From Krass

Epic Space Marine / Titan Legion
The Laïtus Prime Tribune The Vallkris Campaign The Laïtus Prime Tribune

This is how Krass has adapted my Tallarn campaign rules in order to use its own forces...

Index
  • The campaign map
  • Assault of the Star Lifter, the first part of the campaign
  • Facing the Ork Waaagh, the second part of the campaign
  • The map
    Each square on the map represents an area of 2 foot by 2 foot (about 60cm x 60cm).
    The original portal is in the middle of the dark green area at the top of the map. This is the map from the first game.Below that is the map for the approach battle, and the eight squares at the bottom represent the map for the Ork attack on the Squat stronghold.

    Vallkris' map
    The map of the Vallkris campaign.

    My campaign uses Squats, Starburst Chapter Marines and lots of Orks using our version of the SM/TL rules.

    Assault of the Star Lifter
    In the first battle, Larry, playing the Squats was defending the artifact, when he was attacked by the Marines who dropped in, in flights of Thunderhawks.

    The Emporer's Tarot

    The Emporer's Tarot is a set of 78 cards, used by his loyal followers to divine his will and to aid in making important decisions. The picture on each card is never constant. The cards are psychically attuned to the strengthening and weakening influences within the warp. For some the Tarot is superstitious nonesense, but many believe that the cards are a direct channel to the Emporer's Will. Certainly many wars have been fought on information interpreted from the Tarot, many disasters averted.
    Despite the arguments, the Emporers Tarot remains a popular tool among many of the Imperium's most powerful leaders. Planetary Governers. Imperial Guard Colonels, Inquisitors (especially those of the secretive daemon hunting Ordo Malleus), and Space Marine Commanders.

    Imperial Briefing Squat Briefing

    Vallkris - Squat Mining World
    After a reading of the Imperial Tarot Inquistor Julios Inglesias and the Commander of the Starburst Marine Chapter predicted that the planet of Vallkris in the Ultima Segmentum was at risk of attack through the Warp. A battlebarge was despatched with all due speed, they could only hope that it would arrive in time.
    Arriving in the Vallkris system, sensors aboard the battlebarge Star Lifter detected something very unusual. A strong forcefield was protecting something on the planet's windswept, hostile surface. Fearing that they had arrived too late Inquisitor Julios Inglesias ordered that a strong force be despatched immediately to secure the site around the portal.

    Army Restrictions and Victory Conditions
    You must pick a force of up to 3000 points which must be delivered by drop pod or Thunderhawk. No Thunderhawks will be able to provide support as they are required to return to the Star Lifter to pick up the second wave. Your force must contain at least one detachment of Terminators who will act as the bodyguard for Inquisitor Julios Inglesias who will accompany your force.
    You are ordered to secure the site around the warp portal, any forces in the vicinity should be assumed to be hostile, possibly already corrupted by Chaos.

    Special Rules
    The Air Assault Company can be purchased for only 200 points, but they must all land in the first turn. On the second turn they will all return to orbit, to pick up further units. You may purchase more than one air assault company, but only one company may land per turn. Any drop pods must land in the first turn.
    We allowed a Thunderhawk to carry a detachment of bikes, landspeeders or dreadnoughts in this game.

    Vallkris - Squat Mining World
    Vallkris is a recently resettled world rich in minerals and ores. It is a typical Squat world orbiting an ancient, dimming star, it has high gravity, a thin though breathable atmosphere, and rather unsettlingly evidence of previous occupation by the Squat race. Underground habitats and abandoned mine workings are in evidence but there are no records of what caused the original inhabitants demise. Whether it was invasion or environmental disaster that killed them is unknown. Unfortunately it is not the only one and the Squats often launch expeditions to these worlds in an attempt to repopulate them and exploit there undoubted mineral wealth.
    Whilst excavating a rich vein of gold (what else), a strange energy field was found, which no mining tool could pierce it, no drill made the slightest impression. The Stronghold Lord Dammit Bogoffson consulted his advisers, but only the most venerable of his Living Ancestors had witnessed a similar phenomenon before. Hundreds of years before on another rediscovered world a number of similar fields had been located, all of which had eventually collapsed, each one housed something different, some contained precious metals or jewels, others held within them strange alien artefacts which had proved of great technological significance, some though, contained much worse, groups of strange green aliens, who attacked viciously in hand to hand combat, or groups of warriors who had been twisted by the strange powers of Chaos.
    A watch was posted on the site, and the squat miners moved on to other veins and other ores. Less than 2 weeks later, the alarm was raised by the garrison force and nearby units were sent dashing for the site.

    Army Restrictions and Victory Conditions
    You need to choose two forces to a total of 3000 points. One, of up to 1500 points, is the force guarding the energy field. The other is the relief force, of up to 2500 points which will start off-board.
    Your orders are to contain the attacking force, however if their numbers are superior, your first priority is to report back whilst attempting to preserve your force.

    Special Rules
    The guard force must contain at least one detachment of Warriors, it may not include any Thunderfire's or superheavy vehicles apart from a Leviathan, but does not have to contain any company cards.
    The relief force must have a minimum move of 15cm, this must be a 'legal' force.

     

    Facing the Waaagh Ork
      For the 2nd part of the campaign, in which the Orks attack the players bases, I gave the players the option to fight the approach battle. I also invented a 'Special Character' for the Marines, to try out a few ideas. He is based on the Dark Angels veteran scout sergeant from the new 40K campaign pack.

      Imperial Briefing Squat Briefing
      Vallkris - Squat Mining World

      Hold the Line
      After a reading of the Imperial Tarot Inquistor Julios Inglesias and the Commander of the Starburst Marine Chapter predicted that the planet of Vallkris in the Ultima Segmentum was at risk of attack through the Warp. A battlebarge was despatched with all due speed, they could only hope that it would arrive in time.
      Arriving in the Vallkris system, sensors aboard the battlebarge Star Lifter detected something very unusual. A strong forcefield was protecting something on the planet's windswept, hostile surface. Fearing that they had arrived too late Inquisitor Julios Inglesias ordered that a strong force be despatched immediately to secure the site around the portal. Unfortunately they arrived to late, and the portal opened and a massive Ork Waaagh burst through and almost destroyed the Marine contingent, along with the Squat force that was already present. The remaining marines retreated to the main landing site, knowing that the Orks would come after them, and began to set up their defences. As dawn broke a giant dust cloud was visible and the sound of engines grew louder.

      Army restrictions and victory conditions
      You need to pick a force of up to 4000 points. In addition you will have 300 points worth of fortifications and Inquisitor Julios Inglesias to assist your force.The game will be played in two halves, which will represent the approach battle and the attack on the Landing Zone itself. Up to 2000 points worth of your force can be deployed for the first game but it must have a minimum move of 20cm and there will be no fortifications. For every two turns that this game lasts you gain 150 points worth of fortifications.
      The table will be 4 x 6 and the game will be played down the length of the table. The game will end when one side has no units left on the table or if the Orks manage to get a substantial force into your deployment zone. Any of your units that retreat off of your table edge may fight in the 2nd battle.

      Any Ork pursuers will move onto the table according to the table below :

      • 26cm + : Turn 1
      • 20cm + : Turn 2
      • 11cm + : Turn 3
      • Others : Turn 4
      If they are in your half of the table they will move on 1 turn earlier. The Orks objective is to destroy your landing site and it's defenders.
      In the second battle you may deploy up to half way across the table, you may deploy 300 or more points of fortifications. Fortifications consist of the following types Bunkers - can hold up to two infantry stands, they give any unit inside a save of 4+ (modified as usual). However they have a much reduced fire arc. A bunker saves on 3+ on 2D6, and can only be attacked by weapons which destroy buildings.
      Entrenchments - are low walls that give a -1 modifier to hit to any unit in them. Razor wire - prevents troops or vehicles (not superheavy) charging through them.

      Special rules
      Although the Scouts fought bravely in the attack upon the portal, they lost many of their number. To represent this you may not field more than one detachment of Scouts. However this detachment may be lead by veteran Sergeant Kenobi. He is an exceptioal warrior and is well versed in the art of reconaissance.
      His personal Scout squad are all personally trained to a very high degree in the art of concealment, thus if they are in cover they cannot be seen outside 25cm. In addition one of his squad carries a comm-link which can call in fire support from the orbiting battlebarge Starlifter. The Starlifter can fire a barrage from orbit which will scatter as if fired indirectly.

      Veteran Scout Sergeant Kenobi

      • Mvt : 10cm
      • Save : None
      • CAF : +4
      • Weapons :
        • Pistols (25cm, 2, 5+, 0)
        • Commlink (LOS, Barrage, 4+, -1)
      • Notes : Command Unit, scouts within 10cm may reroll failed morale checks.

      Vallkris - Squat Mining World
      Vallkris is a recently resettled world rich in minerals and ores. It is a typical Squat world orbiting an ancient, dimming star, it has high gravity, a thin though breathable atmosphere, and rather unsettlingly evidence of previous occupation by the Squat race.
      Whilst excavating a rich vein of gold (what else), a strange energy field was found, which no mining tool could pierce it, no drill made the slightest impression. A watch was posted on the site, and the squat miners moved on to other veins and other ores.
      Less than 2 weeks later, the alarm was raised by the garrison force and nearby units were sent dashing for the site as Marines dropped from the sky. The Marines attacked the defending garrison without warning and only the ferocious fire of the stout Thunders under the command of Lt Thorgrim prevented a massacre.
      In the midst of this carnage the portal opened and a massive Ork Waaagh burst through and almost destroyed the valiant Squat defenders, the Orks fury was also vented on the Marines. The remaining Marines retreated and the Squats fell back under the covering fire of the brave Thunderers, knowing that the Orks would come after them, and began to set up there defences. As dawn broke a giant dust cloud was visible and the sound of engines grew louder.

      Army restrictions and victory conditions
      You need to pick a force of up to 4000 points. In addition you will have 300 points worth of fortifications. The game will be played in two halves, which will represent th approach battle and the attack on the Squats Stronghold itself. Up to 2000 points worth of your force can be deployed for the first game but it must have a minimum move of 20cm and there will be no fortifications. For every two turns that this game lasts you gain 150 points worth of fortifications.
      The table will be 4 x 6 and the game will be played down the length of the table. The game will end when one side has no units left on the table or if the Orks manage to get a substantial force into your deployment zone. Any of your units that retreat off of your table edge may fight in the 2nd battle.

      Any Ork pursuers will move onto the table according to the table below :

      • 26cm + : Turn 1
      • 20cm + : Turn 2
      • 11cm + : Turn 3
      • Others : Turn 4
      If they are in your half of the table they will move on 1 turn earlier. The Orks objective will be to destroy your defenders, after all your only a bunch of stunti scum.

      Special rules
      In the second battle you may deploy up to half way across the table, you may deploy 300 or more points of fortifications. Fortifications consist of the following types
      Bunkers - can hold up to two infantry stands, they give any unit inside a save of 4+ (modified as usual). However they have a much reduced fire arc. A bunker saves on 3+ on 2D6, and can only be attacked by weapons which destroy buildings.
      Entrenchments - are low walls that give a -1 modifier to hit to any unit in them.
      Razor wire - prevents troops or vehicles (not superheavy) charging through them.

      Note that this stronghold has as yet no defences so the warriors must defend the surface entrance. All the miners have been recalled from the extensive diggings in the area and have been issued with lasguns. To represent this you must field at least 1 unit of Squat Warriors.
      Thorgrim's Thunderers were an inspiring sight to all the Squats around them, as a result any Squat unit that has a line of sight to more than one stand of the unit may reroll any morale dice once.

      Official Report

      Thorgrim's Thunderer's were in the first battle, they single handedly prevented the Squats defeat in the early stages of the game against the Marines when their heavy weapons managed to score 11 hits out of 15, when they needed to roll 5+.

      Both players managed to inflict about 1300 points worth of damage on the attacking Ork force in the approach battle, for a loss of about 850 points each.
      The marines took a completely mechanised force of 2 Land Raider Companies, 1 Attack Bike Squadron, 2 Land Speeder Squadrons and 4 Thunderhawks.
      The Squat force was a little more conventional, consisting of a Gyrocopter Company, 2 Thunderer detachments, 2 Overlord Airships, a Bike detachment and 2 Squadrons of Rhinos.
      They were facing the entire Ork attack force, which was worth 6000 points. This had 2 Slasher and 1 Great Gargant in a Big Mob, a Bad Moon Clan with extra Nobz, Shokk Attacks and Braincrushas. A Deathskull clan with 12 stands of Gretchin and a Runtherd (which I was trying out the rules for), who were accompanied by some Bloodaxe Kommandos, with Bonebreakas and Bonecrunchas providing some firepower. A Goff clan with wildboyz, Gutrippas, Stormboyz and a Gibletgrinda for back up. Finally there were some freebooterz and a Snakebite Boarboyz clan, all commanded by Bignatz the DeathSkull Warboss. The Orks did very well in both battles, apart from the Stormboyz. In the game against the Marines they lost 4 of their number to some very dodgy jump packs provided by the Mekboyz, against the Squats, we still lost 2 stands in their first turn.

      The Orks are attacking the base camps of both the Squats In the approach battle the defenders managed to destroy about 1300 points worth of the attacking 6000 point Ork Horde whilst losing about 850 points. I'm going to send you a bmp file with a copy of the maps we used for these first three battles which should be along in a little while.

      Before they attacked the Squat base the Orks regrouped in the woods. The Squats had prepared well, they had managed to fortify their base with turrets, entrenchments and bunkers, but worst of all they had cleared the terrain around the base making a killing zone for their massed firepower. Defending the base were a company of Iron Eagle Gyrocopters, a Warrior Brotherhood, a company of Overlord Airships, a Colossus and various light vehicles.

      The Orks had no choice but to charge across the open ground, hoping that their weight of numbers would carry them through. The Deathskull boyz attacked firstin the centre, followed by the massed charge of the Goffs on the Ork left, and the Badmoonz on the right. The Nobz of each clan advanced out of the wood and sprayed the entrenched infantry with a hail of fire. The Ork tanks - Bonebreakas, Bonecrunchas, Gutrippas and a Gibletgrinda battlefortress kept pace with the infantry, firing as they went. The Slasha Gargants StuntiStompa and HumeeHunta moved forwards, the extra pressure of the Snappa driving Humee closer to the enemy. The Boss Great Gargant BeekeeBasha also attacked managing to destroy a building full of Tarantulas with it's ball shot. The casalties inflicted upon the stout dwarfs were minimal though, their hastily prepared defences were serving them well. Their return fire was devestating, the Deathskulls were nearly wiped out, the Goffs lost thier tank support and Humee Hunta was brought to a standstill by a lucky shot which passed through the flickering power fields and damaged the boiler. The Orks continued to move forwards as Bignatz, the Ork Warlord, and his retinue of Nobz launched their own attack, their kustom weapons inflicting many casualties on the Squat Warriors and Thunderers. The Badmoonz Shokk Attak Gunz targetted the nearest turrets and warriors. They were rewarded by the death of more warriors and a Tarantula in a bunker, the strong walls that protected them from the Orks shells were no protection against warp crazed snotlings. The Squats continued to fire into the immobolised Humee Hunta, and it blew up, taking a few unlucky Badmoonz with it. The StuntiStompa lived up to its name sending several Squats to meet their ancestors, and destroying a turret with it's ball shot.

      As the Orks got closer the Squats sent their own units out from behind their defences, the gyrocopters and Ironfists all closed in and fired shot after shot into the BeekeeBasha. Amazingly it survived the hail of fire and turned it's weapons, including it's gatling kannon on the squat forces. Few of the bearded ones survived the onslaught. The airships high in the sky pounded shots into StuntiStompa, starting several fires. Eventually the fires reached the ammo and it too turned into a funeral pyre for it's crew, incinerating several Goff boyz who were too close. The Squat infantry caused many casualties amongst the boyz of the Goffs and Badmoonz, and managed to kill several of Bignatz retinue as well. A renewed effort from the Squats, led by the Colossus destroyed BeekeeBasha and wounded Bignatz, the Goff boyz reached the Squat trenches but were cut down by the defensive fire. Seeing their leader down and with their last gargant a smoking ruin the few remaining Badmoon Orks turned and fled from the field. The Squat casualties were immense, but they had fought of a superior force and saved their stronghold.

      It was a very enjoyable game to play. Larry's Squats hung on just long enough. I was annoyed by the immobilisation of the HumeeHunta though, it has a Snapper on which uses the large triangular template. It hits on a 2+ and ignores cover modifiers, just the thing for getting those stunties in their trenches and bunkers, but it was stopped before it had a chance to fire any of its weapons, let alone get in close enough to use the Snapper. The Great gargant survived lots of shots, making many armour saves, but in the end the Colossus blew one of the magazines apart and it was doomed. But fear not BIGNATZ WIL RETURN.