Battle for Orkea: Gorbug's Assault
Oct 12, 2015 16:49:13 GMT -5
Rolling Thunder and Trooper One-Nine-Seven-Four like this
Post by emptyhat on Oct 12, 2015 16:49:13 GMT -5
Forced to pull back from ambush of the Ork scrap army of dreadnoughts the Soul Drinkers had been pursued by the Stompa and its duckling trail of smaller walkers. Captain Zouthid had opted for a round about route that would link his force with the marines that had been holding the drop site, the two groups rendezvousing at a position previously held by an Imperial Guard artillery battery, though in the last few hours the front had shifted in favour of the main Ork assault on the Imperial lines and the position had been abandoned.
Zouthid had his forces form a defensive line in the open, a few hundred meters behind the rubble that had been the artillery rear guard's last stand. Chaplain Wang fixed the Soul Drinker's commander with a look, his skull mask helmet betraying no more than his tone, "Brother Captain, would it not be preferable to hold the line, the Imperial Guard may have failed here but their tactical sense seems sound, even if they lacked the resolute spirit of Astartes."
"No." Zouthid replied, his helmet moving to take in the scene, lenses fixing on key points of the rubble and ruined buildings. "This is ideal." He raised his hand, dismissing the Chaplain to the opposite flank. He climbed aboard his command Razorback as the ground began to shake with the approach of the junk army.
For this battle I set up the terrain following Treadiculous's theory of advancing battlefields, trying to make it look like it was another part of Orkea but related to what had occurred in the previous battle. The last battlefield had been split between elevated ruins on one side and a junk yard on the other. Cheminhaler's dakka marines were able to take excellent advantage of the elevated fortifications, the Techmarine was even able to add a nice +1 in preparation and the Orks got to advance out of the scrap which was very appealing narratively. This time the terrain was a little less kind. It was designed to look like a recent battlefield, a little more sparse and with more of the key terrain in the centre. Some craters and tank traps were laid down to hamper the advance of the walkers.
To make matters worse the Orks got the side which had the long barricade, denying the Soul Drinkers access to most of the cover. We rolled between Eternal War and Maelstrom missions and got Maelstrom of War: Cleanse and Control. The battle would be decided by how effectively we could achieve our 3 card a turn limit of missions.
The Marines snagged the first turn, neatly stealing the initiative and began with an attempt to assassinate the Morkanaut, dropping a pod behind it. Their forward firepower was concentrated on the Stompa, which took a number of hits.
The Orks moved up most of their units, leaving the grots behind the barricade to cower and keeping the mobile infantry with the Stompa to guard its back.
One of the Deff Dredds, the skorcha dredd was dispatched to destroy the drop pod assault.
It slaughtered all of the marines in the squad save the sergeant, who strapped a melta bomb to the dredd, easily exploding it and removing it from play. Sadly for Cheminhaler though the explosion wounded the sergeant and he failed his save, meaning the two units had wiped each other out.
The second turn saw the Stompa damaged even further, dropping down to 3 hull points. It did absorb a lot of the Soul Drinker firepower and in the end all they had was a devastator squad which had advanced recklessly to seize an ambushing spot in the central ruins that the Ork walkers were flowing around.
Chemin was a little sad that they wouldn't be able to fire after disembarking and climbing up a ruins. But this is 7th so they got to snap fire.... and hit twice, in fact one of them scored a critical hit which exploded my 800 point Stompa before my second turn... And of course it was surrounded by my army which started taking some nasty hits from the explosion.
3 Kanz and a trukk were destroyed, and the Stompa's passengers, a Big Mek and enterourage of 10 boyz were reduced to 2 boyz. I think I lost about 1000 points of my 2500 point army to the lascannon ambush. Ouch. Well it's a good thing that Chaplain Wang wasn't in the same transport as Zouthid for the "I told you so."
(Those smug gitz)
It was pretty worrying but I was Orks! This kind of stuff happens and because of the deployment style my guys looked pretty close to the marines which is always a good feeling. Things were also going well on the victory points for the Orks too, I by the end of turn 3 I already had 3 to Chemin's 1 and he was getting nixed by his cards, which were largely impossible to achieve.
My Dakkajets suffered as they arrived, the AV10 only holding up vs the interceptor shots from the Stalkers, and the follow up shot of skull smart-missiles from the Hunter because of lucky jink rolls, which would keep the planes snap firing for their entire life during this game.
The Soul drinkers were also able to strand my other unit of Boyz in a fairly hazardous area of the board.
In turn 3 the Marines continued their rampage, the second drop pod came down and was able to croak the Morkanaut. However they paid for it as the Meganobz inside had already jumped out to deal with the first drop pod and they began chopping up the new arrivals too.
In Turn 4 the stranded units of Boyz made a hilarious and ill fated couple of assaults against some of the Space Marine ard boyz and got squashed for their troubles.
But despite Ork losses the score had advanced to 5:1 to the Orks.
Turn 4 was less happy for the Soul Drinkers, the Kanz were getting stuck in and assaults started happening on the Soul Drinker's right flank and centre.
The Soul Drinkers were able to score two points by bringing down an Ork jet and achieving No Mercy, No respite! But the Orks scored another two points as well bringing things to 7:3.
Things were getting tough for the Soul Drinkers but I was running out of Orks about as fast as I was gaining the table. Most of my Skorcha Kan squad was immobilised by grav shots. Stranding them far awy from both mechs and targets.
In turn 5 the Marines and Orks both achieved one more objective, however the Orks managed to achieve No Prisoners, killing of a Predator, a unit of Assault Marines, Chaplain Wang, and a Stalker, two units short of getting D3+3 but enough to roll a D3 which rolled a 6 The score was now 10:4
Turn 6 felt like crunch time. The Soul Drinkers were throwing everything at the Orks and achieved two more objectives, the Orks couldn't score anymore but did advance heavily, flipping marine vehicles as they went. 10:6
The game carried on into turn7, in the previous turn the Mega Armoured Mek, Gorburg, my warboss had suddenly jumped out from behind the ruins and charged into a hapless Tactical squad who had advanced in order to secure an objective. But in this turn Chemin's new cards included Assassinate and King Slayer. Desperately behind on points and lacking the certainty of being able to table the Orks Captain Zouthid tapped his the Vanguard Veterans, with jump packs, storm shields and thunder hammers and assigned them their mission. "Bring me the head of that accursed Mek."
They jetted neatly over the intervening terrain landing in combat with a crash.
The warlord was pulped into Ork juice.
So for Turn 7 Chemin got: Slay the Warlord 1vp, Assassinate 1vp, King Slayer D3vp... and he rolled, yup, he rolled a 6 gaining 3 vp. Which brought the scores to 10:11 to the Soul Drinkers. But there was still one more Ork turn.
The Ork Objectives were pretty impossible but so discarded one and got Kingslayer Captain Zouthid was pretty vulnerable, his Razorback was in range of the Deffkoptas and a surviving Rokkit Kan and his only escort was the Techmarine. They threw what they had at the Razorback, the deffkoptas trying to pop it so that the Kan could charge the occupants. Sadly the Razorback lived, forcing the Kan to charge and destroy it, but sparing Zouthid.
He might have been satisfied as he bailed out. The death of both Big Mek's had ended the threat of the Dredd Mobs in this sector of battle. Though the cost had been high. Something the remains of his army were feeling in turn 7 as they faced the bits of the Ork army that couldn't reach Zouthid.
Well except for one Kan that I forgot to move...
Which when I looked at it as the game ended reminded me that it was within the Soul Drinker deployment zone, with about an inch to spare... And measuring the Soul Drinkers on the other side they were a little too far out which meant that the Orks had scored Line Breaker and the Marines hadn't making the final score tip up to 11:11.
"Haw haw haw" The Mek, Stroggob laughed as a Kan lifted the piece of Stompa wreckage off of him. He looked around taking in the scene, that interfering git Gorbug was paste, and most of his gubbins too if Stroggob was any judge. His Stompa was fantastically blown up too, a good thing he had accidentally set his kustom forcefield to only be large enough to protect him, he had got through the explosion unscathed, only to be buried for the rest of the scrap. Speaking of scrap though, there certainly was a lot of skorched purple wreckage for him to start building a bigger stompa with.
Zouthid had his forces form a defensive line in the open, a few hundred meters behind the rubble that had been the artillery rear guard's last stand. Chaplain Wang fixed the Soul Drinker's commander with a look, his skull mask helmet betraying no more than his tone, "Brother Captain, would it not be preferable to hold the line, the Imperial Guard may have failed here but their tactical sense seems sound, even if they lacked the resolute spirit of Astartes."
"No." Zouthid replied, his helmet moving to take in the scene, lenses fixing on key points of the rubble and ruined buildings. "This is ideal." He raised his hand, dismissing the Chaplain to the opposite flank. He climbed aboard his command Razorback as the ground began to shake with the approach of the junk army.
For this battle I set up the terrain following Treadiculous's theory of advancing battlefields, trying to make it look like it was another part of Orkea but related to what had occurred in the previous battle. The last battlefield had been split between elevated ruins on one side and a junk yard on the other. Cheminhaler's dakka marines were able to take excellent advantage of the elevated fortifications, the Techmarine was even able to add a nice +1 in preparation and the Orks got to advance out of the scrap which was very appealing narratively. This time the terrain was a little less kind. It was designed to look like a recent battlefield, a little more sparse and with more of the key terrain in the centre. Some craters and tank traps were laid down to hamper the advance of the walkers.
To make matters worse the Orks got the side which had the long barricade, denying the Soul Drinkers access to most of the cover. We rolled between Eternal War and Maelstrom missions and got Maelstrom of War: Cleanse and Control. The battle would be decided by how effectively we could achieve our 3 card a turn limit of missions.
The Marines snagged the first turn, neatly stealing the initiative and began with an attempt to assassinate the Morkanaut, dropping a pod behind it. Their forward firepower was concentrated on the Stompa, which took a number of hits.
The Orks moved up most of their units, leaving the grots behind the barricade to cower and keeping the mobile infantry with the Stompa to guard its back.
One of the Deff Dredds, the skorcha dredd was dispatched to destroy the drop pod assault.
It slaughtered all of the marines in the squad save the sergeant, who strapped a melta bomb to the dredd, easily exploding it and removing it from play. Sadly for Cheminhaler though the explosion wounded the sergeant and he failed his save, meaning the two units had wiped each other out.
The second turn saw the Stompa damaged even further, dropping down to 3 hull points. It did absorb a lot of the Soul Drinker firepower and in the end all they had was a devastator squad which had advanced recklessly to seize an ambushing spot in the central ruins that the Ork walkers were flowing around.
Chemin was a little sad that they wouldn't be able to fire after disembarking and climbing up a ruins. But this is 7th so they got to snap fire.... and hit twice, in fact one of them scored a critical hit which exploded my 800 point Stompa before my second turn... And of course it was surrounded by my army which started taking some nasty hits from the explosion.
3 Kanz and a trukk were destroyed, and the Stompa's passengers, a Big Mek and enterourage of 10 boyz were reduced to 2 boyz. I think I lost about 1000 points of my 2500 point army to the lascannon ambush. Ouch. Well it's a good thing that Chaplain Wang wasn't in the same transport as Zouthid for the "I told you so."
(Those smug gitz)
It was pretty worrying but I was Orks! This kind of stuff happens and because of the deployment style my guys looked pretty close to the marines which is always a good feeling. Things were also going well on the victory points for the Orks too, I by the end of turn 3 I already had 3 to Chemin's 1 and he was getting nixed by his cards, which were largely impossible to achieve.
My Dakkajets suffered as they arrived, the AV10 only holding up vs the interceptor shots from the Stalkers, and the follow up shot of skull smart-missiles from the Hunter because of lucky jink rolls, which would keep the planes snap firing for their entire life during this game.
The Soul drinkers were also able to strand my other unit of Boyz in a fairly hazardous area of the board.
In turn 3 the Marines continued their rampage, the second drop pod came down and was able to croak the Morkanaut. However they paid for it as the Meganobz inside had already jumped out to deal with the first drop pod and they began chopping up the new arrivals too.
In Turn 4 the stranded units of Boyz made a hilarious and ill fated couple of assaults against some of the Space Marine ard boyz and got squashed for their troubles.
But despite Ork losses the score had advanced to 5:1 to the Orks.
Turn 4 was less happy for the Soul Drinkers, the Kanz were getting stuck in and assaults started happening on the Soul Drinker's right flank and centre.
The Soul Drinkers were able to score two points by bringing down an Ork jet and achieving No Mercy, No respite! But the Orks scored another two points as well bringing things to 7:3.
Things were getting tough for the Soul Drinkers but I was running out of Orks about as fast as I was gaining the table. Most of my Skorcha Kan squad was immobilised by grav shots. Stranding them far awy from both mechs and targets.
In turn 5 the Marines and Orks both achieved one more objective, however the Orks managed to achieve No Prisoners, killing of a Predator, a unit of Assault Marines, Chaplain Wang, and a Stalker, two units short of getting D3+3 but enough to roll a D3 which rolled a 6 The score was now 10:4
Turn 6 felt like crunch time. The Soul Drinkers were throwing everything at the Orks and achieved two more objectives, the Orks couldn't score anymore but did advance heavily, flipping marine vehicles as they went. 10:6
The game carried on into turn7, in the previous turn the Mega Armoured Mek, Gorburg, my warboss had suddenly jumped out from behind the ruins and charged into a hapless Tactical squad who had advanced in order to secure an objective. But in this turn Chemin's new cards included Assassinate and King Slayer. Desperately behind on points and lacking the certainty of being able to table the Orks Captain Zouthid tapped his the Vanguard Veterans, with jump packs, storm shields and thunder hammers and assigned them their mission. "Bring me the head of that accursed Mek."
They jetted neatly over the intervening terrain landing in combat with a crash.
The warlord was pulped into Ork juice.
So for Turn 7 Chemin got: Slay the Warlord 1vp, Assassinate 1vp, King Slayer D3vp... and he rolled, yup, he rolled a 6 gaining 3 vp. Which brought the scores to 10:11 to the Soul Drinkers. But there was still one more Ork turn.
The Ork Objectives were pretty impossible but so discarded one and got Kingslayer Captain Zouthid was pretty vulnerable, his Razorback was in range of the Deffkoptas and a surviving Rokkit Kan and his only escort was the Techmarine. They threw what they had at the Razorback, the deffkoptas trying to pop it so that the Kan could charge the occupants. Sadly the Razorback lived, forcing the Kan to charge and destroy it, but sparing Zouthid.
He might have been satisfied as he bailed out. The death of both Big Mek's had ended the threat of the Dredd Mobs in this sector of battle. Though the cost had been high. Something the remains of his army were feeling in turn 7 as they faced the bits of the Ork army that couldn't reach Zouthid.
Well except for one Kan that I forgot to move...
Which when I looked at it as the game ended reminded me that it was within the Soul Drinker deployment zone, with about an inch to spare... And measuring the Soul Drinkers on the other side they were a little too far out which meant that the Orks had scored Line Breaker and the Marines hadn't making the final score tip up to 11:11.
"Haw haw haw" The Mek, Stroggob laughed as a Kan lifted the piece of Stompa wreckage off of him. He looked around taking in the scene, that interfering git Gorbug was paste, and most of his gubbins too if Stroggob was any judge. His Stompa was fantastically blown up too, a good thing he had accidentally set his kustom forcefield to only be large enough to protect him, he had got through the explosion unscathed, only to be buried for the rest of the scrap. Speaking of scrap though, there certainly was a lot of skorched purple wreckage for him to start building a bigger stompa with.