BFG: Calixis Sector Campaign Turn 3

Hi guys,

Turn 3

Turn 3

After a week break (I was at a conference) the BFG campaign at my local club kicks off again with two more complicated scenarios. The first, pitting the Ork Rok fleet against the Chaos fleet, was the simple matter of performing a lobotomy on the brain of William, the psychic void whale of Iocanthus, where players had to first find the beast before killing it, moving a transport into contact with it and then off the board, while the second was the childs play of threading their way through a web of asteroid belts and automated defences to escape through a rarely used warp jump point. Please click on the “Continue Reading” to catch the rest of the battle!

Table 1 with asteroid belts and automated defences

Table 1 with asteroid belts and automated defences

The Ork fleet

The Ork fleet

 

 

The Ork fleet begins to move, throwing caution to the wind and blowing up a defence platform before it can activate

The Ork fleet begins to move, throwing caution to the wind and blowing up a defence platform before it can activate

The Imperials move off

The Imperials move off

Meanwhile on table 2 the Chaos fleet begins in close formation

Meanwhile on table 2 the Chaos fleet begins in close formation

The Orks move closer, blowing another platform up, and splitting around the asteroid belt

The Orks move closer, blowing another platform up, and splitting around the asteroid belt

The Roks advance, searching the terrain features for William

The Roks advance, searching the terrain features for William

The Chaos fleet does the same, staying close

The Chaos fleet does the same, staying close

The Imperials, a Mars, Dominator, Lunar, Gothic and Dauntless

The Imperials, a Mars, Dominator, Lunar, Gothic and Dauntless

They advance, blowing up another platform easily

They advance, blowing up another platform easily

The Chaos fleet moves onto another terrain piece, still no sign of William

The Chaos fleet moves onto another terrain piece, still no sign of William

Rawr! With a psychic scream, William the psychic whale erupts from the atmosphere of the planet.

Rawr! With a psychic scream, William the psychic whale erupts from the atmosphere of the planet.

William, dreaded behemoth of the deep

William, dreaded behemoth of the deep

The Orks reach the system control station

The Orks reach the system control station

William turns, opening his maw wide, and fails to chomp down on the closest Rok

William turns, opening his maw wide, and fails to chomp down on the closest Rok

The Chaos fleet, caught across the other side of the board, races towards the prize

The Chaos fleet, caught across the other side of the board, races towards the prize

In an impressive display of firepower, the control station obliterates some Ork escorts

In an impressive display of firepower, the control station obliterates some Ork escorts

William turns, screams causing untold numbers of Ork brains to fry, and moves away

William turns, screams causing untold numbers of Ork brains to fry, and moves away

The Imperials gentle begin threading their way through the tightest asteroid gap, taking torpedoes in the rear from some defences

The Imperials gentle begin threading their way through the tightest asteroid gap, taking torpedoes in the rear from some defences

Chaos races across the board, the Roks struggling to fend them off

Chaos races across the board, the Roks struggling to fend them off

The Orks hammer the station before turning towards the warp rift!

The Orks hammer the station before turning towards the warp rift!

Meanwhile the Imperials are still struggling to advance

Meanwhile the Imperials are still struggling to advance

The Chaos fleet begins to flank, hoping to cut off the incoming Ork brain transport

The Chaos fleet begins to flank, hoping to cut off the incoming Ork brain transport

Caught going slowly, the Imperials are sitting ducks for the Orks to ram!

Caught going slowly, the Imperials are sitting ducks for the Orks to ram!

Salvo upon salvo of torpedoes rapidly cripples the Control Station

Salvo upon salvo of torpedoes rapidly cripples the Control Station

The Chaos fleet springs its trap, aiming to break through the blockade of Roks and get to the transport

The Chaos fleet springs its trap, aiming to break through the blockade of Roks and get to the transport

Forgoing the chance to escape through the warp gate (the orks at this point were down on VP's) they strike for the Imperials

Forgoing the chance to escape through the warp gate (the orks at this point were down on VP’s) they strike for the Imperials

Most of the Imperials make it through, though heavily crippled, winning Tom L victory points for them

Most of the Imperials make it through, though heavily crippled, winning Tom L victory points for them

The Roks and Chaos fleet tangle

The Roks and Chaos fleet tangle, but the Roks pull out victory by escaping with William’s brain

The Orks chase down the last of the remaining Imperials, but cannot scrape victory

The Orks chase down the last of the remaining Imperials, but cannot scrape victory

Victory went to the Imperials and the Ork Roks with each earning an extra refit. As this is the second last week, every player was also gifted a refit from fleet command meaning that:

Tom L – Imperials: Superior Fire Control – +1 to Lock-On to one ship, Extra Turrets – +1 Turret to one ship

Mike B – Orks: Bigger Red Button – a one-use double distance AAF on one ship

Mike J – Roks: Bigger Red Button – a one-use double distance AAF on one ship, Improves Teleportas – +1 to Hit-and-Run attacks on one ship

Ben B – Chaos: Arrestor Engines – +1 to Come to New Heading and Burn Retros to one ship

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4 thoughts on “BFG: Calixis Sector Campaign Turn 3

  1. Chasseur says:

    Looks like a great campaign, thanks for the report!

  2. James says:

    Thanks for the report. What stats did you give the whale? Sorry, psychic void whale?!

    • Gus says:

      The whale was a 6DC, 25cm speed, Cruiser class vessel, with 3 turrets, no shields and 6+ armour. It cuold do a chomp attack (hitting on 4+, 6d6 chances to beat the opponents weakest armour facing) or a psychic scream (FP12 WB, ignores shields, does not cause criticals)

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