Wednesday, 31 July 2013

Hex Campaign - F13


Unforgivable complacently from the Eldar almost gifted this battle to the Dark Angels. Luckily for the Eldar, the defensive deployment of the Dark Angels meant they could not bring all their weapons to bear on the hopelessly exposed farseers and their jetbike troops. This proved crucial as the survivors were able to hide until the pivotal 5th turn where their mobility stole the winning objective. The Eldar unleashed their fire dragons for the first time with stunning effect against the dark angel tanks. 
Final score Eldar 5, Dark Angels 3. 
The Eldar claim the rogue dark angel planet in their cluster.


Monday, 29 July 2013

Hex Campaign - Rule Update - Terrain Placement

The rules for placing terrain in a Static Deployment has changed as follows:
Each of the six 2' x 2' sections of a battle map will have 1D3 rolled for the number of terrain pieces placed.
The Defender will place the 1st and 3rd if three are required,
the Attacker will place the 2nd if two or more are required.

Unless agreed by both parties :
Terrain can not be be placed within 3" of another piece of terrain




In a Mobile Deployment, the terrain is placed using the 'narrative method' before sides are rolled.




Hex Campaign - E10

In the last battle before the change in rules of terrain deployment
the Dark Angels were forced to give up on their attack of the Eldar 
due to overwhelming cover protecting the elves.
Vangard Strike, Slay the Alien

Hex Campaign - C5

The Grey Knights clashed with an Ork army on the desert plains of C5.
The Orks brought the fight to the Grey Knights with a conclusive display of Ork power.
Dawn of War, Emperors Will
Final Score 0 - 6

Hex Campaign - D3

The Eldar reclaimed one of their maiden worlds back from the Grey Knights
Hammer & Anvil, Big Guns Never Tire.
Final Score 9 - 0 



Hex Campaign - G10


The Dark Angels continue to try to expand in the eastern sector in their hunt for the fallen.
This time trying (unsuccessfully) to shift some Tyranids from G10
Dawn of War, Slay the Alien
Final Score 1 - 3


Saturday, 27 July 2013

Hex Campaign - C4

 

Following their sucessful defending of their only eastern foothold,
the Grey Knights tried to clear the Dark Angels from the west.
 
Vangard Strike, Relic
Dark Angel Joker: Belial
Final Score 3-2
 
The Dark Angels had to leave the planet to the Grey Knight attackers.
 
 

Hex Campaign - H12


Dark Angels attacked the Grey Knights at H12
 Hammer and Anvil, Big Guns Never Tire, 2000 Points
Final Score 3-10
Grey Knight successfully defended.
 
Dark Angels lost their unique character Belial,
He will not be able to return until August.
 


Tuesday, 23 July 2013

Hex Campaign - F13


Eldar completed their challenge against the isolated Dark Angels at F13
However; The Dark Angels fended off the Eldar this time.
Final Score 3-7

Monday, 22 July 2013

Hex Campaign - B2

Orks attacked the Eldar settlement on B2
Time was against the Orks and Eldar came back to successfully defend their world.

Hex Campaign - F6

Tyranids tried and failed to take out the Dark Angels on F6.
Hammer and Anvil, The Scouring
Final Score 7-10
(We forgot that the objectives were random scoring and played all at 3pts)

Saturday, 13 July 2013

Hex Campaign - D5


Tyranids were defeated by the Grey Knights D5
Hammer and Anvil, Crusade
Final Score 3-0

Monday, 8 July 2013

Hex Campaign - H8


Orks were defetead by the Tyranids H8
Hammer and Anvil, Relic
Final Score 6-1


Saturday, 6 July 2013

Hex Campaign - B5


Tyranids were defeated by the Grey Knights B5
Final Score 4-2


Tyranids challenged Orks H8

Hex Campaign - Starting Map

Starting Map Positions


Eldar challenged Dark Angels F13
Grey Knights challenged Tyranids B5

Hex Campaign - Rules

Rules for the Campaign July - September.

The winner of the previous campaign declares an attack on a hex adjacent to one he owns.
The second place player also declares an attack but may not attack anyone already nominated.
Following the battle, the defender may then declare an attack and play continues.

Unless agreed otherwise by both players, the Points are :
July 1,000
August 1,250
September 1,500
The campaign ends in September; the player with the most hexes is the winner.

If the attacker wins they take over the hex
There is no change if the attacker loses or draws.

If a hex is lost and a third army later attacks the same hex,
the previously defeated defender can play a 600 point troop only army in this new battle.
They must start in reserve.
If they lose this battle they are wiped out and may not join in further battles for this hex.

An attacker can’t challenge the same hex before winning another hex

Attackers have some control over when they attack.
They may choose to roll for night fighting in round one on a 5+ or 3+ (attackers choice)

The Attacker can select to have the Arial Bombardment rule (See below)

Only the attacker can use unique characters in every battle
The defender can only play unique characters in three battles over the campaign
If a unique character dies they may not be played until the next calendar month. 

The Defender can choose the deployment type as follows:

The defender can choose to be highly mobile
This means that all Heavy Support units must start in reserve.
The Defender can also select to have the Arial Bombardment rule
The missions are otherwise setup as per the Handbook.

Or

The Defender can choose to fight from a static location
The Defender places all the terrain and sets up first
Objectives are placed alternately starting with the Defender
The Attacker has the first turn but the defender can seize initiative as normal
In addition the defender can select to have Constructed Defences
The Defender can also select to have the Arial Bombardment rule
The missions are otherwise setup as per the Handbook


Constructed Defences
The Defender must select not to play Elite units (They are away setting up defences)
or any Elite units that they do play must start in reserve (They get back just in time).
They gain one of the following random fortifications / Stratagems
1 Ammunition Store. One object is used as the Ammunition Store.
All units within 12” may re-roll to hit.
2 Medicae Facility. One object contains medical supplies.
All units within 12” gain the Feel No Pain special rule.
3 Concealed Deployment. Place four markers on the battle field. Up to three units can be hidden at one of these locations or they may outflank instead. Write down the location or “outflank”. Each enemy unit can detect if a unit is hidden at a range of Initiative +1D6”.
Hidden units can’t be targeted.
4 Booby Traps.
All area terrain is dangerous for the attacker and any, already, dangerous terrain effects them on a 1 & 2.
5 Communications Tower.
The defending army can Re-roll for reserves and ignore night fighting penalties.
6 Fortifications
The defender gains an Aegis Defence Wall

  
Arial Bombardment
The Attacker or the Defender must select not to play Fast Attack units
or any Fast Attack units that they do play must start in reserve.

The Defender can roll for reserves to gain a bonus attack with the following rules
Range unlimited   Str 6   AP -   Heavy 1, Large Blast, Full Scatter
This attack will always scatter 2D6”

The Attackers bombardment occurs after deployment and before movement in turn one.