Post by emptyhat on Apr 17, 2012 8:38:19 GMT -5
Pitched Battle
Seize Ground
5 Objectives.
Empty’s Orks:
Warboss Twin-linked shoota, power klaw, boss pole
5 Burna Boyz
7 Nobz 1 Painboy, 2 big choppas
20 Boyz (Shootas) Nob with power klaw and bosspole, 2 Big shootas
20 Boyz (Sluggas)
20 Boyz (Shootas) Nob with power klaw and bosspole, 2 Big shootas
Deff Dread with 4 CCWs, grot riggers
Killa Kan Skorcha
Killa Kan Skorcha
................................................
Chemin Turn 1:
Chemin started the game by suicidally moving towards the orks with his infantry squads, some moved to grab cover but others simply advanced to bring up the line. Chemin’s feared Autocannons roared to life as the only supporting fire and brought down four boyz.
Empty turn 1:
All the Orks moved forwards, then ran but difficult terrain slowed them.
Chemin Turn 2:
The guard held position and once again the Autocannons opened fire on the Orks. The first team failed to find a target on the Kans and the Ork forces passed unmolested through the flurry of heavy weapon fire.
Empty Turn 2:
The Orks continued to move forwards and both units of big shootas opened up on the central Autocannon team killing two units and forcing the survivor to flee.
Chemin turn 3:
Chemin’s rough riders showed up, which annoyed him as he wanted them to show up at the last minute. The sentinels were more welcome arrivals, showing up on the flank furthest from the Bad Moonz.. The rest of the guard resumed their advance on the Orks, the fleeing autocannon team fled off the table and the Autocannons settled for another round of fire. The first autocannon team rained vengeance on the Orks killing both kans. The guard were now close enough to start bringing their lasguns to bear and the closest guard made use of “First Rank Fire, Second Rank Fire!” causing a couple of casualties and I was forced to hold my breath as the scout senitinels fired on the Dred. The end result was him loosing an arm and a leg as he was immobilised and lost a close combat weapon.
Empty turn 3:
The Dred had grot riggers but the little blighters were skiving and it stayed immobilised and all the Orks ran, except the shoota boys who used their big shootas to kill two autocannon teams from the other unit on the Ork flank forcing the unit off of the table and leaving the guard with only the last autocannon teams on the other flank and the Sentinels for heavy weapons. Fortunately for Chemin they were far too far away for me to do much about.
Chemin turn 4:
The guard on Chemin’s left advanced further into the woods claiming the objective there and preparing to hold it from the advancing slugga mob. His right flank held and opened fire with las and plasma fire picking off a few more boyz.
Empty turn 4:
The Orks were still a little far from the guard lines but it was now or never. The roar of the Waaagh rose from the mobs and two of the units closed in enough to get a charge. The slugga mob hit one of the squads in the forest and ruined it whilst the shoota boyz pulled apart their target. The one of the grot riggers swarming over the Deff Dred tumbled into the joints and was ground up oiling the damaged leg with its greasy juices and causing it to start moving again.
Chemin turn 5:
The guard were in serious danger now as the Orks were amoung them. Chemin manoeuvred for a counter charge with the rough riders ready to prove their metal. The Autocannons on one sentinel gunned down a Burna boy but the rest failed to put the finish off the distant Deff dred. One unit of Rough Riders headed into the forest after the Slugga Boyz and rode out with a mob of severed heads.
Empty turn 5:
With time running out most of the Ork units moved to seize the two objectives near them whilst the Shoota Boyz charged both the CCS and a PCS and were strong enough to make them flee under 50%.
Chemin turn 6:
The guard seemed to have given up on countering the Orks on their right flank and began to withdraw, their plan was to abandon the objectives on the Ork held flank and focus on three they could still hold. The sentinels delayed the Dred on the hill by shaking him. The only squad that didn’t withdraw was the one holding the closest objective, which they could not afford to give up, they targeted the remains of the Shoota Boyz almost routing them and leaving them hanging on with one boy and a wounded Nob,
Empty Turn 6:
The unmolested and rubbish mob of Sluggas that had so far missed all the fighting began to spread out to hold both Ork objectives trying to free the Nobz for a move on the third. The Nobz shot at the guard squad on the central objective killing four but the desert rat monkeys stood resolute. Due to the hill the Nobz had failed to get close enough to charge this turn. The Shoota boy & Nob charged the objective squad and killing another two guard for the loss of the boy the guard still held but were pulled off of the objective by the combat.
Chemin turn 7:
Chemin’s rear squad stretched to hold his two objectives whilst the remaining PCS moved to the central objective and were joined in the assault phase by the wounded linfantry squad which killed off the Nob they were fighting and consolidate back onto the objective.
Empty turn 7:
For the final turn I attempt to move off of the hill with the Warboss & Nobz, but was slowed again due to the difficult terrain, wrecking my chance to get three objectives. Then I attempted to move the boyz onto the hill to hold both my second objective (which the Nobz had just abandoned) but failed due to difficult terrain (stupid hill): This killed my chances or even getting a draw so in revenge I sent the Dred down the hill (which rolled a 6) and had him destroy the closest squad of Rough Riders but it was clear that the Imperial Guard had won the day holding three objectives to my one.
Seize Ground
5 Objectives.
Empty’s Orks:
Warboss Twin-linked shoota, power klaw, boss pole
5 Burna Boyz
7 Nobz 1 Painboy, 2 big choppas
20 Boyz (Shootas) Nob with power klaw and bosspole, 2 Big shootas
20 Boyz (Sluggas)
20 Boyz (Shootas) Nob with power klaw and bosspole, 2 Big shootas
Deff Dread with 4 CCWs, grot riggers
Killa Kan Skorcha
Killa Kan Skorcha
................................................
Chemin Turn 1:
Chemin started the game by suicidally moving towards the orks with his infantry squads, some moved to grab cover but others simply advanced to bring up the line. Chemin’s feared Autocannons roared to life as the only supporting fire and brought down four boyz.
Empty turn 1:
All the Orks moved forwards, then ran but difficult terrain slowed them.
Chemin Turn 2:
The guard held position and once again the Autocannons opened fire on the Orks. The first team failed to find a target on the Kans and the Ork forces passed unmolested through the flurry of heavy weapon fire.
Empty Turn 2:
The Orks continued to move forwards and both units of big shootas opened up on the central Autocannon team killing two units and forcing the survivor to flee.
Chemin turn 3:
Chemin’s rough riders showed up, which annoyed him as he wanted them to show up at the last minute. The sentinels were more welcome arrivals, showing up on the flank furthest from the Bad Moonz.. The rest of the guard resumed their advance on the Orks, the fleeing autocannon team fled off the table and the Autocannons settled for another round of fire. The first autocannon team rained vengeance on the Orks killing both kans. The guard were now close enough to start bringing their lasguns to bear and the closest guard made use of “First Rank Fire, Second Rank Fire!” causing a couple of casualties and I was forced to hold my breath as the scout senitinels fired on the Dred. The end result was him loosing an arm and a leg as he was immobilised and lost a close combat weapon.
Empty turn 3:
The Dred had grot riggers but the little blighters were skiving and it stayed immobilised and all the Orks ran, except the shoota boys who used their big shootas to kill two autocannon teams from the other unit on the Ork flank forcing the unit off of the table and leaving the guard with only the last autocannon teams on the other flank and the Sentinels for heavy weapons. Fortunately for Chemin they were far too far away for me to do much about.
Chemin turn 4:
The guard on Chemin’s left advanced further into the woods claiming the objective there and preparing to hold it from the advancing slugga mob. His right flank held and opened fire with las and plasma fire picking off a few more boyz.
Empty turn 4:
The Orks were still a little far from the guard lines but it was now or never. The roar of the Waaagh rose from the mobs and two of the units closed in enough to get a charge. The slugga mob hit one of the squads in the forest and ruined it whilst the shoota boyz pulled apart their target. The one of the grot riggers swarming over the Deff Dred tumbled into the joints and was ground up oiling the damaged leg with its greasy juices and causing it to start moving again.
Chemin turn 5:
The guard were in serious danger now as the Orks were amoung them. Chemin manoeuvred for a counter charge with the rough riders ready to prove their metal. The Autocannons on one sentinel gunned down a Burna boy but the rest failed to put the finish off the distant Deff dred. One unit of Rough Riders headed into the forest after the Slugga Boyz and rode out with a mob of severed heads.
Empty turn 5:
With time running out most of the Ork units moved to seize the two objectives near them whilst the Shoota Boyz charged both the CCS and a PCS and were strong enough to make them flee under 50%.
Chemin turn 6:
The guard seemed to have given up on countering the Orks on their right flank and began to withdraw, their plan was to abandon the objectives on the Ork held flank and focus on three they could still hold. The sentinels delayed the Dred on the hill by shaking him. The only squad that didn’t withdraw was the one holding the closest objective, which they could not afford to give up, they targeted the remains of the Shoota Boyz almost routing them and leaving them hanging on with one boy and a wounded Nob,
Empty Turn 6:
The unmolested and rubbish mob of Sluggas that had so far missed all the fighting began to spread out to hold both Ork objectives trying to free the Nobz for a move on the third. The Nobz shot at the guard squad on the central objective killing four but the desert rat monkeys stood resolute. Due to the hill the Nobz had failed to get close enough to charge this turn. The Shoota boy & Nob charged the objective squad and killing another two guard for the loss of the boy the guard still held but were pulled off of the objective by the combat.
Chemin turn 7:
Chemin’s rear squad stretched to hold his two objectives whilst the remaining PCS moved to the central objective and were joined in the assault phase by the wounded linfantry squad which killed off the Nob they were fighting and consolidate back onto the objective.
Empty turn 7:
For the final turn I attempt to move off of the hill with the Warboss & Nobz, but was slowed again due to the difficult terrain, wrecking my chance to get three objectives. Then I attempted to move the boyz onto the hill to hold both my second objective (which the Nobz had just abandoned) but failed due to difficult terrain (stupid hill): This killed my chances or even getting a draw so in revenge I sent the Dred down the hill (which rolled a 6) and had him destroy the closest squad of Rough Riders but it was clear that the Imperial Guard had won the day holding three objectives to my one.