Welcome to the Aleph Sector Campaign blog, Sheffield University Wargames Society's narrative based campaign set in Games Workshop's Warhammer 40,000 universe. If you are new here, have a read of the Aleph Sector Campaign System. This will explain what the campaign is, how it works etc. If you are really keen you can download the entire ten year history of the campaign! If you are a new student in Sheffield, visit the Wargames website from the links section on the right to get involved!
Sunday, December 18, 2022
Orks make progress on Haven
The initial ork assault resulted in many dead speed freaks as well as squig cavalry, including the cybork big boss Bouser (who had lead the initial invasions onto the planet against the grey knights), to the fist of the telamon dreadknight. In return the orks had only managed to wound a few Custodes. However what this assault did gain, was a lot of ground for the orks who now proceeded to loot and destroy vital imperial supplies. The ork second wave then arrived including the mass of greenskin heavy infantry, which almost destroyed the Knight Lancer Grimskul had been chasing. With nowhere to go however, the wounded knight charged into the Stompa, hoping to take the beast with it. Unfortunately an ignominious end followed, as the Lancer was summarily crushed under Hope Killa's mega chopper.
The arrival off the Aalarus terminators stopped the onslaught and finished off 'Hope killer', reducing the war engine to scrap once again, but nothing that couldn't be reassembled by the ork mechs. Seeing this the ork leadership ordered a "takticul retreet", but still claiming a strategic victory, as the imperial defence had failed to hold back the ork army on their flanks and many imperial supplies and munitions had been looted by the greenskins. Grimskul Bloodfang left the field with a wide grin on his monstrous face.
Mordecai: Chaos offensive in the Central Sector
On Mordecai the seemingly never ending war of attrition continued as 022M42 drew to a close. By now the Imperium's strategic advantage from winning a key space battle had eroded such that the forces of chaos had almost recovered parity in terms of logistics, supplies and reinforcement, largely thanks to the presence of the daemon world of Astralis. The Emerald Serpent had received new allies in the form of the Night Lords, and despite some difficulties getting the traitor legion to respect a chain of command, by mid 12.022M42 the forces of chaos were strong enough to begin preparing for a new offensive.
The Thousand Sons led the new attack on the Central Front, once again targeting the Sathugar mines. This ground had been fought over time and time again precisely because control of the mining areas meant resources, and whichever side control most of the mines would eventually prevail in the war. The attack was not a sweeping offensive of manoeuvre but a brital head on assault into the westernmost portion of the mining complex. The Imperial Guard made a valiant stand but were outmatched by the firepower and chaos psychic powers of the followers of tzeentch. A regiment of Kutuzov's finest was eliminated, and the Imperium scrambled to retreat to more defensive positions. As the fighting died down the Thousand Sons had achieved their main objective, denying the Imperium complete control of the Sathugar mines. Now they considered their next move.
Erguras Fall: Necrons awaken in force
The necrons attacked the Tau and Imperium almost simultaneously, demonstrating their strength to be able to fight on two fronts. The imperial garrison reacted by calling for assistance from the Dark Angels, who quickly launched an offensive against the wave of mechanical bodies now flooding towards the imperial HQ. The astartes mowed the necrons down in droves, but it seemed this was never enough, as they would repair themselves, stand up and once more begin moving forward. After hours of this and despite eliminating the necron commander, the Dark Angels realised their position had become compromised, and yielded the ground east of the main plateau to the necrons. The Imperium and necron territory was now separated by a ridge of terrain which would slow the xenos advance, but hopes of eliminating the necrons from the world had now been dashed.
Further north the Tau had been patrolling in force in territory thought to be controlled by chaos forces. These however had been dormant, uninterested in engaging the Tau in open battle on the plains, busy as they were excavating the tomb complexes they themselves had overrun. In addition, the forces of chaos could see very well what was heading straight for the oblivious Tau, and were minded to wait and see the outcome.
The necron army set upon the Tau hunter cadre at much the same time as the battle against the Dark Angels further south. Despite advanced firepower the Tau found themselves blocked from moving further south, and began to take heavy casualties. Once again the necrons seemed uncaring about their own losses, and by the end of the engagement the entire necron force had been wiped out. However the damage to the tau force was such that they were forced to retreat, before the forces of the dark gods took advantage of their weakened state. By the end of 022M42 the necrons had established themselves as a force on Ergura's Fall.
Tuesday, December 06, 2022
Monday, December 05, 2022
Erguras Fall escalates
The initial patrols clashed in no mans land, leading to an escalation by the Mechanicum following their defeat. Seeing a second patrol now coming their way, the Iron Warriors withdrew. This however was a trap, as the imperial force now ran straight into a small host of summoned daemons. The Adeptus Mechanicus agents had managed to take important objectives however, and despite taking heavy casualties in the second skirmish, defeated the daemons and prevented the forces of chaos gaining any further intelligence on the base now being constructed in the southern region of the continent.
Further north, the Night Lords moved in force against what they thought was a Tau formation, only to find yet another necron army trying to prevent the other races from despoiling yet more necron tombs. Their presence however actively engaged the Night Lords' curiosity, and the chaos force moved to attack the aliens in their path. The Night Lords attack was succesful, killing the necron overlord and only narrowly failing to to capture the necron cryptek Szeras, who was now apparently highly invested in protecting these necron tombs. Once again the necrons were unable to achieve their main goal and yet another tomb complex was ransacked by an enemy.
The reason the forces of chaos did not run into the Tau was because their main force was already engaged further south. The vast plains of Ergura's Fall turned the engagements into something more akin to naval battles, as armies roved across the surface trying to find one another to bring them to battle. Apart from tomb complexes and the occasional ruined settlement, Ergura's Fall had nothing in the way of cities or population, and the war on the world was defined by these shifting mobile battles.
The Tau were engaged further south because they had been attempting to bring the Imperium to battle. Having suffered a defeat in the preceding week, the Tau now sought to "deprecate" Imperial assets, which in actuality meant destroy the imperial armies wherever they were found. Eventually the two sides met on the equatorial plains and a large engagement took place involving Commander Stormwatch and Aun'Tso. Opposing their huntre cadre were the Novgorod Hussars, once again supported by heavy tanks and cavalry, ideal troops for the flat featureless terrain of the planet.
The battle took place over several hours as the two sides clashed. The result was indecisive, with neither force able to cripple the others. By the time evening came both sides withdrew closer to their fixed defences, although the Imperium did lose one super heavy tank.
Monday, November 28, 2022
Hecate Gap strategic situation
Progress this week for the Imperium who move into second place on Haven and strip the orks of their overall majority. Tau setbacks on Erguras Fall but the Imperium are not yet in second place on this world. Ork and Tyranids on Haven would play Imperium (possibly with allies). On Erguras Fall it remains Tau vs. Chaos.
Sunday, November 27, 2022
Mordecai: Ur'Ghar falls to the Imperium
On Mordecai the focus of the imperial campaign shifted south towards the city of Ur'Ghar on the shores of the Kuneus lava traps. The twin cities of Burroneus and Ur'Ghar were the gateway to the Sathugar mines and it was critical for general Kutuzov to take both and hold them. Burroneus had changed hands a number of times but was now firmly in imperial control, but Ur'Ghar still held out.
To take the city the imperial guard would make a strong flanking manoeuvre to cut the city off from supply, and the elite Adeptus Custodes would then conduct a frontal assault on the city. By late 11.022M42 it was determined that the forces in Ur'Ghar were weak, but that the forces of chaos would almost certainly summon daemons to do the fighting for them.
The operation to take Ur'Ghar played out as expected by the Imperium. As the Novgorod Hussars pushed north to encircle the city, a host of daemons was summoned in their path. Expecting this, the Hussars were well equipped, and although the army was not the largest imperial force to be sent on an offensive, the majority of the chaos army was being kept in the city itself as a frontal assault was expected. The Novgorod regiment performed its duty however, and reached the shores of the Kuneus traps on schedule.
With the city of Ur'Ghar now surrounded, the Adeptus Custodes launched their attack, knowing that direct reinforcement would not be available to the armies of chaos. Brutal fighting erupted in the streets of the city, and a great host of daemons was summoned to oppose the elite imperial attackers. These deamons included a greater daemon of Khorne and what appeared to be a manifestation of Belakor himself, but the Custodes force, supported by a legendary Telemon heavy dreadnought proved more than a match for the denizens of the warp. One by one the monstrous abominations were cast back into the warp, and the chaos positions in Ur'Ghar became untenable. With nowhere to run the battle became a slaughter, as the loyalists massacred anyone and anything flying chaos colours. No prisoners were taken, and the city was all but razed to the ground. Only a few that had stayed loyal to the emperor were spared the fire.
The chaos forces were not done however. Unable to retake the city, the Thousand Sons nevertheless took the opportunity of the concentration of imperial forces in the south to launch a series of raids against imperial defences further north in the central sector. Here they managed to draw the attention of the Dark Angels, who they defeated in open battle, killing a senior astartes commander. This did not result in territory gain for the chaos forces, but it reminded Kutuzov that his enemy still possessed strong and well equipped units, and the war although tipping in the Imperium's favour, was far from over.
Novgorod Guard advance on Haven
Erguras Fall: Necron and Tau setbacks
Friday, November 25, 2022
Hecate Gap strategic situation
If the campaign first phase ended like this, the next phase would be Orks vs. Imperium for Haven, and Tau vs. Chaos for Ergura's Fall, unless other factions "gift" their points to others.
Orks, Tyranids and Necrons want to "open" the gap. Chaos, Tau and Imperium want it defended. Eldar want it destroyed completely and may have a "decisive tiebreaker" if different factions end up controlling different worlds.
Thursday, November 24, 2022
Brutal fighting on Mordecai continues
Tau and chaos make gains on Ergura's Fall
Orks take ground on Haven
Saturday, November 19, 2022
Chaos make gains at Ergura's Fall
Mixed Fortunes for Tau in the Hecate Gap
Wednesday, November 09, 2022
Orks land at Haven
Tau shift focus to Ergura's Fall
Haven scouted by Tau
Erguras Fall sees increasing activity
Chaos counter attack on Mordecai
Tuesday, October 18, 2022
Forces begin landing at Haven
In 10.022M42 the strategic situation in the Rifts of Hecate began to change as all factions realised the importance of securing Haven and Ergura's Fall to either control or close the Hecate Gap. Initial scouting began in early 10.022M42 as the Tau started sending pathfinder and stealth teams to Haven. One of these scouting teams was met by a squad of Sky Lords astartes performing the same mission for the Imperium. The brief skirmish was violent and dramatic, with the Tau stealth team displaying excellent marksmanship. This led to the decision by the Sky Lords to charge their enemy, and they narrowly managed to force the Tau to flee once they had closed the distance through withering fire.
At the same time a larger force of Iron Hands found itself facing off against a much larger force of Necrons. Defeat seemed likely, but the arrival of the eldar ensured the Necrons were forced to abandon their mission. This was not without its difficulties however, as the astartes and eldar also exchanged fire and interfered with one another's aims. This was no "alliance". The eldar desperately wanted to ensure the Necrons did not find the location of the Nexus Arrangement, the device holding open the Hecate Gap, but at the same time they didn't want the Iron Hands to achieve an absolute victory. No negotiations or pleasantries were exchanged after the engagement, and the eldar withdrew to the coastal strip of the main continent, building a base there for further interventions.
The Imperium continued to build a base around the necron tomb complex in the centre of Haven's barren but habitable main continent, amonst the ruins of a long dead civilisation. Further north however, the Imperial Guard were scouting the area for the construction of a second base. On 1510.022M42 it became obvious this would be more challenging than first thought, as they encountered the first elements of the tyranid threat, confirming inquisition reports that the hive fleet or fleets within the Rifts had discerned the imperial plan and were now seeking to gain control over the Gap itself.
The battle against the tyranids resulted in heavy defeat for the Imperium, and the remaining Guard units fell back to the imperial base in the south. Now the Eldar, Tyranids and Imperium had established themselves on Haven, and the battle for the Hecate Gap had begun in earnest.
Astartes intervene to take Festergax
Deamons lift Seige of Festergax Primus
Thursday, October 06, 2022
Welcome to the Aleph Sector Campaign
Welcome to the Aleph Sector 40k (universe) campaign. This is a sector wide "pick up and play" campaign which is largely narrative, but now has a number of specific theatres to cater for different campaign styles.
Sweeping conflict between Chaos and the Imperium in the Perseus Deeps is an ongoing and apparently endless struggle between the warriors of the Emperor and their hated traitors. The campaign theatre supports all 40k universe games including 40k, Kill Team, Battlefleet Gothic, AI and Epic. The main "campaign system" allows players to simply find an opponent, play the game then record the results with the GM - this generates "points", which the overall faction commander (or the GM if there isn't one), can spend on territory, strategic raids, fortifications or anything else feasible within the campaign. The larger the game - the more points, but the better your faction is doing gives you a bonus to your win. The Perseus Deeps is the main theatre of war in the sector, as it is close to the Cicatrix Maledictum and is key to the control of the sector.
More information on the "system" can be found here (you don't need to know any of this at all, but the GM (Duncan) works with faction commanders to make best use of their wins, and acts as an advisor, warning against strategically "unwise" moves - though is often ignored!)
Meanwhile in the Hadron Expanse, a new campaign theatre has opened up. The Tyranids, Orks and Necrons are seeking to pour through the Hecate Gap - a passageway through a set of warp storms that once sealed them off from the rest of the sector - while the imperium, chaos and Tau forces try to stop them, and the eldar try to seal off the region once and for all.
The whole map is however "live" and players who want to get into the narrative can drive their own plots and perhaps even trigger the next major theatre of war. Any and all games from matched play to one off narratives can be played - its as much as you personally want to make of it.
More information here.
And if you want background - there is a ton on this blog to delve into. The campaign has been running now since 2001, and the blog since 2006. In this campaign - there really is only war...
Monday, September 26, 2022
Hecate Gap Campaign
In late 09.022M42 the situation in the Hadron Expanse was becoming critical. By this time, the Aleph Sector, cut in two by the Cicatrix Maledictum, had two very active warzones. In the Perseus Deeps the Imperium were locked in a titanic struggle with the forces of Chaos to control the strategically vital system of Mordecai. In the far east of the sector however, a new trouble was brewing for all the factions seeking to control the sector.
In 021M42 the Rifts of Hecate, an area of the Hadron Expanse that had been inaccessible for Millenia had become the focus of interest for the many factions of the sector, as the warp storms preventing navigation to the region had developed a navigable passage known as the Hecate Gap. This had been achieved by the machinations of the Lord Inquisitor Huron, who had discovered and activated the necron artefact known as the "Nexus Arrangement", which pushed the warp away from realspace using arcane and unfathomable technology.
The forces of the Imperium, Tau and chaos had sent expeditions into the region, seeking to exploit valuable resources or find long lost knowledge, but they had found the region less uninhabited than they would have preferred. In the Rifts, large ork, necron and tyranid forces had been discovered, and by late 09.022M42 it had become aparent that all three of these factions had become aware of, and intended to exploit the creation of the Hecate Gap. Lord Huron had not foreseen that by opening the Gap, he not only allowed a way in, but a way out.
Now the growing forces of the orks and tyranids in particular looked likely and capable of flooding through the gap and into the Hadron Expanse proper. From there they would threaten not only the Hadron Expanse, but the Zadoc subsector and then the Perseus Deeps. To counter this, Inquisitor Cyrus Esquerra, along with Lord Huron, issued an edict to imperial forces to pull back and fortify the gap while the Inquisition attempted to locate and gain control over all such Nexus Arrangements, as it had become apparent there was more than one such device hidden in the rifts. After obtaining them, the decision would then have to be made. Keep the Gap open? Or somehow close it, taking the Nexus Arrangements with them.
The Imperium however were not the only ones with an interest in this, and by this time all factions realised that the fate of the Hecate Gap, along with the course of events in the Hadron Expanse and perhaps wider, would come down to who held two critical systems. Ergura's Fall, and Haven. The focus of the rest of 022M42 would be a struggle to control these two isolated worlds.
Campaign system:
This is a very simple campaign which will run to the end of the year. For each win each faction will get points they can allocate either to Ergura's Fall or Haven. At the end of the year any faction with more than 50% of all points allocated to a each world will control that world. If no faction controls 50%, the two largest factions will nominate a player for a "play off" game for control of the world. If two different factions control each world, there will be a final "play off" arranged for one faction to control both worlds. That faction will then decide the fate of the Hecate Gap (which will likely be to hold it open for Necrons, tyranids and orks, CLOSE IT, for eldar and for chaos/imperial/tau they will need to assess whether they want to take the risk of keeping it open and taking the fight into the rifts, or close it for relative safety but fewer strategic rewards)
Alliances: If you believe your faction has an end goal that is in line with your own faction's goal (e.g orks might believe tyranids will keep the gap open, which is good for them) you may gift your points to that faction. On your head be it if it doesn't pan out as desired.
Points are gained as follows (for 2000 point games of 40k, 3000 epic, 1500 of gothic. Points scaled accordingly for different sizes)
Win (1500/2000): +3 points
Win and double VPs: +1 point
Table opponent: +1 point
Win kill team/AI: +1 point
The guard regiment that held that inhospitable world came under assault in mid 09.022M42 with no strategic backup. Commander Malkaor's forces landed on the world and swept away all resistance, forcing the surrender of any remaining guardsmen who marched demoralised into Tau "re-education facilities".
Now the Tau had to make some decisions. the purpose of Tanis as an outpost had become almost worthless now the system of Lysis held no strategic significance with the closing of the Foramen Ignotum, a former pathway through the Cicatrix Maledictum, long gone ever since the Eldar had removed the necron device holding it open. Palantir however would be the obvious next move for the Tau in their aim to create the Hadron Expansion Sphere, but their expedition to the Rifts of Hecate had made them aware of the serious necron, tyranid and ork threat that could sweep across the Expanse if the Imperium were to be forced out of the region. The decision on how to proceed would need to be taken soon.
Wednesday, September 21, 2022
Fierce battles on Mordecai Secundus
Saturday, August 20, 2022
Adeptus Sororitas retake Burroneus
Knowing this, Kutuzov met with his generals and decided that Festergax would certainly not be the first priority. It was a key strategic position, but the troop movements made this an unpalletable first target for the renewed armies of the Imperium. Instead, Kutusov asked for options, and the Sisters of Battle proposed their own plan in the south to take one of the twin cities. Burroneus and Ur'Ghar stood like guardians of the southern passage between the Sarkar Traps and the Kuneus lava sea, acting as a bottleneck and keeping the imperial forces bottled up in the Sathugar plains. A strike here would hit the chaos forces while they were off balance, and potentially unlock the opportunity for a breakthrough to the south.
Kutuzov agreed to the plan and the Adeptus Sororitas charged the city of Burroneus on 1508.022M42, facing weaker opposition as the Death Guard had pulled back to Ur'Ghar. The Emerald Serpent quickly responded, using Astralis to redeploy rapidly, and a violent battle erupted on the narrow isthmus between Nazugral and the twin southern cities. In the centre the Sisters pushed their infantry supported by Immolators with dominions skirmishing on the flanks. It appeared the traitor forces underestimated the infantry push, as their terminators arrived not in the centre, but elsewhere to deal with the skirmishing forces, allowing the Sororitas infantry to push forward relatively unmolested. Eventually the Repentia squads moved into range to be able to unleash a devastating charge, overrunning the chaos centre and unhinging the defence of Burroneus. The city fell, and the Thousand Sons legion found their control of the warp severely hampered by the unshakeable faith of the Sisters of Battle. Frustrated, the Emerald Serpent withdrew to Ur'Ghar, leading to the recapture by the Imperium of the entire Sarkar Isthmus in the process.
Meanwhile the Iron Warriors were clashing with the Adeptus Mechanicus on the flanks of the Festergax Salient. Here the forces of chaos were launching continual skirmishes in order, they thought, to disrupt the Imperial major offensive. In actual fact, Kutuzov had no intention to launch an offensive here, but the spoiling attacks by the Iron Warriors were not particularly successful in any case. Both sides engaged in close quarter fighting, with stubborn resolve, but neither side were able to deal any real damage to one another.
Thursday, August 04, 2022
Decisive fleet action at Mordecai
Rifts of Hecate activity
Mordecai: Festergax Retaken
On Mordecai during 022M42 there was a growing pessimism in the imperial ranks. For months the forces of chaos had enjoyed superior logistical support thanks to their fleet base and the daemonworld of Astralis hanging overhead, and instead of one decisive push, the war of attrition had seen the territory the Imperium controlled slowly whittled away. For every imperial success, the ground gained was smaller, and every chaos victory claimed a little more of the hard won objectives Kutuzov's men had so far died in droves for.
Late 07.022M42 was no different, as a force of Thousand Sons supported by a powerful chaos knight launched a direct assault on the city of Festergax. The city was now little more than ruins, and it had changed hands many times over the course of the war. Kutuzov sent in his own Imperial Knights to defend the city, but the Thousand Sons had ample support, and gradually one by one the imperial war engines were toppled or blown apart. Unable to hold the chaos forces, Kutuzov was reluctantly forced to withdraw his administratum personnel from the city, which fell just a few days after the beginning of the chaos assault. There was no mass chaos breakthrough, but the tide was now firmly with the traitor forces. If something wasn't done about the imperial logistical situation and soon, the war on Mordecai Secundus would end in inevitable defeat for the Imperium.