Saduras petitioned his craftworld to attack. Autarch Icareane noted the report but did not act upon it. The Chaos army may have been dangerous for the Mon-Keigh who worshipped the Carrion God but they were not yet a threat to Alaitoc. Saduras maintained a silent vigil over the Chaos marines.
Things began to change when Farseer Lauthelias began to feel portents of doom. His divinations revealed that a great black wave would engulf the entire Skolarii Sector, and that that wave emanated from the Salazar systems. Although the Farseer cared little for the millions of Mon-Keigh lives that would be lost, he cared deeply for the single Exodite world of Habour in the Kandaeon Worlds which would be swept away.
Lauthelias appealed to Icareane to send out an expedition. This time Icareane agreed. If the Eldar could defeat the meagre Chaos forces on Kutch now, they might just stop the Chaos incursion before it really started.
My next post will explain the rules for our campaign.
Meanwhile, here's another little bit of history involving the Exigators. This was a battle between my Chaos Space Marines and Steve's Feral Orks.
Saturday, December 1, 2007
CAMPAIGN: The Phoenix campaign
I'm back from my trip away so I'll be trying to get some posts up over the weekend. Most of them will revolve around the campaign I've just started with my long term gaming buddy (and nemesis) Gary. I'll be using my Exigators Chaos Space Marines while Gary will be playing the enigmatic Eldar. My first posts need to explain the background and campaign rules, then I'll be writing each battle report up on my dedicated site - I'll link them all from here of course.
I'm desperately trying to get all of my remaining Chaos models painted so I can use them in the campaign. To that end I've started painting my Plague Marines and I'm trying to paint a unit per week so that they'll all be finished by Christmas. I'll keep you all updated on my progress.
So my first real contribution to The Phoenix Campaign will be an Exigators campaign roster. While we aren't using fixed army lists as such, this campaign will be set solidly in the background we have both developed for our armies. We're both using experience points so our units will remain the same for the whole campaign.
Here's the entire list of units I have to choose from, and more importantly, their names. The units in italics are still to be painted. I've had to mess about with some units (bold) because I chose the army list for my first game without checking this master roster. I simply won't play them again in the campaign, or change them around so that they match the established ones.
HQ
Fast Attack
I better get off now as I've lots to do. Before I go, here's a link to another old battle report where, funnily enough, my Chaos Marines fought against Eldar.
I'm desperately trying to get all of my remaining Chaos models painted so I can use them in the campaign. To that end I've started painting my Plague Marines and I'm trying to paint a unit per week so that they'll all be finished by Christmas. I'll keep you all updated on my progress.
So my first real contribution to The Phoenix Campaign will be an Exigators campaign roster. While we aren't using fixed army lists as such, this campaign will be set solidly in the background we have both developed for our armies. We're both using experience points so our units will remain the same for the whole campaign.
Here's the entire list of units I have to choose from, and more importantly, their names. The units in italics are still to be painted. I've had to mess about with some units (bold) because I chose the army list for my first game without checking this master roster. I simply won't play them again in the campaign, or change them around so that they match the established ones.
HQ
- Bellicus - Daemon Prince
- Tchoi Guerez - Chaos Lord, Terminator armour, Lightning Claw, Combi-plasma
- Sebastian Jaxx - Chaos Lord, bike, lightning claw
- Forax Tork - Chaos Lord, mark of nurgle, daemon weapon
- Chaos Lord, mark of nurgle, palanquin of nurgle, daemon weapon
- Evomere Incursus - Sorceror, mark of nurgle, nurgles rot
- Ppbhuln'naks - Greater Daemon (Great Unclean One)
- Areoakirsh - Greater Daemon (Keeper of Secrets)
- Squad Surculus (The Gene Cursed) - 5 Possessed
- Atrocitor - Dreadnought, twin linked lascannon
- Squad Myre - 8 Chosen, 2 plasma guns, aspiring champion with powerfist
- Squad Krall – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
- Squad Brakar – 10 Chaos space marines, plasma gun, lascannon, aspiring champion with powerfist, icon of chaos glory
- Squad Profuge - 6 Chaos space marines, plasma gun, aspiring champion with plasma pistol, icon of chaos glory
- Squad Hotep – 9 Thousand sons, Sorceror with warptime
- Squad Putid - 7 Plague marines, melta gun, flamer, aspiring champion with power weapon
- Squad Pestis - 7 Plague marines, plasma pistol
- Squad Odoratus - 7 Plague marines, 2 plasma guns, aspiring champion with powerfist
- Squad Contagio - 6 Plague marines
- Squad Kanker - 7 Plague marines, 2 plasma guns, aspiring champion with power weapon
- Squad Axhote - 8 Khorne Berzerkers, aspiring champion with powerfist
- Hhakuuoohlaoks - 9 Lesser daemons (Blood Letters)
- Iideommae - 6 Lesser daemons (Daemonettes)
- Arableuerakiar - 8 Lesser daemons (Furies)
- Uuandearzao - 9 Lesser daemons (Plague Bearers)
Fast Attack
- Squad Scrementor – 8 Raptors, 2 flamers, aspiring champion with power weapon
- Mirescab and Witherpuke - 2 Spawn
- The Machine Cursed - 3 Obliterators
- Torius - Predator, twin linked lascannon, heavy bolter sponsons
- Squad Imber - 6 Havocs, 4 heavy bolters, icon of chaos glory
- Squad Abraxar – 6 Havocs, 2 autocannon, missile launcher, icon of chaos glory
- Squad Infractis – 7 Havocs, 2 melta guns, flamer, aspiring champion with plasma pistol
I better get off now as I've lots to do. Before I go, here's a link to another old battle report where, funnily enough, my Chaos Marines fought against Eldar.
Labels:
Chaos Space Marines,
Eldar,
Phoenix campaign
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