Showing posts with label Trovana Prime. Show all posts
Showing posts with label Trovana Prime. Show all posts

Sunday, November 2, 2014

Campaigning in 40K Part 4- The Progress So Far

Hey there Chaos followers one and all! Old Man Chaos is back from a trip to the seventh circle of the Eye of Terror, so to speak. I recently moved, which was a "slight" ordeal. It has been a couple of weeks since I put paintbrush to model (nor have I been able to post), which is disappointing; but life goes on! I should be back to painting in no time at all, once I get my new digs set up.

Using the old charge plastic counters to show attacks on the map
So, for this article I'm going to summarize my Trovana Prime campaign as it went these past few months. If you have been following my series, you know that I have longed to do a big campaign. I have only ever done one (which was a lot of fun but collapsed under its own weight- the rules were a bit too much). After years of fiddling and streamlining, I came up with a new campaign ruleset- the Judgement of Trovana Prime.

My zombie list wrecked havoc- but the Imperials still won!
So, we began the campaign in earnest this summer- I kept it small- it was my brother, my friend (and newly converted 40K fanatic) Brian and myself. I set up the campaign narrative as such that all three factions- Space Marines, Imperial Guard, and Chaos could reasonably all fight each other. I was excited- it would be time to see if my new rules panned out as well as I hoped.

Brian learned to fear Defilers and Soul Grinders
Thankfully, I can report that the campaign rules have functioned much better than our last iteration. The map phase is cleaner, the environmental tables work well, and the "Plot Threads" have added some spice to the proceedings so far (more on that in a second).  The game has been fast paced with lots of battles happening.

However, it was not without hiccups. After a few battles, my brother said he was done with the campaign- he just didn't want to commit the time needed for such a lengthy game. That was quite frustrating- but I wrote it into the plot, saying law and order has almost broken down, and while some guard are active, the Adeptus Astartes are in charge now. It made narrative sense, thankfully.

The campaign has been a ride, that is for sure. Ironically, I have only won a few games, while newcomer Brian has used his Ultramarines/Grey Knights to wipe the floor with my Chaos forces. I am in no way sore about it- I just can't believe that after all this time of wanting a campaign I am performing so poorly! I suppose that war has its fortunes, good and bad. It has certainly pushed me to experiment with other lists/ideas...
If I'm using Noise Marines the situation MUST be desperate
Yet, all is not lost. At our most recent game, Brian decided to bring forth his Imperial Knight for the second time. If you recall from my "Plot Threads" posting, the Imperial Knight, Baneblade, and Lord of Skulls all count as Lords of War for their faction. If they are destroyed, they cannot be used for the rest of the campaign. Brian had previously used the Imperial Knight in one of our earlier games; the Knight was brutal; the Knight was simply vicious.I barely scratched him.

Veritas of House Dilabor marches against the forces of Chaos
So, Brian boasted that he was bringing the Knight in for our most recent battle. I decided, rather than go for victory, I would instead go for his Knight. I created a list of Traitor Guardsmen, using the Astra Millitarum book. Thus I had a ton of lascannons, tanks, and more. I took tons of shots at him in the first turn doing significant damage in the process (his ion shields blocked some, sadly). However, he was still alive and kicking.

This tank crew was assigned the task of destroying the Imperial Knight
 In his first turn, he retaliated, blowing up scores of guardsmen and stomping two tanks as if they were paper- I really thought my gambit was going to fail. But, at the start of the second turn, my remaining Traitor Guard lascannon teams whittled away the remaining  hull points, and the Knight was destroyed (and what a roll!). This is exactly the result I wanted- now he cannot use the damnable thing any more, giving me an opening in future games to use the Lord of Skulls with a bit more safety.

The Lascannon crew that destroyed Veritas
The game did go as expected afterwards- once I killed the Knight the Space Marines and Grey Knights sought revenge, and it was ugly. They just cut through my remaining guardsmen like a scythe, and there was little I could do to stop them. The Imperial Knight had done so much damage in a single turn that I could not regroup enough. I conceded the game, but Brian knew victory had cost him dearly. The loss of Veritas of House Dilabor could alter the entire campaign. I have never been so happy about losing a game!

The die roll that spelled the doom of Veritas, Knight of House Dilabor
We have not been able to play the campaign for the past few weeks due to my moving. Now that I am (kind of) settled, I intend to strike back ever harder at my worthy opponent. I will let you know the progress of the campaign, as well as the modelling I will be able to accomplish once I set up my new hobby area- did I hear someone say Voidraven Bomber? Lol

Until next time...

Sunday, September 21, 2014

Campaigning in 40K- A Personal Quest

Welcome back ladies and gentlemen, to yet another glorious update to the Chaos Corner. I hope you will find this offering to be interesting, intriguing, and indispensable! I have to say I am very excited to see new Dark Eldar on the horizon (I love the Haemonculus and the Wracks- though I wish the Wracks were a bit cheaper- unless they have really strengthened them in the new Codex). The Dark Eldar was my first army back in the day (I started in 2000 with 3rd edition Dark Eldar), and I loved their update in 2010 (fantastic models, great codex with lots and lots of options). And while I don't play Fantasy, the Nagash stuff has been interesting, and rumors that Fantasy Chaos will be getting goodies may well translate into 40K Chaos players getting goodies too (one can hope- either new Daemon models or at the very leaset models and bitz for conversions).


I have always wanted to play a long term, story driven campaign complete with a campaign map, story background, and a lot more. I'm not interested in the tournament scene really, much preferring to play with friends or one-offs with people at my local store. However, I have always wanted a hard-hitting, twist-turning, and exciting campaign. The problem was getting people to invest the time and effort in such a campaign.


In July 2005, my friends and I managed to put together one campaign. It was called The Gryphonne Secondus Campaign: The Siege of Kronian. Basically, the famous Forgeworld of Gryphonne IV is under attack by Tyranids. It's lesser known neighbor, Gryphonne Secondus is also under attack- not just by Nids, but also by Chaos and Orks! The idea was that all of our friends could take part in the campaign.


 We wrote a storyline that featured a good-hearted but weak Planetary Governor, a divided populous rife with traitors, slavering Nids and Orks, as well as heroic Guradsmen and Space Marines. The campaign centered on the city of Kronian, capital of Gryphonne II. We created a whole "campaign pack", which included the background, rules, maps, pictures, charts, and even quotes from key leaders. Yes- our imaginations ran wild! This was exactly what we were talking about doing for years! The first batch of games were an absolute blast! I even made a newsletter (The Daily Inquisitor) at the end of every campaign turn to summarize the events of the turn in an exciting fashion- I printed it on "old parchment" looking paper to boot.


But, there were a few problems. Our imagination got the better of us. We made the darn thing way too complicated. The map system I devised was a mess- with limited avenues of attack on the city "tiles". Making it worse was that each "tile" had its own rules, missions, etc. Basically,  it was way more cumbersome than it should have been. It made preparation a nightmare. And, of course, it was hard to schedule everyone to get together. Before you knew it, people dropped out--- the whole thing pretty much collapsed.

We played 4 campaign turns, which saw several battles in each turn- so it turned out to be a lot of battles, but as everyone pulled out, the whole thing just came undone. In the end, it was just me and my brother (which was not at all what I expected to happen). We played a "final Apocalyspe" match to determine the winner. Ultimately, my brother's guardsmen won the day, saving the world from the forces of evil.


The collapse of the campaign saddened me. But, the flame would not quite die. For the next few years, I tinkered with campaign ideas, tearing down what was done with the Gryphonne II campaign pack and streamlining it. I painted up the map- tiles that Games Workshop produced. I began to create a new story (which would see several revisions). Most of all- I kept after the rules, making sure that it would be faster and playable.

The Victory Parade at the end of the Gryphonne II Campaign

Thus, after years of tinkering and revision, my new campaign was ready- the Judgement of Trovana Prime!! In my next blog update, I'll let you guys all know how that campaign has been going- if I have indeed learned from my mistakes, or if I am indeed a fool and have learned nothing...

Until next time!!