953  battles played.           2,118,760  total points played.           439  forces of good wins.           514  legion of evil wins.      
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Sector:  Tythica
Controlled: Evil
Topography:  Urban - firestorm
Population: 9.000.000.000
Population Density:  Extreme
Tactical Considerations: Each team can nominate up to one third of its army to have been in the city. These units all have infiltrate and must be deployed at the start of the game. However, they all take D3+1, S4 pinning hits at the start of the game, no armour saves allowed to represent them having taken casualties. No vehicle may be deployed in this way.Additionally, all pieces of area terrain are dangerous.


Sector:  Hesiod
Controlled: Evil
Topography:  Desert
Population: 500.000.000
Population Density:  Moderate
Tactical Considerations: -Sand storm gives the whole table a 6+ cover save always all models are affected, at the start of the turn on a roll of a 1 the storm intensifies increase the cover save to a 5+ and all terrian even open is difficult. Night fight rules is in affect during the storm.


Sector:  Adrina
Controlled: Evil
Topography:  Urban
Population: 1.000.000.000
Population Density:  Moderate
Tactical Considerations: -Roads:Anything that is not a building is considered a roadway and each side may choose one ruin to reinforce giving it a +1 to the cover save allowed. (Roads give vehicles, with the exception of walkers and skimmers, that move at cruising speed following a road for their entire movement phase up to an extra 6”.


Sector:  Bion
Controlled: Evil
Topography:  Swamp
Population: 1.000.000
Population Density:  Low
Tactical Considerations: -Swamp is a nasty thing. At the start of each round roll a d6 and subtract that from each units movement, including vehicles. (fliers/skimmer aren’t affected on a 4+). If a vehicle moves flat out, it must make a dangerous terrain test. Vehicles must reroll any successful dangerous terrain tests.


Sector:  Alcamine
Controlled: Evil
Topography:  Mountain
Population: 18.000.000
Population Density:  Low
Tactical Considerations: -all terrian is dangerous terrian. and mc's and vech's are hurt/immblolized on a 1 or a 2. you must have d3+4 pieces of terrian.


Sector:  Pherios
Controlled: Evil
Topography:  Snow - Tundra
Population: 25.000.000
Population Density:  Low
Tactical Considerations: -Night fight first turn because of a blizzard. after each turn on a d6 roll on a 4+ night fight continues.


Sector:  Cathar
Controlled: Evil
Topography:  Dense Jungle
Population: 250.000.000
Population Density:  Low
Tactical Considerations: Regardless of terrain all units can take advantage of 5+ cover save, but the entire board counts as difficult terrain. Due to the overgrown landscape vehicles (with exception of walkers) can not be used nor can units deep strike.


Sector:  Crius
Controlled: Good
Topography:  Urban - Manufactorum
Population: 1.200.000.000
Population Density:  Moderate
Tactical Considerations: Each side may place one heavy Bolter emplacement within their deployment zone, one model in base contact of the emplacement may operate it with their BS.


Sector:  Celeus
Controlled: Good
Topography:  Sewers
Population: 10.000.000
Population Density:  Low
Tactical Considerations:  Use table quarters to determine deployment - except you get two quarters; yours, and the one opposite it. Any outflanking unit, whether it comes in on the board edge or not, counts as moving through difficult terrain the turn they enter.


Sector:  Nagry
Controlled: Evil
Topography:  Volcanic
Population: 400.000.000
Population Density:  Low
Tactical Considerations: Each turn, starting with turn 2, each player selects a point, roll 3d6 scatter and place a small blast template there. Any models under the template take a str 8 ap 3 hit.


Sector:  Metis
Controlled: Good
Topography:  Plains
Population: 200.000.000
Population Density:  Low
Tactical Considerations: lack of large cities leaves the zone a flat open ground... Game Terms, No Terrain is placed, At the start of the game roll a d6, on a 1-3, night fight is in effect at the start of the game, on 4-6 it is in effect for the last turn of the game (if dawn of war is rolled and the die roll is 1-3, then night fight is in effect one round longer- into turn 2).

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