Showing posts with label campaign. Show all posts
Showing posts with label campaign. Show all posts

Monday, February 15, 2010

Battle Report: The Arduen Campaign, Part Four



Mad Dok Grotsnik leads da Boyz across the river


The planet Arduen is a small, sparsely inhabited world in the Arcadia Sector. The people of the planet live a mostly idyllic existence, as far as such things can go in the Imperium. Due to the large expanses of wilderness on the planet, the Imperial Guard frequently uses the planet as a training ground for its newly raised regiments.

Monday, February 1, 2010

Battle Report: The Arduen Campaign, Part Three

The assembled Ork mechanized force, with Imperial Guardsmen preparing to ambush their flank
Introduction
The planet Arduen is a small, sparsely inhabited world in the Arcadia Sector. The people of the planet live a mostly idyllic existence, as far as such things can go in the Imperium. Due to the large expanses of wilderness on the planet, the Imperial Guard frequently uses the planet as a training ground for its newly raised regiments.

The planet's idyllic existence was for the moment over, as Ork Warlord Gorgash Gutmuncha and his horde of maruading Freebooters arrived in orbit and began landing on the planet. After destroying some Imperial patrols and an ill-advised raid on an Imperial outpost, Big Mek Grotsmaka began to muster his boyz into a sizable force to take on the Imperials and wipe out their forces on the planet.

Unfortunately for him, Imperial scouts on the planet had discovered one of Grotsmaka's staging areas, and responding quickly, a pair of infantry platoons and an armor platoon was quickly dispatched to take it out before it was completely organized.

The Company Command Squad, between the two Hellhounds, ready to begin the attack
Imperial Guard Attack Force
Company Command Squad (6)125
Special Forces
SFC Grant (1)65
1st Infantry Platoon
Command Squad (5)90
Infantry Squad 1 (10)57
Infantry Squad 2 (10)55
Weapons Squad (Missile Launchers)90
2nd Infantry Platoon
Command Squad (5)47
Infantry Squad 1 (10)55
Infantry Squad 2 (10)55
Weapons Squad (Missile Launchers)90
Assault Section
Hellhound130
Hellhound130
Armor Section
Leman Russ Vanquisher200
Leman Russ Squadron555
Total1744

The Leman Russ Squadron prepare to meet the Orks head on

Imperial Guard Briefing
Darkwing: Since my Imperial Guardsmen drove off the Ork attackers in the last battle, that gave me an advantage (well, story-wise) in this battle. Here I would be assaulting the Ork staging area in an attempt to attrit their forces as they muster for a major assault on the major Imperial settlements on the planet. I knew right off the bat I wanted some armor, so I immediately took a squadron of Leman Russes, and I also took a pair of Hellhounds to provide some ork-killing inferno cannons. I had wanted to load up on the tanks and include both my Leman Russ Vanquisher and Leman Russ Demolisher, but in the end I didn't have the points so I had to settle for just one--the Vanquisher. I figured its Vanquisher cannon could easily deal with whatever vehicles that the Orks could bring to the battle.

For infantry I got the obligatory Infantry Platoon, with two regular squads and one flexible missile launcher squad. For the second troops choice I considered just getting a single veterans squad, in the hopes that I would be able to free up some points for more armor. In the end I went for a second infantry platoon, almost identical to the first except in the case of special weapons.

For my HQ I got the standard Company Command Squad, relatively bare bones except that I added a Master of Ordnance--I've been itching to give him a try for a long time, and now I'd be able to get the chance.

And how could I forget? I also included Guardsman Marbo (or his alter-ego in my army: SFC "Roughshod" Grant). I figure he could deliver a timely demolition charge during the battle, and I was eager to see him at work.

With that, I hoped to hit the orks hard and fast, blowing up their vehicles early with my armor and my missile launchers (and a four meltagun Platoon Command Squad), and then mopping up with my hellhounds and infantry (and the Leman Russes, of course!).

Ork Mechanized Force:
HQ
Ork Big Mek Grotsmaka w/ KFF
Elites
Ork Nobs Mob (7 nobs) w/ PK, Big Choppa, and Painboy,
plus Battlewagon w/ Lobba and Big Shoota
Troops
Gold Deff Dread with 2 Big Shootas
Pigface's 'Ard Boyz (x19) w/ Rokkit, Nob w/ PK
Bokebreaka's Trukk Boyz (x12) w/ Rokkit, Nob w/ PK, Trukk w/ Rokkit
Redbonce's Trukk Boyz (x12) w/ Big Shoota, Nob w/ PK, Trukk w/ Big Shoota
Fast Attack
3 Dethkoptas w/ TL Rokkits
5 Biker boyz, Nob w/ PK
Heavy Support
Battlewagon with 3 Big Shootas
Silver Deff Dread w/ 2 Big Shootas
3 Killa Kans w/ Rokkits
Total: 1750
2nd Platoon's Command Squad, ready to spring the trap
Ork Briefing
Badelaire: I was unceremoniously pummeled in the last battle, using lots of small, elite units and light fast vehicles. This time around, while I was going all mechanized, I would also be fielding two battlewagons, two dreads, and a trio of killa kans, as well as some nobs, 'ard boys, and some deffkoptas. The list, while lacking a prodigious number of bodies, was still fairly large, and I had no less than five PKs in the list, along with a fair number of rokkits.

However, my biggest hurdle would be Darkwing's armor. Leman Russ tanks are tough nuts to crack; even though a PK will tear them open with ease if I'm able to charge and hit, it's the charging that's going to be the hard part. I knew he'd probably have at least one squadron of tanks, and that meant three ordnance templates, lascannons, and a bucketload of heavy bolter dice coming at my units every turn until I could crack open those tanks.

My initial hope would be that my Kans and my Koptas could get flanking shots on the slightly weaker Russ' side armor, and the higher ballistic skill of the grot-piloted kans, as well as the twin-linking of the dethkopta's rokkits, meant that I had a better than usual chance of connecting. In addition, since all my mobs of boys were either mounted on vehicles or riding bikes, they would have considerable speed to their advantage when trying to get within assault range of the heavy armor. Like some sort of Napoleonic cavalry charge, it would be a matter of whether or not I could make it to his lines, through the murderous hail of his guns, in sufficient numbers to do the necessary punishment needed to break his army.

*Note: I apologize that the maps don't have a key to explain the various symbols--I'm working on that. Hopefully the context is good enough to make them clear enough to follow the action. Also, north is to the right in all the maps.Scenario
The battle was fought on a 9' x 5' table, with a ring of terrain surrounding the ork staging area. The orks could deploy anywhere on the table more than 18" from a table edge (except for the northern table edge, where the limit was 24"). The Imperial Guard could deploy anywhere on the table at least 6" outside the Ork deployment zone. The Orks deployed first, followed by the Imperial Guard (who had the advantage since they were springing an ambush), and the players rolled off to determine the who got the first turn. Other than that, the object was just to annihilate the enemy!
Turn 1
As the ork forces warmed their engines in preparation to leave and join the rest of the massing ork forces, Captain Wright settled his command staff into position in the tall grass, just to the south of the Ork vehicles. On either side of him, out of line of sight of the orks ahead, was a pair of hellhounds, the Clamor Necis to his left, and the Mors Crucians to his right. Lieutenant Roberts, the unit's Fire Support Officer, studied the Ork position through his binoculars, getting ready to call down the artillery strike to begin the attack. The bulk of 1st and 2nd platoon was maneuvering behind a ridgeline to the east to get into position, while their two heavy weapons squads, each armed with a trio of missile launchers, were setting up in firing positions to the southeast and west. Off beyond the orks to the north, a Armor Platoon of Charlie Company, consisting of three Leman Russes, accompanied by Charlie 6, the Company Commander in his Leman Russ Vanquisher, prepared to strike from the north. Everything was coming together and soon the trap would be sprung. That is, until a green private in 2nd platoon tripped, discharging his lasgun and giving away his unit's position...

The orks responded blindingly fast. They had thought that they had to meet up with the rest of the boyz to get into the fight, but fortunately, there was a fight right here!

Most of the Ork army headed east at a breakneck pace to engage the Imperial Guard infantry platoons. Redbonce's trukkboyz drove up to 2nd Squad, 1st Platoon, disembarked, fired their sluggas and killed four members of the squad, causing the rest to break and flee the battlefield.

Pigface's 'Ardboyz drove towards 1st Squad, 1st Platoon in their Battlewagon, disembarked and fired their sluggas. Two guardsmen were killed, while the rest prepared for the inevitable charge. The 'Ardboyz plowed into them, one of the orks dying to a desperate lasgun shot at the last second, but then the 'Ardboyz tore apart the squad, killing the remaining eight, leaving no survivors.

The Ork bikers rode further north and opened fire on Command Squad, 1st Platoon with their big shootas, killing all five members without any problems. Aside from its supporting heavy weapons squad, 1st Platoon was all but annihilated.

The Nobz' battlewagon drove towards 2nd Squad, 2nd Platoon, disembarked and charged the stunned guardsmen and killed all ten without breaking a sweat.

Bonebreaka's trukk gunned its engine, heading flat out north to deal with the rest of 2nd Platoon.

While the Silver Deff Dread headed east to provide unnecessary support to the boyz, the Gold Deff Dread headed south. Spotting members of the Command HQ Squad it fired its big shootas. The shoota shells smashed into the squad, and decapitating one guardsman and disembowling another. Two more were severely wounded, but the quick reactions of Medic Schmidt saved their lives and allowed them to continue to fight.

The Imperial Guard reeled under the ork assault, having lost nearly all of their infantry. Command Squad, 2nd Platoon moved into cover in the woods, while 1st Squad, 2nd Platoon, backed up and formed a firing line, hoping to take out some Nobz. 2nd Platoon's command ordered them to First Rank Fire, Second Rank Fire! and the unit unleashed a fusillade on the Nobs, killing one and wounding another. It would not be nearly enough to stop them, however. The Command Squad then fired their grenades launchers at the approaching bikers to no effect.

The Hellhound Mors Crucians drove forward and fired its inferno cannon on Redbonce's boyz, killing seven of them. The other Hellhound, the Clamor Necis, fired its heavy bolter on them, killing two more. The survivors, although scorched and smoking, decided to stick around to get their revenge.
The Mors Crucians prepares to bathe the Orks in promethium

Missile Launcher Team 1 dished out small amount of payback for the destruction of the rest of their platoon by hitting the Gold Deff Dread with a pair of krak missiles, wrecking it. Missile Launcher Team 2, to the west, fired its krak missiles at the 'Ard Boyz, but Mekboy Skullface's Kustom Force Field deflected the shots.

The Imperial Guard Armor, heading in from the north, rumbled slowly closer and opened fire. The Vanquisher missed its target, but the Leman Russ Squadron connected with the Killa Kans, exploding one and immobilizing a second.

Finally, Master of Ordnance Roberts called down an artillery strike on the 'Ardboyz. His coordinates proved accurate and the shots killed five orks, but did not damage their battlewagon.

Turn 2
The Ork Deff Kopta squadron, returning from a preliminary patrol, showed up directly behind the Leman Russes, and threw themselves into the action. The Ork bikes also sped in that direction, attacking them from the front. The Deff Koptas opened fire with their rokkits at close range, shaking up one of the Leman Russes but not doing any further damage.
The Deff Koptas strike the Leman Russes from the rear


Redbonce's boyz and Pigface's 'Ardboyz embarked on their vehicles and headed off in search of more guardsmen to kill, both vehicles heading towards the Hellhounds and Company Command Squad. Bonebreaka's trukk headed north to go after the Command Squad, 2nd Platoon in the woods. The Nobz parted ways with their Battlewagon, heading towards 1st Squad, 2nd Platoon, while the Battlewagon headed south with the others. The Nobz plowed into the infantry squad, killing nine and leaving the sergeant as the sole survivor, who wisely took to the hills.

Redbonce's Trukk and the Silver Dreadnought both fired their multitude of Big Shootas at the Command HQ squad. The four surviving members of the squad hugged the earth, and tried to make themselves as small as possible, but the big shootas delivered five wounds to the squad. Doc Schmidt showed his worth and through heroic application of his medical skills he negated all five wounds, leaving the ork gunners roaring in frustration. "If we survive this, you're getting a medal," Captain Wright muttered grimly to the medic.

The Vanquisher turned to face the Deff Koptas and fired all of its weapons at them, killing one and wounding another. The Leman Russes all fired at the bikers zooming towards them, killing three and forcing the rest to turn tail and run.
The Orks prepare to take on both Hellhounds
The two Hellhounds fired on Redbonce's trukk, and while their inferno cannons did nothing, a heavy bolter shot slammed into the vehicle's transmission, causing it to careen directly towards the Command HQ squad, stopping just short of them and exploding. Redbonce and three of his boyz climbed out of the wreck, eager to dish out some pain on the Command HQ squad.
Redbonce prepares to take out his anger on the Company Command Squad
Suddenly a pair of krak missiles from one of the missile launcher squads rocketed into the bodies of two of the boyz, causing them to explode into gloppy green and red gunk. Undaunted, Redbonce continued towards the HQ squad. Captain Wright and Lt. Roberts exchanged a look, and in unison they drew their laspistols and killed the nob leader with two well placed shots.

SFC Grant appears and prepares to set off his demo charge
In the woods on the eastern flank, the Command Squad of 2nd Platoon found themselves between a rock and a hard place--Bonebreaka's trukkboyz were approaching from one direction, while in another the Nobz had just annihilated one of their squads and were heading their way. Suddenly a trememdous explosion engulfed the Nobz, killing four of their number and leaving the Nob Boss and Painboy staggering but alive. The Painboy started to run, but the Nob Boss bashed him over the head, wounding him. "We ain't leaving," he growled. The Painboy shook his head. "Screw 'dat!" he yelled, and took off. The Nob Boss gave a rueful look to the woods ahead and followed the Painboy in his flight. From his hide within the woods, SFC Grant took his thumb off the detonator switch and smiled grimly.
The Nob and Painboy head for the hills, as SFC Grant watches them run

Turn 3
The Ork Bikers continued to flee, while the Deff Koptas fired on the Leman Russ Squadron again, stunning one of the tanks.

The Silver Deff Dread fired on the eastern Missile Launcher team, killing three of the guardsmen. The Nobz' Battlewagon then fired its lobba at the survivors, killing one more and causing the two survivors to flee the battle.

Bonebreaka's trukk boyz disembarked and charged into the woods to assault the Command Squad of 2nd Platoon, killing all five guardsmen easily.
Bonebreaka's trukk boyz contemplate assaulting SFC Grant


Pigface and his boyz disembarked from the Battlewagon and charged one of the Hellhounds, while Big Mek Grotsmaka disembarked and charged the other. Grotsmaka wrecked one of the Hellhounds while Pigface detonated the fuel tanks of the other. The Orks were inundated with promethium, burning four of the 'Ardboyz alive, while the other orks in the mob laughed uproariously at their fate.
The Ork Boyz take out both Hellhounds

The Leman Russes continued to advance towards the center of the battlefield. SFC Grant left his position in the woods and headed south, moving away from Bonebreaka's boyz. The western Missile Launcher team fired their missiles on the Nobz' Battlewagon, but were unable to damage it.

Master of Ordnance Roberts called down an artillery barrage on Pigface's Ardboyz, but it was slightly off target and killed only a single boy. From across the battlefield, the Leman Russ Squadron fired on the Ardboyz as well, killing three of them with their battlecannons. Pigface's boyz decided that they had had enough at this point and began to run.

The Vanquisher shot down one of the Deff Koptas, leaving one left.

Turn 4
Big Mek Grotsmaka embarked on the Battlewagon. The Silver Deff Dread advanced to get a line of sight on the Command HQ Squad. Both the Battlewagon and the Deff Dread fired on the HQ Squad with their big shootas.

Again the Command Squad hugged the ground as the big shoota rounds tore up the earth, and each member of the squad was hit at least once--even Captain Wright's Refractor field couldn't help him. Yet despite this, Medic Schmidt performed some truly herculean efforts and negated all five wounds.
The few remaining Orks decide they've had enough for one day
After the dust settled, Captain Wright saw Grotsmaka's Battlewagon rocked with a pair of explosions, wrecking it, and in the distance the Vanquisher shoot down the last Deff Kopta. Big Mek Grotsmaka pulled himself from the wreckage of his battlewagon and decided to leave the battlefield. The rest of the orks were already fleeing, or independently decided that now was the time to leave. Captain Wright looked at Medic Schmidt again and put a hand on his shoulder. "Looks like you're getting that medal after all," he said.


Imperial Guard Debriefing
Darkwing: When we were planning this scenario, we decided that we needed to give the Imperial Guard a advantage since they had won the previous battle. Once we had set up the table, however, we quickly realized that if the Imperial Guard got the first turn, the Orks were going to have a very bad day. After the Orks won the roll off for the first turn, the tables were completely turned, since the Imperial Guard Infantry was within easy charge range of most of the Ork army. Once I saw that I realized that it was the Imperial Gurd that was in deep trouble.

Still, it was a day of heroics for the Imperial Guard. For most of the guardsman, it was par for the course--the infantry died in droves, armor sections did what was expected of them, SFC Grant (aka Marbo) performed as advertised (which was very cool)...but the hero of the game was undoutedly my Command Squad's medic. He went 12 for 14 in Feel No Pain saves, which was simply incredible. I wasn't kidding when I said I'd give him a medal--I'm going to give the model a new paintjob and think of some way to adorn him to properly recognize his achievement. Any ideas?
Medic Schmidt, hero of the battle


Tactics-wise, there's not too much for me to say, as for the most part I simply reacted to the orks and fired at targets of opportunity. The next battle is Apocalypse fight, and I'm definiltely looking forward to that...

Ork Debriefing
Badelaire: While my initial successes in wiping out most of Darkwing's infantry were a little comforting, I knew right from the beginning that this was going to be a desperate fight. The two Hellhounds, while not unexpected, were dangerous targets to my Orks, and I knew that leaving them alive would be the end of any infantry or Trukks I had on the field. However, killing them wouldn't stop the four heavy tanks rumbling up the backfield, killing mercilessly as they approached. I wasn't thrilled about my Kan's chances, and knew they would suffer badly before the tanks got within range.

In addition, even though I was able to bring my Dethkoptas in on the Russ' rear armor, they were't able to deliver the killing blows I was really, really hoping for. In addition, I made the big mistake of forgetting that, not only could they fire on the tank's rear armor, they could deliver St 4 charges as well - 9 St 4 attacks against the AV 10 of the Russ's rear could have delivererd just as many glancing hits as the rokkits, and could very well have done a lot to limit the firepower of Darkwing's armor.

Ultimately, I did about as well as I could. There weren't actually that many IG units left on the table; the four tanks, a heavy weapons team, the command squad, and the Marbo clone. Unfortunately, by the end of Turn 4, I knew I had almost nothing left to counter them with; one lone Deff Dread, a Big Mek, one Trukk of boys, and a lone Battlewagon that'd have to get close enough to ram in order to do a tank any harm. Rather than play out the last two turns, Darkwing and I agreed to call it a game.

Next up is the Apocalypse game, and I'm looking forward to it. There's going to be over six thousand points of Orks taking the field - over 300 of the little buggers, by my best estimation. If nothing else, it's going to be a hell of a Waaagh!

Wednesday, July 8, 2009

Battle Report: The Arduen Campaign, Part Two

Introduction
The planet Arduen is a small, sparsely inhabited world in the Arcadia Sector. The people of the planet live a mostly idyllic existence, as far as such things can go in the Imperium. Due to the large expanses of wilderness on the planet, the Imperial Guard frequently uses the planet as a training ground for its newly raised regiments.

Ork Warlord Gorgash Gutmuncha saw the planet as the perfect spot to begin a massive attack on the Arcadia Sector, giving his boys some fresh meat to whet their appetites for the carnage to come. The Warlord dispatched Kommando forces to the planet's surface, all stealthy-like and "taktikul", to explore and determine the Imperial Strongpoints. One such force, under orders of Warboss Gorgrim Bighornz, wiped out an Imperial training patrol. Then, to take advantage of surprise, Warboss Bighornz planned an attack on an imperial outpost. It was a "kunnin' plan" involving attacking it from all sides simultaneously, that would require lots of coordination. Nothing too hard for the professional kommandos...or was it?

For their part, the Imperial Guard at the outpost were not expecting an attack, and were completely unaware that another company had recently been all but destroyed, the survivors scattered in the wilderness. As such they continued with their peacetime activities this bright morning. Sending out a single squad on a routine patrol the rest of the guardsmen assembled in the courtyard of the outpost for their morning formation. Little did they know, but the day was about to get much more interesting...

Scenario
The Imperial Guard forces will set up in a fenced compound in the center of the 5' x 5' table. The fences themselves do not block line of sight, and count as difficult terrain.

One Imperial Guard squad will be on patrol outside the compound, while the rest of the Imperial Guard forces will be deployed within the compound.

Due to the effects of surprise, any Imperial Guard vehicles will be inactive, and unable to move or shoot unless an activation roll is passed by each vehicle, rolled at the start of the Imperial Guard Turn. (5+ on Turn 1, 3+ on Turn 2, and automatically on Turn 3)

The Ork Kommando units arrive on turn one from any table edge. The rest of the Ork army is placed in reserve, each unit arriving as follows on a D6 roll: 1-4: random table edge, 5-6: re-roll.
Imperial Guard Deployment

Imperial Guard Forces
Company Command Squad (5)72
1st Infantry Platoon
Platoon Command Squad (5)52
Infantry Squad 1 (10)60
Infantry Squad 2 (10)60
Weapons Squad (Mortars) (6)60
Weapons Squad (Missile Launchers) (6)90
2nd Infantry Platoon
Platoon Command Squad (5)52
Infantry Squad 1 (10)60
Infantry Squad 2 (10)60
Weapons Squad (Mortars) (6)60
Attached Vehicles
Leman Russ185
Leman Russ185
Leman Russ185
Hellhound130
Total1311

Imperial Guard Briefing
Darkwing: As a raid on a small supply depot, it was pretty decided by both of us in creating the story for the campaign that the depot would be supporting a squadron of Leman Russ Battle Tanks, so they were a given for the army. After that, it was just filling the in requirements for the rest the of army. I took the standard Company HQ, and the two obligatory infantry platoons. Each platoon was relatively small, each with a pair of infantry squads, and one having two weapons squads (mortars and missile launchers), the other only having one (mortars). I was originally going to have the second platoon have a Heavy Bolter Squad as well, getting my points value to the agreed value of 1250 points, but my opponent was pushing for some more points so he could get more stuff, so I dropped the Heavy Bolters and got a Hellhound instead, bringing my total to 1311. The Hellhound's template vs. Orks was just too good to pass up, so it wasn't a hard decision to make.

As I will start out the battle with all my vehicles inactive, their rear armor facing outwards, and my infantry bunched in tight little knots in the center of the depot (aside from the patrol squad), I figure I'm in for a rough time. The Orks will be arriving mostly from reserve, so I have that advantage, but it will not be easy to guard all four board edges, since I don't know from where they will be arriving. Hopefully I can respond quickly enough, and strongly enough, to deal with the ork threats as they emerge.

Watchtower with two missile launcher teams

Ork Forces
Warboss75
Stonejaw's Kommandos (15)175
Headhunta's Kommandos (15)220
Bonebreaka's Trukkboyz (12)172
Redbonce's Trukkboyz (12)162
Pigface's 'Ardboyz (11)190
Shoota Boyz (10)60
Skorcha Buggy45
Skorcha Buggy45
Warbikes (5)165
Total1309

Ork Briefing
Badelaire:
For this battle, I'm creating an Ork "Raiding Party". This will consist almost entirely of "fast movers" and two units of Kommandos, one of them packing two burnas and a PK, the other commanded by Stonejaw (Choppa/Slugga Nob) with two big shootas. Aside from the kommandos, I'm sending in three units of Trukk Boyz, each led by a PK nob, one of which is wearing 'Eavy armor and is serving as the retinue for my Big Choppa-swinging warboss. Aside from the trukks, I've got two skorcha buggies, a unit of bikes with a PK nob, and a small unit of shoota boys to provide some medium-range fire support.

This is going to be a "win big or lose big" army list. Depending on how the reserves rolls go, either I'm going to swamp Darkwing's lines with mobs of boys and tear his tanks apart with Big Choppa and PKs (I've got five PKs and the Big Choppa in this list). Under the new assault rules, attacking the rear armor in assault means those heavy hitters - and even the boys on the charge - can damage the otherwise very heavily armored Russ hulls. Unfortunately, I'm also fielding small, expensive units of lightly armored Orks as well as fragile, fast vehicles that can be turned into wrecks by even the lowly bolt pistol. Once those units start to take fire, they'll quickly get whittled down to the point where they'll start to lose their effectiveness, and if I need to start taking morale checks, even with bosspoles, I know I'll start to lose units. The key will be to strike from enough directions at once, and give the guard enough units to shoot at, that they won't be able to do enough damage fast enough to stop me from getting into their lines, at which point, I'll definitely have the upper hand.

Headhunta's kommandos approach the Imperial Guard Patrol and the outpost beyond

Turn 1
It was just after dawn at the imperial outpost, and the two platoons of guardsmen had formed up for the morning formation, except for those on watch in the tower, and the squad that had just left on the morning's first patrol. Just as the inspection was about to get underway, the guards in the watchtower raised the alarm--orks had been sighted.

Stonejaw's Kommandos advanced from the north, while Headhuntas Kommandos came in from the south--right in front of the patrol squad, who stood stunned, and then quickly readied their weapons. The guardsmen in the outpost all sprinted into positions to make a perimeter, while the vehicle crews ran to their tanks to get them up and running as soon as possible. The command tank of the Leman Russes was particularly on the ball, getting the battle tank running in record time, and firing a battlecannon shell at Stonejaw's boyz, killing four, while the left sponson gunner mowed down one more with his heavy bolter.

The Missile Launcher Teams in the tower ignored the Company Commander's orders to fire on the orks to the north--couldn't he see that they were already preparing to fire at those orks to the north? They promptly fired a trio of frag missiles at Stonejaw's Kommandos (the orks to the north), and killed one of them. Command Section, 2nd Platoon (C/2), and the Company Command Section (C/HQ) also fired on them, killing 3 more boyz. 1st Squad, 2nd Platoon (the patrol squad) and one of the mortar squads fired on Headhunta's Kommandos, killing seven between them. Both mobz of boyz had taken a pounding, but refused to flee.

After the Imperial firing, Stonejaw's boyz take cover in the trees, Headhunta's boyz in the rocks

Turn 2
The Warboss and Pigface's trukk mounted 'Ardboyz arrived to the south along with one Skorcha Buggy, while the other Skorcha Buggy arrived to the north. The Warboss and the 'Ardboyz dismounted, the Warboss making a beeline for the nearest Leman Russ, while the 'Ardboyz moved to support Headhuntas' Kommandos.
The 'Ardboyz and a Skorcha arrive

Stonejaw's boyz and another skorcha close in

The Kommandos needed no support. Unleashing their burnas on the patrol squad, they burned nine guardsmen alive, leaving a sole survivor to get charged and pulped under their merciless choppas. Left without a target, the 'Ardboyz and their trukk settled for firing at the rear of the Leman Russ, but failed to damage it. The Warboss ignored their desultory fire and took on the Leman Russ himself, smashing it apart four times over with his 'Uge Choppa.
A guardsman is lost under the mass of greenskins and their bloody choppas

On the north side of the battlefield, Stonejaw's Kommandos shot dead three members of the mortar team, then chopped through the perimeter fence and charged them, kililng three more and finishing them off. Before he died, one guardsman managed to take an ork with him.
Stonejaw's kommandos smash down the fence and breach the perimeter, while the rest of the boyz close in behind the Leman Russes

Things were looking grim for the Imperial Guard, as from both the north and south, orks were closing in fast.

Command Section, First Platoon (C/1) moved to the eastern perimeter to bring their grenade launchers to bear on the southern Skorcha Buggy, an blew it up with a pair of krak grenades. In the watchtower, the missile launcher squad fired on the northern Skorcha Buggy, getting a mission kill by destroying its Skorcha and wrecking its engine with a pair of krak missiles.

One of the infantry squads lined up to take shots at the Warboss, and the Company Commander ordered them to First rank FIRE! Second rank FIRE! The barrage was enough to wound the warboss twice, but not quite enough to kill him.

The Company Command Squad and mortars did lots of damage to Headhunta's Kommandos, leaving Headhunta as the sole wounded survivor. One of the infantry squads with but a single guardsman in line of sight, picked off off Headhunta with a single lasgun shot.

The second Leman Russ came to life, promptly wheeled around and took aim with its battlecannon, landing an explosive shell smack int he middle of the 'Ardboyz, killing all except Pigface, who wisely decided that discretion was the better part of valor and fled for his life. Aside from the wounded Warboss, the threat from the south was all but eliminated.

That left Stonejaw's Kommandos still within the northern perimeter. An infantry squad killed one of the orks with lasgun fire. Then Command Squad, 2nd Platoon killed Stonejaw's remaining three kommandos with well placed krak grenades from their grenade launchers, and then charged him. Stonejaw killed a pair of guardsmen with his choppa, but the rest of the squad along with their platoon commander then struck Stonejaw down under a mass of bayonets and a chainsword.
C/2 assaults Stonejaw

The guardmen swing around and form a firing line to shoot at the Warboss

Turn 3
The bubble of the Ork attack had burst. Units continued to arrive piecemeal, while the mainly intact Imperial Guard Forces continued to prepare to repel the attacks. Redbonce's Trukkboyz, and a small unit of Shoota Boyz arrived to the east, while the warbikes and Bonebreaka's Trukkboyz still failed to arrive.
The Shoota boyz take cover while Redbonce's boyz go for broke

The Shoota Boyz took cover behind some rocks, while the Trukkboyz went for broke and drove towards the eastern perimeter. Piling out of their trukk and plowing into an infantry squad just outside the fence, the trukk boyz shot one on the way in, lost a boy on the charge, and then proceeded to completely wipe out the guardsmen. Unfortunately for them, now they were exposed, wide open to massed Imperial Guard fire.

The Warboss continued his rampage, moving onto the next Leman Russ and slamming his 'Uge Choppa into it, detonating its magazine and blowing it to kingdom come. He emerged from the explosion, smoking but unharmed.

His victory wouldn't last long, as the guardsmen promptly shot him down with lasfire.

The Mortars opened fire on the sneaky Shootaboyz taking cover behind the hill, and their highly accurate fire wiped out all ten of them.

The Hellhound activated and mosied on over to the eastern perimeter, where Redbonce and his trukkboyz drooled over their recent kills. Redbonce looked up, slackjawed as a gout of flame from the Hellhound's Inferno cannon immolated the majority of his boyz, leaving him badly scorched and only three other survivors from his boyz. Before he could even raise his Power Klaw in rage, one of the boyz was killed by lasgun fire, and the other two each took a krak missile to the body, dying with wet bloody thuds. Redbonce was getting really mad now, and he roared, only to have it cut short as 1st Platoon's Commander charged and cut him down with his sword.
2nd Platoon's Commander leads his men to take on Redbonce

Turn 4
Piecemeal didn't even describe it anymore. The Warbikes arrived, but Bonebreaka's Trukkboyz were obviously off loafing somewhere, and still did not show up.
The bikes arrive to the south (left), and the trukk moves to protect them from Imperial fire
The 'Ardboyz' trukk moved to screen the Warbikes, who were turboboosting under the maxim of "speed is life." The trukk promptly exploded under a barrage of krak grenades, while krak missiles and mortar fire killed a pair of bikers. Seeing that no other boyz appeared to be on the battlefield, the warbikes cut their losses and ran.
Bonebreaka arrives...too little too late
Turns 5 and 6
Apparently expecting to waltz onto the scene and just bash a few 'eads, Bonebreaka and his boyz finally deigned to arrive on the battlefield. What greeted them was a scene of dead orks lying everywhere, a couple of dead guardsmen, a wrecked tank or two, and a massed horde of alerted guardsmen with fire in their eyes. As Bonebreaka surveyed the scene, he saw some fifty guardsmen all aiming their weapons at him. The trukk and the boyz inside fired their rockets at the exposed rear armor of the Hellhound, in the forlorn hope that the shot might blow up the vehicle in the midst of the guardsmen, killing some. One shot delivered a glancing blow, shaking up the crew, but that was it.
Bonebreak drives in to see lotsa IG...

The response was a massed barrage of Krak grenades from the varied launchers, wrecking the trukk and dumping out its passengers, who were promptly mowed down under a murderous barrage of lasfire. Bonebreaka was the sole survivor, and he wasn't going to give up now.
His trukk wrecked, his boyz dead, Bonebreaka is still eager for a scrap
With a "Waaagh!" he charged into the nearest infantry squad, but didn't get any revenge at all, as the squad's sergeant pistol whipped him down, definitively ending the battle.
Bonebreak charges in, only to be struck down

Imperial Guard Debriefing
Darkwing:
Well, that went to plan! (I know, you're asking "what plan?") While I could have wished my tanks to have woken up a turn sooner, I really have nothing to complain about because the Orks showed up so piecemeal I was able to take them out as they arrived. My half of Turn 2 was decisive. I went into the turn having lost my only active tank, and a rampaging tank-eating Warboss inside my perimeter. Two units of Kommandos and a unit of 'Ardboyz were about to charge in and tear me apart from either flank, and I didn't think I had the firepower to stop both flanks. And yet I had to stop them both, because if I didn't, the Orks would just get into assault and then it would be all over for me (or so I imagined in my pessimism) The turn started out poorly (in my eyes) with me being unable to bring down the Warboss and my Hellhound not activating (I was going to have it roast the 'Ardboyz), but then it came around, and I devastated the attack, leaving me more than able to take on any new threats as they arrived--and they did so piecemeal, which just made it easier for me.

High points included my two Platoon Command Squads each charging depleted ork units and finishing them off, my lone lasgun armed guardsman picking off the warboss (although he didn't survive the battle), and vaporizing the 'Ardboyz with a battlecannon shot.

Now that the Imperial Guard have repulsed an ork raid, it will be their turn to take the initiative and bring the fight to them!

Ork Debriefing
Badelaire:
Remember what I said about "win big or lose big"? Well...yeah. I am loathe to try to "blame the rules", but I felt I got pretty shafted by my reserve rolls. Getting a "one" for my third unit of Trukk boys on turn 4 and sending my bikes out alone was just kinda embarrassing, and when Bonebreaka's unit arrived on the field on turn five, I didn't even bother trying to be clever - I just drove up the middle, gave it my best with the two rokkits, and then waited for the inevitable hellstorm to land on me.

All in all, it was still a fun game. I knew I was going to need some luck in order to pull the mission off with the list I had, and unfortunately the luck I needed quickly evaporated on the IG's turn 2. Losing the 'Ard Boys in one fell swoop, then the two units of Kommandos, then the buggies...by the end of turn 2 I had all of three models left on the table, one of which was a trukk, another was a barely-standing warboss, and the third was a fleeing nob. From that point forward, I absolutely needed to get as many units as possible on the table ASAP, and what I got instead was a confused dribble of boys who got picked apart almost as soon as they arrived. I will state for the record that my absolute MVP for this game was my Big Choppa Warboss - for 75 points, he knocked apart two Russes like they were tinfoil toys, and earned himself a "win-back" of almost five times his points value. If he had been sporting 'Eavy Armor, he might very well have survived for another turn - or at the very least, soaked some more IG firepower before going down.

One idea Darkwing graciously offered, and I considered, was to have one "wave" hide out for a turn and wait for the reinforcements to arrive. I actually considered that with my shoota boys, but sadly they got pasted by the most accurate mortar fire of the game. Losing them without them taking a shot was frustrating - the same goes for the 'Ard Boys, who bailed out just in time to get utterly pasted by a battle cannon shot. I feel that between the barrage mortars and the overhwelming template fire of massed missile launchers, grenade launchers, and of course the Russes and the Hellhound, any attempt to hide out for a turn would probably have left those units pummeled and weakened to the point of ineffectiveness, and even further away from the guard's lines.

As they say, I'll be back for anuvva go!

Monday, June 22, 2009

Project: Imperial Outpost

The second battle of the Arduen Campaign is based on an Ork attack on an Imperial Guard outpost/supply depot/compound of some sort. I had some barrels and ammunition boxes, etc., but a few barrels and ammunition boxes do not an outpost make.

So I decided to whip up some fencing and stuff to make a better outpost. The work would consist of three parts--a perimeter fence, a couple of military style tents, and a watchtower.The chain-link fence was pretty easy. I used plasticard tubing to make a frame and attached it to a plasticard base. I put the vertical poles on the base right at the edge so I could abut the various fences together to make a large, continuous fence.
I used fiberglass window screen to make the chain links, which I superglued to the framework. I was looking for a small sheet of window screen, but got impatient and bought a whole roll (only $6). Now I have enough to make a 40k chain link fence 40k miles long... But that's ok.
I had hoped to coil some window screen to make razor wire to top the fence, but the fiberglass doesn't hold its shape like aluminum would have (fiberglass was cheaper, so I bought that before I thought about it), and I didn't have much time before the battle in any case. I made two short sections, three long sections, and 4 corner sections to make an enclosed compound.

Next up was some tents. I took some plasticard square rods and made a tent framework.
Next I used some spare fabric I had lying around and sketched a pattern on it for the tent. I wasn't too meticulous here, as I figured I'd just glue it in place and then trim it with scissors.
My first attempt was to give the tent fabric some rigidity, so I made some watered down white glue and soaked the fabric in it, then applied it to the framing. This ended up being just a pain, didn't really work, and in the event it was unnecessary, so I skipped this step for the second tent. I used superglue to attach the fabric to the frame, and once the glue was dry I used scissors to trim off any excess fabric. Not perfect, but good enough.
A long time ago I took a sample of Catachan Green and took it to the local Home Depot and got a quart of it made up--so I used this instead of using up my model paint to paint up the tent itself.

Next up was the watch tower, made entirely out of plasticard. I made the "platform" a square 2 1/8" on a side, so I when I was done I could fit four models in there, with a hole cut in the center for an entrance.
I built up the frame and trusswork next.
The final tower, with ladder leading up to the platform, a trapdoor, and a removable roof so you can fit the models in there.
Finally I painted it up and made it ready to go:

Putting it all together, along with a quickie flagpole, and my aforementioned barrels/ammo boxes, and I have an Imperial compound. Look for it in my next battle report, coming soon!