Hey guys, next week I'm going to start the Renegade campaign (from WD) with a group of guys. It's going to be a modified version, because at the moment I have 6 possible players including myself. My main concerns are the board size and the number of aliens (don't want it to be too easy for those humies).
I plan to get around this by using the custom board sections from my Chaos Rising expansion here which will make the board a bit bigger. I also have the Mission Dreadnought expansion pack which gives me 4 extra androids and 2 extra dreadnoughts. I also have a Chaos Lord character I can include as well as some heavy weapons for the Chaos marines (heavy bolter = assault cannon and plasma gun). Do you think this is going to make it too difficult for the marines? They are all new players, a couple of them have played once before but for the most part they're pretty green. I'm pretty good at adjusting my tactics on the fly to match the experience level of my players, im more about making sure everyone has a good time than winning. Just wondering if anyone has any experience with expanding SC to allow extra marine teams. I'm using the marine cards from this redesign, so I have a unique set of cards for a Salamanders chapter and a Raven Guard chapter (I'm not using the Grey Knights as I cant be bothered with all the force cards!) Does anyone have any experience with the Renegade campaign? Looks like it could be a lot of fun, I might tweak the objectives a little because I'm not really a fan of the whole "The player who kills the most aliens will win the primary mission" thing, it gets a bit boring. Is there anything I should keep an eye out for? Should I allow them to use terminator armour and take librarians as suggested in the campaign? My plan is to keep it simple and maybe introduce those elements in the next campaign. Also, does anyone know of any good custom campaigns I could use after this one? Happy to make my own, but I thought I'd see if any of you peeps have come up with some. |
I'v played A few games of mixed space crusade and space hulk. combining the two in one game. I once played a game where I had 6 scouts 5 space marines and 1 terminator chaplin with A lighting claw. The scouts had A heavy bolter and the marines had A plasma rifle.
The reserves were the scouts when I threw a 6 at the start of one of my turns. Mortis threw the world and his dog at me and it was A superb game, one I would like to try again. I completed my mission but all marines were Kia. Mission to clense 2000pts In other games we have had A single basic marine as A reserve to keep the game going when the genestealers were making the marines into marine sushi.
-- Mark RG (Game on)
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Sounds like fun!
We'll I'm 2 missions in with the 3rd to play this week. If anyone's interested, I'll post the mission briefings as well as the debriefs. Some background on the campaign... "Darius Helix was a bio-engineer working with the Imperium. A brilliant exo-biologist and superb geneticist, he was sanctioned by the Inquisition to conduct classified research into the structure of Genestealers with the express aim of developing an anti-gene that would prevent infection by the terrible Genestealer plague. In the course of his research on the hive world of Necromunda, he accidentally became infected by one of the genetic materials he was trying to neutralise. The Genestealer plasm began to work on his mind and body, and soon after his infection he became aware of changes within himself. By the time he realised what was happening, it was too late. Desperate, he attempted to administer his own untested anti-gene before the Genestealer virus gripped him completely, but it was hopeless. The infection altered the balance of his mind and within a few days he left Necromunda after destroying his laboratory along with all of his notes and experimental work. The Inquisition quickly noticed Helix's unscheduled departure from Necromunda and discovered what had happened. They realised that not only was Helix now a dangerous heretic who carried crucial information on the development of the anti-gene, but also the secrets of the Imperium itself. Desperate to locate him, they launched an all out search for the missing geneticist. They picked up his trail and after several weeks tracked him down to the Beta Magellan Sector of the galaxy, a troublesome area frequently cut off by warp storms and a haven for pirates and other fugitives from Imperial justice. In addition, elements of the Relictors chapter of Space Marines, a chapter who is believed to have turned to the ruinous forces of Chaos, is known to frequent this part of the galaxy searching for Chaotic weapons and technology. Rumours and other information picked up on the way convinced his pursuers of the extreme danger Helix could cause the Imperium. Finally they made a breakthrough. A message was intercepted that appeared to originate from a Genestealer Magus sent to a hidden receiving station. the message spoke of the transfer of an important passenger at a way station called Terifus on the edge of Beta Magellan. A number of small strike forces from the Blood Angels, Ultramarines, Imperial Fist, Salamanders and Raven Guard chapters were immediately dispatched to Terifus in an attempt to locate and intercept Helix." Mission 1: "Marine teams must obtain information regarding the whereabouts of Helix. Marine teams are ordered to assault the alien space station Terifus and interface with the station's mainframe computer. The Primary Mission token will be won by the player who successfully accesses the computer." |
Mission 2
As a result of an assault on the space station Terifus by elements of the Raven Guard and Salamanders chapters, critical information regarding the whereabouts and activities of Helix has been obtained. This information did not come without cost, as 4 Raven Guard Battle-Brothers and 3 Salamanders Battle-Brothers made the ultimate sacrifice to ensure that this information reached its destination. The computer data has revealed that Helix is headed for an asteroid base called Gorinum. Techmarines have been able to extract the location of the base as well as a relay station that supplies it. Since a full frontal assault would most likely force Helix into hiding, the Imperium has opted to proceed with a more unorthodox plan: Infiltration. A cargo ship heading for Gorinum is due to arrive at the relay station for refueling soon. In order to infiltrate Gorinum, the relay station must be secured before the cargo ship arrives. It is currently being held by a relatively little-known but ruthless Chaos Commander. The Primary Mission token will be won by the marine player who eliminates the Chaos Commander in the Control Room. |
Mission 3
The upper levels of the relay station including the control centre have been secured as the result of an assault by elements of the Raven Guard, Imperial Fist and Blood Angels chapters. A lightning strike by the Raven Guard saw the Chaos Commander quickly dispatched along with a team of Chaos marines. The Imperial Fist strike team disables the transmitter preventing the alien forces from alerting Helix to our presence. Casualties were kept low, and the Imperium has retained the element of surprise. The cargo ship has arrived in one of the loading bays in the lower floors of the relay station. Scanning has been thus far unsuccessful in determining the threat in the lower floors, however it is safe to assume the presence of a significant alien force, as power has been diverted from all auxiliary systems to a machine room on the lower floors. The loading bay must be secured in order to board the cargo ship and infiltrate Gorinum. The loading bays are designed to be able to be sealed off to quarantine suspect deliveries. Techmarines have attempted to seal the loading bay from the control room, however an emergency override panel inside the loading bay is preventing the bulk-head door from being sealed. The Primary Mission Token will be won by the player who destroys the emergency override panel inside the loading bay. |
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