Resource time!  Current score:
Ruin & Secessionists 21 victory points, Imperials with 15
Ruin & Secessionists 105 resource points, Imperials with 75

Past Battles
Angstrom 2-2 draw – secessionists keep Angstrom
Sacristan – 2-1 Ruin – Ruin keeps the planet
Larsa – 1-0 Secessionists – one more game and they own Larsa
BFG battle on Rook – imperial insertion successful
BFG Battle – Bellephrons Fall – imperials vs Ruin – imperial fleet wins and knocks a ruin fleet to Gygnax

Secessionists successfully pulled the Prison Colony of Kyro into their fold, with 4 victory points and 20 resource points added to their total (putting them in the lead)


Turn 3 Orders

Turn 1
Secssionists – move element “A” to angstrom but lose 1000 points of 2000 to warp storms!
Imperials – Fleet 1 moves from sacristan to B. Fall
Ruin – recon the ork world Calah

Turn 2
Secessionists – Army C continues to prosecute Larsa
Imperials – Army B prosecutes Sacristan
Ruin – Fleet V moves from Gygax to B. Fall, loses 500 points and 1500 remain

Turn 3
Secessionists – Army “F” moves to Larsa
Imperials – Element “E” moves to Piety
Ruin – Element “A” prosecutes Magog

Turn 4
Secessionists – Fleet IV and Army D move to Svngraad
Imperials – Fleet V and Army A on Galen move to Svngraad
Ruin – Fleet IV attacks imperial fleet I at B. Fall

Turn 5
Secessionists – Fleet V patrols Archae
Imperials – Fleet IV supports Fleet II on B. Fall
Ruin – Fleet III supports Fleet IV on B. Fall

Turn 6
Secessionists – Fleet VI patrols
Imperials – Element “G” moves to piety but is destroyed in the warp

Turn 7
Secessionists – Fleet 3 patrols Larsa


Current Battles
BFG – Svngraad – 2000 points of imperials vs 2000 points of secessionists (with battleship)
BFG – B. Fall – 2,250 points of imperials vs 2,250 points of ruin (with battleship)

40k – Rook – 2000 points with lord of war of demonically possessed colonists vs 1500 points of loyalists with 100 pts of fortifications.

40k – 2000 points of secessionists vs 500 pts of garrison on Larsa (fighting the scenario needing 500 points to win the game on Larsa)

40k – Sacristan – 2000 points of imperials with special characters vs 2000 points of ruin with lord of war and special characters

40k – MAGOG – APOCALYPSE BATTLE!!!!  Ruin vs Demonic Host!!

40k – Dark Angels quest chain – Hunting the Fallen!
1500 points – random game length – must be played between a Dark Angels player and a secessionist player.

Secessionist player – each unit champion is an objective.  Killing the unit champion earns the dark angels player a point.  Keeping it alive by the end of the game earns the secessionist a point.

If the secessionist warlord is defeated in assault phase it is worth 5 points.  If the secessionist warlord is killed via shooting it is worth 1 point to the dark angels.  If the secessionist warlord survives, it is worth 5 points to the secessionist player.

Secondary objectives:  None.  The dark angels are here to capture the enemy warlord and kill his officers.


Last week I wrote a little forum post that turned into an article asking “what makes 7th edition 40k LESS COMPETITIVE than 5th edition 40k”.  The answers that were posted back and the conversation that followed highlighted a very important piece of information that probably should have been resolved first.  The definition “competitive gaming” had many different definitions to many different people; no wonder there is such heated discussion on the topic!

I don’t think that this article is going to be the ultimate definition of what Competitive Gaming is, but I am going to give my opinion on what Competitive Gaming is and will also touch on why I feel that Warhammer 40,000 has NEVER been a competitive game in any of its editions.

To the first topic, Competitive Gaming is to me a game played between people where the skillset of the players are compared against and the player with the most skill should come out on top.  This can be in anything, be it sports like football, soccer, or games like chess.

Competitive Gaming should primarily be resolved based on the skill of the player(s) involved and should be against players of roughly equal caliber.

For example, the game of football can be played by anyone.  However, there is a large difference between a high school foot ball team, a college football team, and a professional football team.  We expect that these teams be matched up against people in their same class or caliber.

Fighting sports such as boxing or mixed martial arts, or even wrestling, pair people up in weight classes, because there is nothing LESS competitive than setting a heavy weight fighter up against a 130 lb fighter.

Competitive players also have to deal with random elements in the form of weather, sporting venues, and things of that nature.  Not only must they deal with them, they must overcome them.

Competitive Gaming ultimately seeks to determine who is the better overall player.

Why I feel 40k has never been a competitive game has nothing to do with its core rules.  The things many people who claim to be competitive talk about hating, I don’t see as making any more or less “competitive”.  Random charges, random powers, etc don’t make a game less competitive, they enforce a different set of skills and tactics that must be employed.

However, the lack of game balance between factions DOES make a game less competitive, and Warhammer 40k and Warhammer Fantasy have never had any real balance in any of the editions, which is to me why neither game is competitive nor has it ever been.

When competing in warhammer, players will actively seek to have their army list do as much of the heavy lifting as possible.  In sports terms, it is the same as being handed a professional football team, being able to freely obtain all of the super star players in the league, and then also be given the caveat that one can play teams at the high school or college level, and if the weather is not preferable one has the power to change the weather so that conditions are always perfect.

As a fighter, it would be like getting to be the heavy weight fighter and taking on opponents in weight classes far below the one assigned.

None of these scenarios to me is competitive.  I’d even go so far as to say that actively engaging in these types of contests is NON-COMPETITIVE because the skill of the player is secondary to how well the deck can be stacked.  While that may be fine in a deck game like Magic: The Gathering – in a game of war where one expects tactics and strategies to be tested this falls very very short.

To me – for 40k to be truly a competitive game, the balance in all of the factions needs seriously overhauled.  Barring that, a solid comp system needs put in place to put more builds in viable standings.

Second, for 40k to be truly a competitive game, tournaments should deviate from every table being the same and having the same scraps of terrain on them.  This enforces certain build types.  A truly good player should be tested on different types of boards, with different types of terrain and cover available.  Start showcasing tournaments where some tables are like city scapes where line of sight is not freely given to every model on the table, and you’ll start to see lists shifting to accommodate the fact that you won’t always get to play on planet bowling ball and do nothing but shoot.

Third – for 40k to truly be a competitive game, the designers need to lessen or eliminate the ROCK/PAPER/SCISSORS aspect of the game.  This has always existed, from the time I started playing in third edition, to today.

My two primary tournament 40k armies were starcannon spam eldar and leafblower Imperial Guard.

A little history:  my first army was Dark Angels.  After three months of playing the game I played in my first tournament and got curb stomped bad.  The winner of that event was a star cannon spam eldar player, who said something to me to this very day that I will never forget, even nearly twenty years later.  He said “eldar are a tough army to play properly and only veteran players can really get a hang of it”.

I didn’t understand that, since he tabled me in three turns by rolling a lot of dice with weapons I got no save against.  So I built the same army.  The next tournament I attended, about six months into the hobby, I won my first tournament by tabling two blood angels players and a space wolf player.

That really summarizes competitive 40k to me.  I am not a great player.  When you kick my crutches out from under me, I win as much as I lose, and I certainly would never have been able to win a tournament without a list that took advantage of no cover, and a meta which was dominated by blood angels players with a smattering of space wolf players.

That next year and a half I played in over one hundred competitive games.  I lost twice:  once to an ork player and once to a tyranid player.  I mistakingly thought that I was a great 40k player because my lists were busted and few played my hard counter (a hoard army).

The thing was, I was the 270 lb heavy weight fighter fighting 125 lb high school kids.  I was the New England Patriots playing football games against Springfield High.  There was nothing competitive about it.  When I tried playing lists that did not exploit whatever was broken at the time, I didn’t do nearly as well.  That to me again speaks volumes about competitive 40k.

It never has been competitive while the army rules are as imbalanced as they have always been and sadly has never really been a test of player skill or strategy so much as it has been a test with how good one is with rudimentary math and effective spreadsheet skills.

Badab Campaign Turn 2 Cycle 4

Posted: February 23, 2015 in Uncategorized


Past Turn Results

BFG Rook battle – Imperials win 1-0
BFG Sacristan Battle 1 – Imperials win 1-0
BFG Sacristan Battle 2 – Imperials win 1-0

Larsa 40k – 1-1 draw – secessionists continue their attack
Angstrom – 1-0 victory for secessionists who flip the planet
Magog – 1-2 neutral victory, RUIN loses a level of effectiveness

Current Orders
Ruin withdraws sacristan fleets to Bellerophons Fall
Secessionist Pask does not die from his injuries on Larsa

Secessionist Orders
Continue fighting on Larsa
Element “A” takes Corcrya from Imperials
Fleet II moves from Badab to Svngraad but loses 1000 pts to the warp
Fleet V patrols Archae
Army “D” defends Angstrom
Fleet IV bombards Angstrom

Imperial Orders
Fleet IV moves from Sacristan to Bellerophons Fall
Fleet II inserts attacking army “B” into sacristan via planetstrike
Fleet III moves from sacristan to tranquility but loses 500 pts of 1000 to the warp
Army “A” attacks Angstrom
Fleet I planetstrikes Rook with element “F”

Ruin Orders
Fleet 1 moves from Magog to Calah
Fleet V goes on patrol to engage imperial fleet IV
Fleet II defends Kymra
Element “A” attacks Magog again
Element “F” supports element “A”

Battles to Be Fought

BFG 19 – Imperial Fleet V vs Ruin Fleet IV on Bellerophons Fall
BFG 20 – IMperial Fleet I planet insertion on Rook (2000 pts vs 1500 Rook plus any planetary bonuses)

40k 21 – Seccessionist battle on Larsa Seccessionists 2000 pts with Cypher, Pask, Fabius Bile, Fateweaver vs 1000 pts of garrison with 100 pts of fortifications.  Garrison must slay 1000 pts of Secessionists to win.

40k 22 – Imperial planetstrike on Sacristan – Imperials 2000 pts with special character support vs Ruin 2000 pts (no lord of war or special characters)

40k 23 – 2000 pts of Daemonic horde on Magog with lord of war vs 2250 pts of Ruin (holds Death Leper character)

40k 24 – BATTLE FOR ANGSTROM – zone mortalis conflict in the command citadel – 1000 pts of imperials vs 1000 pts of secessionists with special character support.  Mission is an ASSAULT MISSION (refer to Zone Mortalis document which contains misison) – each side gets 3 strategem points to spend before the mission starts in the strategem portion.

Badab Campaign Turn 2 Cycle 3

Posted: February 16, 2015 in 40k, Badab War


Previous Turn Results

The Battle for Gygnax – Ruin wins 1-0 and opens a portal to Magog
The Battle for Piety – apoc battle – the demon on piety is victorious, slamming the imperial element from “D” to “B” class
The Battle for Angstrom – three imperial victories drop the garrison to a “B” and the defense score to a 1
The Battle for Sacristan – the front lines cave in for the imperials, with the ruinous forces destroying Imperial Element “E”

BFG Angstrom planetary insertion went to the secessionists who successfully inserted ground forces on Angstrom
BFG Sacristan – Ruin forces successfully drive back the imperial fleet to Tranquility
BFG Larsa – Secessionist forces successfully insert forces onto Larsa


Current Turn Orders

Imperial forces discovered the frontier world of Rook was overtaken by demonic forces.  The loyal citizens are now twisted demons.  Rook’s fleet and ground forces will always attack.

Ruin forces discovered the demonic world of Magog.  It too will always attack.  Ruin had a chance to sway the forces of Magog to their side since they were using a demonic gate to gain egress, but this was failed and thus the forces on Magog will square off against the Ruin forces.

Turn 1
Secessionists – Army “D” attacks on Angstrom
Imperials – Fleet II moves from Grief to Sacristan
Ruin – Fleet IV goes on patrol and engages Fleet II coming in on sacristan

Turn 2
Secessionists – Army “A” moves from Angstrom to Corcrya, but loses 500 points to the warp
Imperials – Fleet III moves from Grief to Sacristan but loses 500 points to the warp
Ruin – Fleet V patrols and engages imperial fleet III

Turn 3
Secessionists – Army “C” attacks Larsa’s Garrison
Imperials – Fleet IV moves o Sacristan from Tranquility
Ruin – Fleet III Supports fleet IV

Turn 4
Secessionists – Fleet II repairs at Badab
Imperials – Army “A” withdraws which means Secessionists will fight Angstrom Garrison
Ruin – Fleet I moves from Phargos to Magog

Turn 5
Secessionists – Fleet I patrols and blockades Svngraad
Imperials – Army “D” transits from Piety to Tranquility
Ruin – “F” takes the portal to Magog


Current Cycle Battles

BFG 16 – Rook Garrison fleet 2000 pts with battleship vs Imperial fleet 2000 pts with battleship
BFG 17 – Sacristan Ruin fleet IV with support from Fleet III 1750 points vs Imperial Fleet II 2000 pts
BFG 18 – Sacristan Ruin fleet V 2000 pts with battleship vs Imperial Fleet III 1000 pts

40k 18 – 2000 pts of Daemonic horde on Magog with lord of war vs 2000 pts of Ruin (holds Death Leper character)
40k 19 – Seccessionists 2000 pts with Cypher, Pask, Fabius Bile, Fateweaver vs 1000 pts of garrison with 100 pts of fortifications.  Garrison must slay 1000 pts of Secessionists to win.
40k 20 – Angstrom garrison 1000 pts with 400 pts of garrison engages 2000 pts of secessionists with Huron, Abbadon, Explorator Ikarus, Kharn and a lord of war.  Garrison must slay 1000 pts of secessionists to win.

Note for battles 19 & 20 – the defender always goes first


Badab Campaign Turn 2 Cycle 2

Posted: February 9, 2015 in Uncategorized


Past Cycle Results

Sacristan Battle – 3 games scheduled – 1 game played – Ruin 1-0 (Ruin flips Sacristan and destroys whats left of the garrison)

Angstrom – 3 games played  – Garrison wins 2 games to 1.  Loyalist army falls back a level to D (2000 pts with LOW)

Gygax – 1 game played – garrison wins 1 game to 0.  Ruin army falls back to level C (1500 pts)

Phargos – game given by default to Ruin – gate to Magos opened

Shield Generator Sacristan killteam – 1 game played – 1 game to garrison

BFG Sacristan battle Ruin vs Imperials – rolled for -Ruin wins.  Loyalist fleet IV falls back to Grief.

BFG Svngraad battle – 1 game played – secessionist victory – loyalist fleet falls back to Galen

BFG Cataract battle ruin vs neutral garrison – 1 game played – garrison victory, Ruin fleet down to 1000 and falls back to Phargos Hex


Current Cycle Orders
Turn 1
Imperials – Fleet IV engages enemy Ruin fleet on Sacristan (BFG battle Ruin 1500 pts vs Loyalists 1500 pts)
Ruin – Element A on Phargos takes Magos gate to the Magos world
Secessionists – Army A travels to Angstrom on its own with no fleet from Badab

Turn 2
Imperials – Army E (500 pts) engages Army E for Ruin (2000 pts) on Sacristan
Ruin – Fleet III supports Fleet IV (1750 pts Ruin vs 1500 pts Loyalists)
Secessionists – Fleet III @ Larsa begins planetary insertion mission against garrison fleet (BFG battle)

Turn 3
Imperials – Army A with the NorCal 4th attacks Angstrom’s garrison again
Ruin – Fleet III drops Army C on Kymra
Secessionists – Fleet IV begins planetary insertion mission on Angstrom

Turn 4
Imperials – Begin Army D on Piety to finish quest chain
Ruin – Army F tries again on Gygax
Secessionists – Fleet II repairs on Badab, repairs 500 of 1000 points of damage and is up to 1500 points

Turn 5
Imperals – Fleet I scouts Rook
Ruin – Fleet 1 repairs at Phargos to full strength (1500 pts)
Secessionists – Fleet V patrols Archae

Turn 6
Imperials – fleet II on Grief repairs to full strength (2000 pts)
Ruin – loads up Army “D” to Fleet V (500 pt army element)
Secessionists – Patrol Svngraad with fleet I

turn 7
Imperials – Fleet III moves from Galen to Grief


Current Battles
BFG 13 – 1500 pts of Loyalists with no battleship vs 1750 points of Ruin with battleship on Sacristan
BFG 14 – 2000 pts of Secessionists planetary insertion Larsa 1000 pts garrison fleet, a space station, and 150 pts of system defenses
BFG 15 – 2000 pts of Secessionists with battleship planetary insertion Angstrom 1500 pts garrison fleet with a space station and 150 points of extra system defenses added

40k 14 – Battle on Sacristan- 500 pts of Loyalists vs 2000 pts of Ruin (loyalists must kill 500 points to win)
40k 15 – Battle on Angstrom (city table) – 2000 pts of Loyalists with LOW vs 1500 points of garrison with 400 points of defenses/fortifications
40k 16 – Battle on Piety – APOCALYPSE battle loyalists vs garrison.  loyalists have no lord of war.  Garrison is made up of tzeentch lord of war greater demon as its lord of war plus troops.

Use:  Divine Intervention, finest hour, undead / zombie natural disaster!
40k 17 – Gygax – APOCALYPSE – Ruin vs neutral

Use:  Divine intervention, finest hour, warpstorm natural disaster

Policy Changes
Games not played that were scheduled count as forfeits

Games that were scheduled but then caught not played because side had already locked down a planet will result in the system being auto flipped.

Starting in March – players with more wins than losses can only challenge like record players barring special permission.  Players with losing records may still challenge players with winning records, just not vice-versa.

Badab Campaign Turn 2 Cycle 1

Posted: February 2, 2015 in Uncategorized

Previous Cycle Results (1_4)
Phargos Hex 2 – 1 game played – 1-0 RUIN – advances the chain to Phargos 3 (APOC Game)
BFG8 – Imperials vs Ruin – imperials win
BFG 9 – roll off at Angstrom – secessionist fleet drives imperial fleet back
Sacristan – four games played – 2-2 draw
Crows World Invasion – Two games played – 1 secessionist win, 1 draw – Crow’s World falls to Huron!
Tranquility Chain – Two games played, two imperial victories unlock resource points and victory points for the Loyalists
Angstrom – one game played, 1 imperial victory knocks Angstrom’s garrison down two levels and the imperials lose one level.  Angstrom has a defense score of 2 now


Resource Cycle Summary
Imperials – 65 Resource Points, 14 Victory Points
Secessionists – 85 Resource Points, 17 victory points
Ruin – 90 Resource Points, 17 victory points

Ruin – creates new fleet with battleship at Bellaphron, Adds special character slot to Sacristan’s main army, special agent
Secessionists – Boost Fleet II on Isin, Replenish Army B and boost, Add new fleet at Isin
Imperials – Army D & E disbanded, Fleet I disbanded, New Armies on Endyman (x2), New Army on Sacristan (x1), Fleet III dropped battleship, Fleet II dropped battleship, New Fleet Endymian, special agent

All damaged fleets replenished


Random Event for Turn 2
Ruin – gain special ammunition on element “E” on sacristan.  May either boost +1 S or +1 AP.  If using +1 AP, weapons ‘get hot’.
Secessionists – warp storms impede them and they roll an extra die for warp travel all of Turn 2
imperials – gain 12 RPs from extra resources

Current Cycle Orders

Turn 1
Ruin – Element “E” engages Sacristan Garrison (40k9)
Imperials – Fleet II jumps to Sacristan
Secessionists – Army “B” moves from Hatusa to Archaea

Turn 2
Ruin – Fleet IV goes on patrol and engages incoming imperial fleet II (BFG10)
Imperials – Fleet IV moves from Grief to Sacristan
Secessionists – Fleet V Isin to Archaea

Turn 3
Ruin – Fleet III supports Fleet IV’s battle in BFG 10
Imperials – Send an agent to Svngraad and successfully enlist the fortress world to their side
Secessionists – Move fleet III with army “C” from Crows World to Larsa successfully

Turn 4
Ruin – > Move fleet from Archae to Khymra
Imperials – Element “A” attacks Angstrom’s Garrison (40k10)
Secessionist – Army “D” moves from Badab to Angstrom, but the army takes a level loss to their sustain from warp losses

Turn 5
Ruin – embark on the final Phargos Quest (40k11)
Imperials – Fleet III engages with Fleet I in Svngaard space (BFG 11)
Secessionists – Fleet IV patrol Angstrom

Turn 6
Ruin – Fleet I attacks the Cataract’s garrison fleet (BFG 12)
Imperials – Army “D” transitions to Piety
Secessionists – Fleet II moves from Archaea to Badab but loses 1000 points to the warp

Turn 7
Ruin – Engage the Gygax 3 Apoc quest (40k12)
Imperials – move Fleet I from Endymion to Rook

Turn 8
Ruin – send an agent to feral world of Lampton and sway them to their side

Turn 9
Ruin – Element “D” attacks Sacristan’s Shield Generators in a kill team (40k13) vs Loyalist ‘E’ element

Turn 10
Ruin – Fleet V transitions to Sacristan


Current Cycle Battles

40k9 – Ruin vs Sacristan Garrison with defenses (2000 pts Ruin vs 1500 garrison +100 fortifications)
40k10 – Loyalists vs Angstrom Garrison (2000 pts Loyalists vs 1500 pts garrison + 400 fortifications)
40k11 – Phargos Hex APOC game (APOC) Ruin vs Neutral.  Special:  Divine Intervention, Finest Hour, Strategic Assets, and Warp Storm Breach disaster (all found in apoc book)
40k12 – Gygax APOC Game – Ruin vs Neutral:  Special: Divine Intervention, Finest Hour, strategic assets
40k13 – Sacristan Shield Generator Kill Team – 200 pts Ruin vs Loyalists

BFG10 – Ruin fleet attacks Loyalist fleet after arriving (with support) – 1750 pts with battleship ruin fleet vs 2000 pts imperial fleet with no battleship

BFG 11 – Svngraad – Imperial Fleet III attacks secessionist fleet I – 2000 pts loyalists with no battleship vs 2000 pts secessionists with battleship

BFG12 – Cataract Garrison – Ruin fleet – 1500 pts no battleship vs garrison vs 1500 pts no battleship


Badab Campaign Turn 1 Cycle 4

Posted: January 25, 2015 in 40k, Badab War


Previous Cycle Results

40k1 – Battle on Sacristan (ruin invades) – 2 games played (1-1 draw)
40k2 – Battle on Crows World (secessionist invade) – 5 games played (3-2 secessionist)
40k3 – Battle on Angstrom (imperials invade) – 2 games played (1-1 draw)
Gygnax2 – Killteam on Gygnax 2 – 1 game played (1-0 ruin)
BFG7 – Ruin fleet attacks Sacristan garrison fleet – 1 game played (1-0 ruin)

Current Cycle Orders

Turn 1
Ruin – Fleet III attacks imperial Grief fleet in docks (BFG 8)
Secessionist – Fleet IV unloads army and heads to Angstrom
Imperials – Fleet II – move from Svngraad to Grief but loses 1000 points to the warp

Turn 2
Ruin – engage Sacristan Battle round 2 (40K4)
Secessionist – engage Crow’s World fight.  World down to 1 defense point.  (40k5)
Imperials – Army C deploys on Galen

Turn 3
Ruin – Army “D” transits to Sacristan
Secessionists – hold
Imperials – Fleet III moves from Galen to Svngraad

Turn 4
Ruin – Fleet I picks up army B and moves to the Eridayn Catarayct
Secessionists – hold
Imperials – Army D engages Tranquility Apoc battle (40k6)

Turn 5
Ruin – Army “F” engages Gygnax 3 Apoc battle (40k7)
Secessionists – hold
Imperials – Army E supports Element D on tranquility

Turn 6
Ruin – Army “A” engages Phargos 2 Quest Chain
Secessionists – hold
Imperials – Army A engages Angstrom garrison in Apoc game (40k8)

Turn 7
Ruin – Fleet 2 jumps to Archae
Secessionists – Fleet 2 jumps to Archae to meet Ruin fleet
Imperials – Fleet I attacks Secessionist Fleet IV in ANgstrom space (BFG9)


Current Battles this Cycle
this cycle uses a special scenario which is used in all 40k games regardless of apoc or normal.


Forces – as normal with the exception that the Loyalist side MUST take 3 independent character HQ models.  (if neither side is loyalist, randomly determine which side must do this).  The other side may swap heavy support choices out for additional fast attack choices if they wish on a one for one basis.

The game has three objectives.  For each loyalist HQ model alive on the table at the end of the game, the loyalist player counts that as having scored an objective.  For every model killed or left the table, the other player counts that as having scored an objective.

2) kill points.  The player that scores the most kill points in this mission scores another objective.

The side that has scored the most objectives wins the game.

FIRST TURN AND SETUP – per normal 40k rules, with seize the initiative etc.

Twilight Assault – beginning of game on a 4+ the whole game is played with night fight rules.

Game Length – Random (per 40k rules)

This battle counts for *5* standings points instead of the normal 3

Battle List

BFG8 – 2000 pts of Ruin attacks 1500 pts Imperials while berthed in Grief docks.  Fleet engagement, use planetary defenses on Grief if applicable.

BFG9 – 2000 pts of Imperials with battleship attacks 1000 pts of Secessionists with battleship in a RAID scenario in Angstrom space.

40k4 – 2000 pts ruin vs 1500 pts Sacristan garrison (+100 fortifications).  If ruin wins they claim Sacristan

40k5 – 2000 pts Secessionists vs 1500 pts Crows World garrison (+250 pts fortifications).  If secessionists win they claim Crows World

40k6 – APOCALYPSE BATTLE – Imperials get +250 pts from support.  Imperials have no LORD OF WAR.  Tranquility is a JUNGLE WORLD and should have a lord of war scale greater demon present if available.  Tranquility forces do have LORD OF WAR option.  Terrain should reflect a jungle world and some areas of the table should be dangerous terrain.  Winning this quest chain will give the imperials an additional 5 resource points from this world and the world will be worth 2 victory points instead of 1.

40k7 – APOCALYPSE BATTLE – Forces of Ruin have a Lord of War.  Gygnax forces also have a Lord of War.  Winning this quest chain will give the forces of Ruin a re-roll when traversing red warp lanes.

40k8 – APOCALYPSE BATTLE – imperial forces get a lord of war.  Angstrom garrison has lord of war.  Angstrom garrison has +400 points of fortifications.

PHARGOS2 – Ruin Killteam 300 pts vs neutral phargos2 forces.