Apocalypse on Solypsus 9

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Saturday was the fifth event in our Solypsus 9 campaign: Apocalypse! Their retreat last month having been a feint, the Legions of Discord returned en masse and assaulted the Forces of Order at all the colony’s installations. Battling it out with 16,000 points on the table were:

  • Legions of Discord: Chaos Daemons, Chaos Space Marines, Necrons
  • Forces of Order: Swords of Dorn, Sanguine Hunters, Dark Angels, and Kingbreakers Space Marines

More photos are in the gallery. Results and a few details are on the event webpage.

The Apocalypse underway!

The Apocalypse underway!

Solypsus 9

Months ago a starving Tyranid horde dropped on the small, forgotten, and largely barren Imperial outpost of Solypsus 9. Caught off guard, Imperial forces rushed to defend the colony and safeguarded the major technical installations, reinforcing the Mine, Lab, Comms Tower, and Starport, but leaving the miserable civilian population trapped within the Hab Blocks to be overrun and feasted upon.

All manner of xenos then joined the fight, whether simply to revel in the bloodshed or for darker motivations. The significance of Solypsus 9 then shifted, as the Forces of Order continued reinforcing the planet rather than abandoning the fight or declaring it Exterminatus. Meanwhile the Spoiler Horde made a new, purposeful assault on the Laboratory and knocked the defenders back to the Generator.

Intrigued by this deeper shading on the conflict, the Chaos gods finally sent their minions and champions to the conflict. Intense multi-faceted fighting between all three alliances splintered control for the colony, knocking the Spoilers out of all the major installations and securing a breachpoint on the planet for the Legions of Discord among the Hab Blocks, and Order regaining the Laboratory.

The war then continued to escalate, with ever larger forces drawn into battles over the primary installations. Backed by their sheer numbers, the Spoilers stormed in from the desert and claimed the Mine. Order chased Discord out of the Hab Blocks, but had no idea what was awakening below them…

Disposition of Solypsus 9 after our fourth map event, Apocalypse to come...

Disposition of Solypsus 9 after our fourth map event, Apocalypse to come…

Scenario

Seven players turned out for the Apocalypse on Solypsus 9. The board was 12’x4′, with lightly themed terrain sections representing the colony’s six installations: The Laboratory, Mine, Hab Blocks, Comms Tower, Starport, and Generator. Primary objectives were placed roughly evenly in fixed locations for each of those. Secondary objectives were then placed by each alliance outside their own deployment zone; these wound up largely along the centerline of the battlefield. Each player designated a warlord as usual and one of these for each alliance was chosen as their overall warmaster.

Battlefield for the Apocalypse on Solypsus 9.

Battlefield for the Apocalypse on Solypsus 9.

Scoring was conducted every game turn, with alliances earning:

  • Primary Objectives: Victory points worth the turn count divided by two (rounding up) per marker;
  • Secondary Objectives: One victory point per marker;
  • Warmaster: Six victory points for eliminating the opposing warmaster;
  • Warlords: Three victory points for each enemy warlord eliminated;
  • Superheavy vehicles, gargantuan creatures, and mighty bulwarks: Two victory points for each such enemy unit destroyed.

We also ran an individual tournament inside the battle. Before the game each player selected an overall mission for their alliance to work toward and be scored on. Throughout the battle they also earned points through personal tactical achievements, such as holding an objective or killing psykers.

Personal missions and achievements amidst the Apocalypse.

Personal missions and achievements amidst the Apocalypse.

Battle!

With a keen interest in why the Imperium had not simply written off the barren rock, the Legions of Discord once again descended on Solypsus 9. Their onslaught quickly supplanted the Spoiler Horde both physically on the planet, and mentally in the minds of the Forces of Order. With its existential foe now truly engaged, the Imperium had no choice but to commit all of its greatest resources to a final apocalyptic showdown for the planet.

Older minds, however, had other plans. Though their increasing presence throughout the war should have been a sign, all were caught off guard by the eruption of a Necron Citadel below the Hab Blocks, pushing aside and crumbling entire buildings as it rose to the surface. Solypsus 9 was thus revealed as a hidden tomb world, sleeping through the eons until the fighting awoke the martial ranks of the Old Ones. Chaos warriors and daemons quickly adapted, implicitly working in tandem with the automatons against the arrogant Emperor.

Against this combined threat, the Imperium’s finest leapt into battle. The Swords of Dorn and the Sanguine Hunters dropped an entire army onto the Necron Citadel. Squad after squad rushed from Drop Pods and Stormravens in an urgent attempt to preempt the legions of Necrons sleeping within from gaining a foothold on ground level. Kingbreakers dropped on the Starport directly among entire buildings of Nurgle’s pustulent champions in hopes of preserving orbital access from the ground. Dark Angels drove amongst the heavy machinery, cranes, and power silos of the Mine against the Iron Warriors building a fortress in its works.

Kingbreakers Squad Harbinger and Dark Angels Tacticals work to purge the alleyways and rubble surrounding the Hab Blocks.

Kingbreakers Squad Harbinger and Dark Angels Tacticals work to purge the alleyways and rubble surrounding the Hab Blocks.

Necron constructs engage the Swords of Dorn deploying from their Drop Pods.

Necron constructs engage the Swords of Dorn deploying from their Drop Pods.

But even as the alpha assault struck hard and Discord seemed to teeter on the precipice, the opposing forces were simply preparing for the counter-attack, the battle hardly begun.

Fleets of Necron flyers darkened the skies, raining bombs and Gauss blasts on ground forces before discharging Necron Warriors into vital positions. Their soldiers deployed to a myriad of critical locations across the battlefield, they then turned and took up dogfights with the Imperial air forces, harrying them throughout the conflict. Thus supported from the air, their legions quickly struck at the lightly guarded base of the Dark Angels’ charge on the east flank, contesting the Generator. Meanwhile, the first chapter’s forces already in the field were slowly ground to a halt against the impregnable defensive positions the Iron Warriors had already constructed among the Mine’s works. Their assault was finally completely repulsed when a Decimator’s malefic demon spirit rose from its own wreckage to lay Ezekiel low with a furious fusillade of Butcher Cannon fire.

A Soul Grinder exhorts Iron Warriors and Flesh Hounds on through the alleyways toward the Dark Angels' advance.

A Soul Grinder exhorts Iron Warriors and Flesh Hounds on through the alleyways toward the Dark Angels’ advance.

To the west, Kingbreakers and Nurgle daemons swept back and forth in mortal combat. Far extended into enemy territory and hotly embattled, the tide shifted for the Imperials when burning warriors of the Legion of the Damned materialized among their midst, blasting away the plague-ridden enemy hosts with eldritch fire. Such were the numbers of the horrors however that even this was not enough, and final control of the Starport came down to the lone Sergeant Titus holding his ground against a chittering insect daemon, locking the monstrous creature in close combat long enough for the facility to be secured.

At the beating heart of the battle, the Swords of Dorn and Sanguine Hunters together fought wave after wave of Necrons emerging from their risen Citadel. Harried by daemons prowling the edges, they carried the fight to the very entrances of the underlying tombs, eventually overcoming the defenders and stemming the tide of living metal gushing forth.

The Swords of Dorn fight to the very doorstep of the tombs.

The Swords of Dorn fight to the very doorstep of the tombs.

Nurgle is beset on all sides by the Legion of the Damned.

Nurgle is beset on all sides by the Legion of the Damned.

From the mounting piles of dead though lumbered the most horrible monstrosities. Towering above them all loomed The Lord of the Blighted Pit himself, Scabeiathrax. Called through The Warp by the rampant suffering, disease, and death wrought by the campaign, The Maggotspore coalesced into being already shuffling inevitably toward Order’s defensive line around the Laboratory. From mighty Knight Errants to foolhardy Tactical Marines, any that dared oppose its path were absentmindedly swept away by its foul claws. Soon it came to stand over the burning carcass of the Laboratory complex, unchallenged by all the Imperium’s might.

Scabeiathrax and the Knight Errant Greenheart face off among the Laboratory.

Scabeiathrax and the Knight Errant Greenheart face off among the Laboratory.

Outcome

After six turns, The Forces of Order emerged triumphant with 61 points to The Legion of Discord’s 51. At the final moment, Order held the Hab Blocks, Comms Tower, and Starport, while Discord claimed the Laboratory and Mine, and the Generator remained contested.

Jason and Alex won the individual honors for Discord and Order respectively with their daemons and Swords of Dorn, as well as claiming all the painting votes. TJ’s Sanguine Hunters claimed the prize for best general.

Mortalis Solypsus

This was the last stage for now of the battle for overall control of the colony. Later this summer though the combatants will descend into the wreckage of the Laboratory and Mine in search of the secrets buried deep therein. Stay tuned for yet more fighting in the campaign for Solypsus 9!

kingbreakers-iconEven on one knee in his mountainous power armor, Titus had to jam his chainsword into a rent piece of deck plate to keep from sliding back. His free hand instinctively tried to hold together his shattered torso, but of course could do nothing through the bloodied remnants of his armor. The furious windstorm beat by the daemon’s insectile wings was near overpowering. More than twice as tall as he, it was even more imposing nonchalantly hovering a few feet off the ground. Dismembered parts of his squadmates rolled past Titus in the gale and off the edge of the landing pad the monster had turned into its personal arena. As the wind shifted aside for a moment, Titus’ head lolled heavily, utterly exhausted. He saw what had caught the monster’s attention, a technical team moving into the nearby control buildings to attempt to activate any of the remaining bulk lifters. The beast gave another of its piercing shrieks, ratcheting up the pitch and volume so high it somehow blew out all the circuitry in his helmet. Vox traffic, sensor signals, the constant noise of a roiling battlefield, it all cut away instantly. In the sudden silent clarity that followed, Titus understood. He was going to die here, or worse. But if he could keep the daemon engaged and away from the control building, he would die doing his duty to the last. Shakily he stood up and freed his chainsword. With not a moment to spare, he charged forward and drove its revving blade up to the hilt in the side of the beast’s chest. It screamed at an even higher pitch and turned back toward Titus. Now he had its full attention.

Titus battles the daemon fly to keep it from the control building.

Titus battles the daemon fly to keep it from the control building.

Escalation on Solypsus 9

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Yesterday concluded the map portion of our Solypsus 9 campaign! Fickle as they are foul, The Legions of Discord realized a losing battle when they saw one and quickly retreated from their beachhead gained last month. That left Spoilers and Order battling it out for control of the colony:

  • Forces of Order: Skitarii, Kingbreakers Space Marines, Sanguine Hunters Space Marines, and Grey Knights
  • Spoiler Horde: Tyranid, Dark Eldar, and two complements of Necrons

There are a few more photos in the gallery. Full results and missions are on the event webpage. Campaign mechanics are in the Solypsus 9 outline. Coming up next month is the conclusion of the series in an Apocalyptic mega-battle for the planet!

Master Apothecary Sauvon of the Kingbreakers singlehandedly holds back a flight of Necron Wraiths on their way to a key objective.

Master Apothecary Sauvon of the Kingbreakers singlehandedly holds back a flight of Necron Wraiths on their way to a key objective.

Solypsus 9

Apparently desperate for even the most meager source of biomass, months ago a Tyranid horde dropped on the small, forgotten, and largely barren Imperial outpost of Solypsus 9. Among the horde was a new Ork hybrid xenomorph assimilated in the course of earlier fighting throughout the sector. Caught off guard by this new threat and attack vector, Imperial forces rushing to defend the colony successfully shored up the major technical installations, reinforcing the Mine, Lab, Comms Tower, and Starport, but left the miserable population trapped within the Hab Blocks to be overrun and feasted upon.

Encouraged by this small blow to the Imperium, all manner of xenos then joined the fight, whether simply to revel in the bloodshed or for darker motivations. The significance of Solypsus 9 then shifted, as the Imperium continued reinforcing the planet rather than abandoning the fight or declaring it Exterminatus, while the Tyranid made good a new, purposeful assault on the Laboratory and knocked the defenders back to the Generator.

Intrigued by this deeper shading on the conflict, the Chaos gods finally sent their minions and champions to the conflict. Intense multi-faceted fighting between all three alliances splintered control for the colony, knocking the Spoilers out of all the major installations and the Legions of Discord securing a breachpoint on the planet among the Hab Blocks and Order regaining the Laboratory.

Finding nothing of interest to their unknowable minds, the major Discord forces were quickly redrawn by their overlords, but still the Order and Spoilers alliances battle on in an ever-escalating war for Solypsus 9…

Final disposition of armies and territories after the third event.

Final disposition of armies and territories after the third event.

Battle

Fighting in the fourth phase of the campaign focused on the Mine and Lab:

  • First Round: Tyranid moved on the Mine from the desert and crushed the just-arrived Grey Knights to gain a defensible position. Kingbreakers counter-attacked in the desert, but were intercepted and soundly beaten by Necrons and mind-controlled Tau. Dark Eldar went to investigate why the Tyranid and Imperium have shown so much interest in the Lab, but were blocked by Skitarii and a Mechanicus reclamation team, their sudden appearance yet another sign of the colony’s hidden significance. Sanguine Hunters and Necrons both besieged the Hab Blocks, with the Blood Angels successors displacing Discord defenders as well as prevailing over the automatons.
  • Second Round: Tyranid violently tore through the Skitarii to regain the Laboratory. Sanguine Hunters attempted to reclaim the Mine, but were ensnared en route by Dark Eldar raiders. Necrons marched on the Starport and obliterated the defending Kingbreakers. Grey Knights and Necrons fought over the Comms Tower, but Order maintained control.
  • Third Round: Vengeful Kingbreakers counter-attacked the core of the Tyranid campaign at the Laboratory and regained the facility in a swirling maelstrom of ground-to-air combat. Grey Knights attacked the Mine but Dark Eldar raiders once again swept in to cut and shatter the thrust en route. Necrons decisively defended their hold on the Starport against the Sanguine Hunters. At the Comms Tower, heavily augmented Skitarii waged a chillingly brutal yet ultimately bloodless combat with the fully automated Necron and won the field.
Tyranid swarm over ground defenders far below.

Tyranid swarm over ground defenders far below.

The Knight Errant Greenheart fights Necron among the colony's installations.

The Knight Errant Greenheart fights Necron among the colony’s installations.

Kingbreakers march to fight the Tyranid over ground already corrupted by Chaos' brief occupation.

Kingbreakers march to fight the Tyranid over ground already corrupted by Chaos’ brief occupation.

Outcome

Spoilers won the first round of the day significantly, more than doubled out Order in the second round, but lost significantly in the third round due to a couple Order players securing both massacres and their covert missions. The horde though still carried the day, 173 to 134, and closed the gap toward Order’s tally. That puts the total victory points earned at:

  • Order: 123 + 179 + 76 + 134 = 512 victory points
  • Spoilers: 110 + 140 + 66 + 173= 489 victory points
  • Discord: 114 victory points

Despite the Skitarii leadership’s strenuous and ominous exhortations for Order to make sure it has a way to get off the planet, the Spoilers took hold of the Starport in addition to the mine. Order regained the Laboratory and the remains of the Hab Blocks, and continues to hold the Comms Tower and Generator. Both alliances achieved their chosen strategic objective for the day: Spoilers for the Mine, and Order for the Laboratory. That puts the total campaign points earned at:

  • Order: 5 + 5 + 12 + 14= 36 campaign points
  • Spoilers: 1 + 4 + 0 + 9 = 14 campaign points
  • Discord: 6 campaign points

All told, Spoilers and Order have waged a closely fought tactical war, with just 23 victory points separating them. But Order has managed to largely defend and control the colony from the onslaught. They’ll be hard pressed to defend all those installations though when the world is thrown into Apocalypse!

Disposition of Solypsus 9 after the fourth event.

Disposition of Solypsus 9 after the fourth event.

Revelation Is At Hand

Next month our Solypsus 9 campaign will conclude with an epic mega-battle as the Apocalypse arrives and the alliances battle it out for final control of the colony’s installations. Stay tuned for details, as there will be a fair amount of coordinating beforehand to ensure a fun, strategic game for everybody.

kingbreakers-iconFirst Sergeant Scolirus subtly flexed the fingers of his powerfist impatiently as the Skitarii in front of him chittered away. He had no idea what it was trying to convey and didn’t much care for their heavily augmented kind, despite or perhaps because of the bionic reconstruction throughout the left half of his face. Moments from pushing it off and walking away though, he suddenly somehow understood the smallest part of the message.  The Mine. There was something important in the Mine? The Skitarii shook its head and blatted out its techna-lingua at an even more frantic pace. Finally Scolirus got the message.  Not something, but someone…

The hive mind comes to take what it wants...

The hive mind comes to take what it wants…

Alliances of Solypsus 9

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The third event of our Solypsus 9 campaign was yesterday. Eight teams comprising sixteen players total competed in the doubles format, each player fielding 1000 points. The Legions of Discord joined the battle, working to carve out a beachhead on the planet from the Spoiler Horde already invading and the Forces of Order defending:

  • Forces of Order: White Scars, two contingents of Imperial Guard, Adepta Sororitas, Kingbreakers Space Marines, and some surprisingly friendly Orks
  • Legions of Discord: Four contingents of Chaos Daemons, Chaos Marines, and Dark Eldar
  • Spoiler Horde: Tyranids, Dark Eldar, and two contingents of Necrons

More photos are in the gallery. Full results and missions are on the event webpage. Core campaign mechanics are in the Solypsus 9 outline.

Chaos arrives, on the wings of plague!

Chaos arrives, on the wings of plague!

Solypsus 9

The last two months of fighting began with a Tyranid and Ork horde dropping on the forgotten Imperial outpost of Solypsus 9. The horde quickly overran the Hab Blocks, but Imperium armies successfully shored up the Mine, Lab, Comms Tower, and Starport. In subsequent fighting the Spoilers took the Laboratory but the displaced Order troops reestablished themselves at the Generator. No doubt delayed in The Warp, this month the Legions of Discord finally arrived, hungry for battle.

Battle

Fighting renewed focused around the Lab and Hab Blocks.

  • First Round: Dark Eldar and Necron Spoilers correctly anticipated the primary threat on the Laboratory, making a move against the center of the settlement just as Imperial Guard and Sororitas troops attacked from there. The Spoiler attack though was disrupted by Chaos Daemons and the remaining Necron and Tyranid defenders in the Lab overrun. Meanwhile, yet more Daemons also clawed out of The Warp into the heart of the Hab Blocks, overwhelming the defenders and terrorizing the populance.
  • Second Round: Chaos Daemons and Imperial Guard both moved on the Necrons and Tyranids regrouping on open ground, but the Order was soundly rebuffed even as the Spoilers were crushed. On the hunt for fresh victims to buff up their strength, Dark Eldar supported by Necrons also successfully raided the Hab Blocks.
  • Third Round: Fighting spilled out all over the settlement, with Daemons and Kingbreakers making attacks on open ground to scour fleeing troops. Dark Eldar were routed from the Hab Blocks in the closing moments by Chaos Marines working in tandem with other denizens of Commoragh to betray their kind.
Tyranid harry Sororitas forces.

Tyranid harry Sororitas forces.

Dark Eldar swoop in from the skies.

Dark Eldar swoop in from the skies.

Captain Angholan faces off against the wormlord.

Captain Angholan faces off against the wormlord.

Outcome

Discord handily won each of the three rounds, for a total of 114 points versus Order’s 76 and Spoilers’ 66. Spoilers were routed from all the installations, with Discord taking up control of the Hab Blocks while Order regained the Lab while retaining the Mine, Starport, Generator, and Comms Tower. With both Discord and Spoilers targeting the Hab for control in this session but Discord winning out, the latter gained 6 campaign points in its first appearance. By gaining the Lab order achieved its target and, combined with the other installations, earned 12 campaign points. That puts the current standings at:

  • Order: 5 + 5 + 12 = 22 campaign points; 123 + 179 + 76 = 378 victory points
  • Spoilers: 1 + 4 + 0 = 5 campaign points; 110 + 140 + 66 = 316 victory points
  • Discord: 6 campaign points; 114 victory points

It was very clear very early on that all of the games would be extremely pressed for time in the doubles format, so I left out some of the narrative campaign elements originally planned. They’ll just have to make an appearance in next month’s finale.

Final disposition of armies and territories after the third event.

Final disposition of armies and territories after the third event.

Kingbreakers

An Ork player did not have a partner, so I wound up playing two matches with him and then a third on my own after he left.

Round 1: The opening deployment setup split up each team, and already not having a ton of obvious synergy with the Ork Green Tide we basically wound up playing two separate games on opposite flanks of the table. Facing oncoming Chaos Marines, I managed to sacrifice a Rhino and some Marines to draw their beast pack into combat with my Terminators. Otherwise I was concerned that the beasts would literally just run around them, the Kingbreakers never being able to tag them before they could swoop around to my home objectives. Unfortunately though the Terminators all failed their 2+/3++ saves and were swept off the field en masse. That left nothing with a realistic chance of stopping the Juggernaut lord from sweeping through all of my rear infantry. The Orks meanwhile were largely contained by opposing Dark Eldar, and the whole thing went down to a loss.

Split deployment zone setup for round 1.

Split deployment zone setup for round 1.

Round 2: Next, the opposing Dark Eldar + Necron team did a good job on mutual target priority and support in this Maelstrom battle. They wound up fighting as a real combined force, first primarily whittling away the Kingbreakers and then shifting focus to the Orks, still operating largely as distinct armies. In the early going though we established control over most of the board and leapt ahead. At one point we drew the Commander tactical objective (1 VP per objective) and were easily able to claim a whopping 5 of 6 objectives that turn. Several other objectives cards were also easy pickings. After that though the Kingbreakers were spread all over and picked apart, while the Ork blob couldn’t effectively claim new tactical objectives. The Spoilers slowly clawed their way back from a substantial deficit and eventually won by a few points.

The mob swarms through the rocks.

The mob swarms through the rocks.

In the first two rounds we were a bit disadvantaged as it just wasn’t clear how my Marines could work well with the Ork mob. With over 100 Orks crammed into 1000 points, they simply filled an entire sector of the board. Mixing the armies together evenly or putting the mob forward would have limited the more mobile Kingbreakers from moving about or engaging in longer range shooting. Conversely, putting the mob on rear defense would have forced the Kingbreakers’ defensive units into an awkward role. So, we wound up essentially splitting the board into two flanks.

That would be fine as such a mass of Orks could hold down an entire side, but they were grouped up into a Green Tide formation, making the vast majority of the army a single unit. That made them near impossible to dislodge, but rendered that huge points percentage only able to hold a single objective. Combined with being on foot, the blob just wasn’t able to effectively hold down all the objectives on its side, particularly in the more dynamic Maelstrom mission. We spent as much time trying to figure out how to move the other units of Gretchin and so forth through our own troops to actually claim objectives as we did working out offensive tactics.

Overall then, we had an awkward mix. Kingbreakers could take objectives easily, but needed support from a longer lasting force. Orks were longer lasting, but couldn’t really move to support or take objectives themselves.

Necrons and Kingbreakers pile in.

Necrons and Kingbreakers pile in.

Round 3: The final round was an old school matchup of 2000 points of Kingbreakers versus Chaos Daemons. I gave myself little odds of winning on the primary objective of annihilation, so from the start I focused on the secondary objective of holding markers. In addition, given that every match had been pressed on time and the opposing Chaos army particularly slow-playing with all its spells, Warp Storms, and other trickery, I strongly assumed the game would make it at most to Turn 4. This was born out when we only made it through Turn 3 and my army had taken heavy losses but few units been broken, while also claiming two of the markers and Linebreaker as well as First Blood. That eked out a win and nothing substantial would have changed in a turn, but a full five or six turn game would have swung hard the other way as units were wiped and markers forfeited.

Key here was that I had exactly what I needed to quickly grab the three secondary objectives and start off having to be dislodged, rather than fighting my way in: A bunker to put on home base, tanks to roll onto the midfield, and Drop Pods to go after the opposing marker. In general Marines can also just take a fair bit of abuse before they crumple. Terminators did a good job tying up several incoming units long enough that they had no chance to slaughter my squishier rear units. Captain Angholan (Vulkan) , Master Sauvon (Harath Shen), and Squad Scolirus similarly hung tough to draw out combat with both a Greater Daemon and a Soulgrinder in order to claim the far objective. Meanwhile, the other units did their best to not die and to make what contributions they could, like Sternguard in a single volley taking down a Nurgle Beast skulking about on the far flanks, for First Blood.

Placement of the three secondary markers.

Placement of the three secondary markers.

Finale

Next month will be the conclusion of our Solypsus 9 campaign. We’ll be running a 1000 -> 1500 -> 1850 point escalation format, with each list having to contain the previous list, as the armies and alliances hurtle into the endgame for control of the planet. Don’t miss out!

In the second round.

In the second round.