III – The Fate of Outpost XVII

Last Saturday we played the last game in a mini-campaign I had written in the autumn. As it turned out, the mini-campaign would become the start of our first Warhammer 40k campaign – the Crusade of Fire. The overall winner would start in possession of the archeotech filled moon, Outpost XVII, we fought on.

I played as the Brothers of Caliban (Dark Angels):


Brother Librarian Giles {Mastery level 1, Conversion field, Bolter}

Command Squad {Apothecary, Banner of Devastation, Bolters all around}

10 Tacticals {Vet. Sarge, Plasmagun, Plasma Cannon}

10 Tacticals {Vet. Sarge, Plasmagun, Missile Launcher}

6 Devastators {Plasma Cannon, 2 Missile Launcher}


I was up against:
Guardsmen with a psyker, some specialists and 40 odd bog-standard-men and some Ratlings and Heavy Weapons,
Space Wolves doing the Rhino-race with some long fangs, and an bonus psyker (as a reward from earlier missions in the campaign)and

Eldar with Farseer, 20-ish guardians, pathfinders and some banshees, and a wraithlord.

Each army got a square deployment zone of 18″ in a corner. The objective was simple, get the closest non-vehicle model to the objective (unengaged in close combat).


The Eldar set up in the down-left corner (first picture), Guardsmen up-left, Wolves to the up-right, and the Calibanites to the down-right.

outpost5  outpost6outpost4

The game went as follows: The Guardsmen progressed slowly, towards the centre, fielding the majority of the army in a big blob, only ten men forming a vanguard against the Eldar. The force was hindered by the Space Wolves coming through the cave.

The Space Wolves set up the Fangs in the Ork idol, providing cover fire for the rest of the force through the battle. One Rhino filled with pups set forward against the cave thorugh the mountain in the middle north. One held the pass through the other mountain attempted an early manoeuvre against the Dark Angels, and later withdraw having distracted the enemy enough. A razorback and a last rhino with wolf guard suggested an attempt to break for the objective.

The Dark Angels set up behind the defence lines around the banner with devastators in the ruin.  The Dark Angels shot a fusillade at the Long Fangs felling a few of their number and the psyker hiding with them.

The Eldar found themselves a nice Ironbark forest from where they unleashed a few shots a turn waiting for the moment to strike. Several salvoes was directed at their force but the fleeting eldar evaded the incoming gunfire by going to ground in the ironbark forest for a solid 2+ cover.

Turn 3-4 saw the Space Wolf rush for their objective, ending with the wraithlord slowly eating up one unit, and the Dark Angels attempting a tad too late run towards the objective and crashing into the space wolf veterans. Another combat squad of the brothers of caliban was lost to the psychic assault of the farseer. The Eldar held fast in their forest, sneakily. The guardsmen were assailed by rhinos blocking their way (and tank shocking reapeatedly).

outpost9 outpost8

In the end, an early turn 5, the Eldar got their victory.

You can see the full campaign in its current form here:

The Fate of Outpost XVII

Some changes still needs to be done, but for the time being I’m without a computer to do the changes. In the last mission, for instance, the objective should only be claimable by non-vehicle units (with the exception of swarms.


Linking games with campaigns is something that my gaming group has started to revolve more and more around. The evolution has gone from having stand-alone games every now and then to continuous campaigns in every system we do. At times it is a hellish thing to get that “must do” game in, although you want to do something completely different the next time you place your miniatures on the table. At times it is inspiring and helps your army progress in all manners of aspects of the hobby.

When I began playing, in early seventh, or was it late sixth, edition of Warhammer every game was the same old Pitched Battle. That was not too much fun. I can’t even say why it was this way? I remember the sixth edition rulebook having loads of different scenarios. The difference between each game was the army list you would field, and the opponent you would face. Sometimes you would go crazy and play multiplayer games. It was good times, but looking back… Then came the Mighty Empires set to us and games got linked together providing a great way to explore your army on paper.

This is when Cëloril Le’fer of Athel Cir’Dunnen, son of Menurin, came to life and permanently moved somewhere near Chrace in the deep forests Avelorn. Then Lord Squeephylis of the vast hordes of the Skaven got his name and rose to fame. At the time the linked games and evolving story really gave life to the often so monotonous games otherwise ruling our group. In different ways this helped us come up with stories to the battles that would really start to separate the games from each other. But most of all this helped us come up with own scenarios and campaigns.

Since then we have searched for a mystical doomsday device on a magical island called Har ‘Andha, seen a hard fought battle between skaven and goblins over an abandoned dwarf brew house. Right now we are working through the Blood in the Badlands campaign and just started is a friends campaign based on the recent Crusade of Fire.

Now with the Blood in the Badlands the campaigning has turned, as it has on times before, a bit bitter. The 8th edition has in itself plenty of different scenarios and opportunities to mix and match rules, especially with Storm of Magic. Long campaigns often leaves the non-involved armies left ignored. Fitting in games with these is difficult at best.


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