Planet Scipio, while not the richest or biggest planet in
the Imperium, had sufficient mineral wealth to fuel its economic and industrial
development. It was relatively peaceful before the invasion, tucked away in the
corner of the galaxy far from any of the conflict zones. It didn’t have the
same depth or breadth in planetary defences as the other worlds that were
thought to be primary targets for invaders. This is probably why no one
anticipated the alien invasion and how the invaders got so close before they
were noticed.
Industrialised heartland of the Delta Valley on planet Scipio |
Hive Fleet Hydra coming out of warp ready to begin the invasion. |
Luckily the Imperium’s Rapid Response Force is designed to respond
to just such a threat, and while not carrying the full weight of the Imperium’s
power, the response force is able to muster the limited forces on Scipio, supplemented by assets from nearby space ports. The plan is to effectively meet and stall the first
spearhead of an attack while further reinforcements can be sent. The fate of the planet
Scipio and its inhabitants will be determined in space, air and land.
Imperium's Rapid Response Force deploying to defend the Delta Valley |
Chapter 1 of the
campaign for the planet Scipio will be played as a series of linked scenarios
that will each affect the other to form an overall narrative. This chapter
focuses on the first spearhead of the alien invasion into the Delta Valley, an
area with many industrial, commercial and military assets. The lore is loosely
based on the Warhammer 40K universe with some liberties taken to suite the
narrative.
The campaign will be played at three different levels:
Space Combat – battles in space and orbit to destroy enemy
fleets, capture territory and drop land-based troops for battles, using
Dropfleet Commander.
Land Battle – military operations to destroy enemy forces
and capture key territory, using Epic Armageddon in 6mm.
Skirmish – covert and special operations missions to disrupt
enemy activities or capture asset, using Shadow War Armageddon rules in 28mm.
I have a long wanted to run something like this, it took a while to organise the miniatures, rules and terrain for two factions in three different game systems. Not to mention the many other gaming diversions that I have gone on. You may ask, why not stick to the 40K universe and play
Battle Fleet Gothic (BFG) for the space battles? Well because the BFG ships are
expensive, hard to find and I bought into the DFC Kickstarter which was
designed by the same author as BFG, Andy Chambers. I’ve roughly shoehorned the DFC factions
into the 40K universe: UCM will be used to play the Imperium and the Scourge
will be the Tyranids.
I was originally planning on using a campaign structure and
victory points system to determine who will win the campaign, however, the
results of the first battle made me realise that I could
create a better narrative by keeping it free flowing and play the games that I
like based on what happens on the tabletop. The goal is to organically form a
cohesive story that ties them all together.
If successful, I will keep it going with more chapters that
expand the conflict and bring in new belligerents. The first part of the story
will deal with the initial space invasion by the xenos, the battle report is coming
soon. As a preview, here are some pictures of my two DFC fleets:
The Xeno spearhead invasion fleet |
Close up of the Xeno heavy ships |
The Imperial Rapid Response Force |
Large Imperial Ships |
Looks fantastic, Jahan!
ReplyDelete