Post by kogtoof on Aug 5, 2011 8:06:48 GMT -5
Ok so me and my friend planned a 500 point game based on the book Death World where the Catachans fight the Orks on the death world of Rogar III. We are not using the FOC for this game and I am allowed to use units that can only be used with platoons without having an actual platoon. The only limit we put on this is that it is a freindly game and the list must adhere to the fluff.
Now the main part of the book deals with a squad of 8-10 catachans and a commissar but this game will represent the other Catachans in the platoon who are sent on a mission to take out an ork camp while the squad is sent out on their mission.
Special rules:
Rogar III- This planet is a Deathworld and as such has many plants and animals that are hostile to the Orks and Guardsmen, at the start of each turn roll a die for each unit on the board. Consult the list below for results:
1- Oww, a jungle lizard bit me- The unit immediatly takes one wound, no saves are allowed.
2- Oi, wozzat buzzin noise?- roll a die, the unit takes that many S3 AP- hits.
3&4- Nothing here but stay vigilent.
5- Boss, somethin' funny 'ere- a creature appears and immediatly attacks with the following profile:
Ws/3 Bs/- S/3 T/3 W/2 I/4 A/3 Ld/10 Sv/4+
6- This could be useful- The squad finds a useful plant or object. They may make one 4+FNP this turn on any model in the unit.
Mission:
The orks have a set up a camp in the jungle nearby our camp. their periodic raids have crippled the imperial war effort. Destroy it and kill the local warboss.
The board
the board is a 4' by 4' board. there is a 24" circle in the center with some buildings scattered around this is known as the camp. the rest of the board is considered forests and provides all units in it a 4+ cover save when they are within 6" of the camp, if they are outside 6" of the camp they get a 3+ cover save to represent the thick jungle. Also all units in the jungle count as using the night fighting rules and count as moving through difficult terrain. all units shooting into the jungle also must use the night fighting rules.
Deployment zone:
Catachans deploy in the jungle and the Orks deploy in the camp.
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Orks:
Warboss- attack squig, power klaw-100pts
Boyz(30)- Choppas and sluggas-180pts
Boyz(30)- Choppas and sluggas-180pts
Deff Dread- scorcha and big shoota-85pts
Catachans:
Company command squad- Power weapon, Vox caster, Heavy flamer, Heavy Bolter, camo cloaks, meltabombs- 120pts
Veteran squad- Vox caster, Foward sentries, heavy flamer, 2 flamers, heavy bolter- 145
Veteran squad- Vox caster, Foward sentries, heavy flamer, 2 flamers, heavy bolter- 145
Heavy weapons squad- heavy bolters- 75pts
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Turn1-
-We agreed the catachans would be going first since they were launching the ambush. they deployed in a rough circle around the camp. Most of the squads moved up through the dense forests after a couple of them got killed by the local insects and jungle lizards. They took a few potshots at the orks during their shooting phase and succeeded in killing 5 orks. the heavy bolter teams moved into position to open up on the orks next turn.
-the Orks turn invoved some moving and shooting. The jungle killed a couple of them after bad rolls but being orks they took no notice. They charged foward led by the deff dread and fired into the trees. The dense jungle prooving too thick for them to see anything clearly.
Turn 2-
- None of them are killed or wounded by the jungle. The catachans on the opposite side of the boad launched a surprise attack at a nearby horde heading in the opposite direction and succeeded in killing another 7 of them bringing their numbers down quite a bit. The heavy bolters, just after being set up, took a heavy toll on the nearest horde and managed to kill 4 of them.
- The orks, now enraged they have been tricked turn on the first catachan squad. They run towards it and are ready to assault next turn. The deff dread moves up and takes a heavy toll on the heavy bolters killing two of them with it's weapons.
Turn 3-
- The catachan Command squad sees it's opportunity and goes for the Deff dread. The melta bombs they had the forsight to bring crippling its legs. In a frenzied rage it kills two members of the squad. The Veterans on the other side of the camp meanwhile are in over their heads with a mob of 23 and the warboss bearing down on them it looks like this is the end. They shoot desperatly at the mob to try to thin it out but to no avail with only 3 orks dying as a result. All of a sudden the second veteran squad appears from the trees flamethrowers ablaze dealing 2 wounds to the warboss and six to the mob, none of which are saved.
-The orks are now full of bloodlust after several of them have been stung or bitten by creatures. A vicious creature appears and pounces on the mob of boyz bearing down on the catachan veterans. The orks focus on the nearest threat and charge the creature which dies under a sea of blades. The warboss, however, is less sure of himself and runs behind the mob of boyz. Waiting to recover his strength. The Deff dread is furious at having being trapped by the catachans that he kills another two leaving the company commander. In an act of defiance the company commander pulls out a melta bomb and attaches it to the dread. He leaps away at the last moment as the dread explodes.
Turn 4-
- The company Commander and the warboss spot eachother in the camp aqnd the company commander charges towards him. The heavy weapons teams chew through the orks of the second mob killing 7. Meanwhile the orks of the first mob quickly find themselves out gunned by the catachan flamers and they loose another 7 from the relentless assault.
- The orks have decide thats enough and broke through the wall of fire from the two veteran squads. they converge on the first veteran squad and hack them to pieces. The warboss and the catachan commander meet in the camp and prepare for a fight. the warboss charges and attacks, but the catachan didnt become company commander for nothing. He leaps out of the way avoiding almost all the swings of the power klaw. The warboss deals one wound to the catachan. He laughs in triumph as The commander is wounded only to find his laugh cut off as the commander fights through intense pain to stab the warboss with his powersword. The warboss topples over and dies.
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With the warboss dead and their mission completed the catachans melt back into the jungle. The orks, still full of bloodlust, are plunged into infighting and eventually destroy themselves until there are too few left. However orks are a tough breed and they'll be back as their spores dissipate into Rogar III.
Now the main part of the book deals with a squad of 8-10 catachans and a commissar but this game will represent the other Catachans in the platoon who are sent on a mission to take out an ork camp while the squad is sent out on their mission.
Special rules:
Rogar III- This planet is a Deathworld and as such has many plants and animals that are hostile to the Orks and Guardsmen, at the start of each turn roll a die for each unit on the board. Consult the list below for results:
1- Oww, a jungle lizard bit me- The unit immediatly takes one wound, no saves are allowed.
2- Oi, wozzat buzzin noise?- roll a die, the unit takes that many S3 AP- hits.
3&4- Nothing here but stay vigilent.
5- Boss, somethin' funny 'ere- a creature appears and immediatly attacks with the following profile:
Ws/3 Bs/- S/3 T/3 W/2 I/4 A/3 Ld/10 Sv/4+
6- This could be useful- The squad finds a useful plant or object. They may make one 4+FNP this turn on any model in the unit.
Mission:
The orks have a set up a camp in the jungle nearby our camp. their periodic raids have crippled the imperial war effort. Destroy it and kill the local warboss.
The board
the board is a 4' by 4' board. there is a 24" circle in the center with some buildings scattered around this is known as the camp. the rest of the board is considered forests and provides all units in it a 4+ cover save when they are within 6" of the camp, if they are outside 6" of the camp they get a 3+ cover save to represent the thick jungle. Also all units in the jungle count as using the night fighting rules and count as moving through difficult terrain. all units shooting into the jungle also must use the night fighting rules.
Deployment zone:
Catachans deploy in the jungle and the Orks deploy in the camp.
-------------------------------------------------------------------------------
Orks:
Warboss- attack squig, power klaw-100pts
Boyz(30)- Choppas and sluggas-180pts
Boyz(30)- Choppas and sluggas-180pts
Deff Dread- scorcha and big shoota-85pts
Catachans:
Company command squad- Power weapon, Vox caster, Heavy flamer, Heavy Bolter, camo cloaks, meltabombs- 120pts
Veteran squad- Vox caster, Foward sentries, heavy flamer, 2 flamers, heavy bolter- 145
Veteran squad- Vox caster, Foward sentries, heavy flamer, 2 flamers, heavy bolter- 145
Heavy weapons squad- heavy bolters- 75pts
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Turn1-
-We agreed the catachans would be going first since they were launching the ambush. they deployed in a rough circle around the camp. Most of the squads moved up through the dense forests after a couple of them got killed by the local insects and jungle lizards. They took a few potshots at the orks during their shooting phase and succeeded in killing 5 orks. the heavy bolter teams moved into position to open up on the orks next turn.
-the Orks turn invoved some moving and shooting. The jungle killed a couple of them after bad rolls but being orks they took no notice. They charged foward led by the deff dread and fired into the trees. The dense jungle prooving too thick for them to see anything clearly.
Turn 2-
- None of them are killed or wounded by the jungle. The catachans on the opposite side of the boad launched a surprise attack at a nearby horde heading in the opposite direction and succeeded in killing another 7 of them bringing their numbers down quite a bit. The heavy bolters, just after being set up, took a heavy toll on the nearest horde and managed to kill 4 of them.
- The orks, now enraged they have been tricked turn on the first catachan squad. They run towards it and are ready to assault next turn. The deff dread moves up and takes a heavy toll on the heavy bolters killing two of them with it's weapons.
Turn 3-
- The catachan Command squad sees it's opportunity and goes for the Deff dread. The melta bombs they had the forsight to bring crippling its legs. In a frenzied rage it kills two members of the squad. The Veterans on the other side of the camp meanwhile are in over their heads with a mob of 23 and the warboss bearing down on them it looks like this is the end. They shoot desperatly at the mob to try to thin it out but to no avail with only 3 orks dying as a result. All of a sudden the second veteran squad appears from the trees flamethrowers ablaze dealing 2 wounds to the warboss and six to the mob, none of which are saved.
-The orks are now full of bloodlust after several of them have been stung or bitten by creatures. A vicious creature appears and pounces on the mob of boyz bearing down on the catachan veterans. The orks focus on the nearest threat and charge the creature which dies under a sea of blades. The warboss, however, is less sure of himself and runs behind the mob of boyz. Waiting to recover his strength. The Deff dread is furious at having being trapped by the catachans that he kills another two leaving the company commander. In an act of defiance the company commander pulls out a melta bomb and attaches it to the dread. He leaps away at the last moment as the dread explodes.
Turn 4-
- The company Commander and the warboss spot eachother in the camp aqnd the company commander charges towards him. The heavy weapons teams chew through the orks of the second mob killing 7. Meanwhile the orks of the first mob quickly find themselves out gunned by the catachan flamers and they loose another 7 from the relentless assault.
- The orks have decide thats enough and broke through the wall of fire from the two veteran squads. they converge on the first veteran squad and hack them to pieces. The warboss and the catachan commander meet in the camp and prepare for a fight. the warboss charges and attacks, but the catachan didnt become company commander for nothing. He leaps out of the way avoiding almost all the swings of the power klaw. The warboss deals one wound to the catachan. He laughs in triumph as The commander is wounded only to find his laugh cut off as the commander fights through intense pain to stab the warboss with his powersword. The warboss topples over and dies.
-----------------------------------------------------------------------------
With the warboss dead and their mission completed the catachans melt back into the jungle. The orks, still full of bloodlust, are plunged into infighting and eventually destroy themselves until there are too few left. However orks are a tough breed and they'll be back as their spores dissipate into Rogar III.