Showing posts with label Brind's World Campaign. Show all posts
Showing posts with label Brind's World Campaign. Show all posts

Tuesday, July 24, 2018

The Battle of Bassal Buttar


Raider Ariya Damji had been dirtside for over 165 standard cycles and hadn't yet seen action. While other members of the battlegroup had seen action against various Xenos threats that inhabited this Emperor forsaken world. Damji's service on the planet had consisted of cleaning things and endless patrols through the desert - sometimes escorting assorted Imperial Agents of one faction or another deep into the desert to investigate some far off ancient ruin for the Emperor-knows-what!? 

When first he had arrived he was terrified. This was his first deployment and the prospect of dying alone on this distant and dusty world devoid of any sort of life, for no apparent reason, seemed utterly... pointless. There were rumours of the battles other regiments had been in - one had lost an entire squadron-sized reconnaissance force - the first to make planetfall! 

But as the days and weeks rolled by and other elements of the saw action - with relatively light casualties - and he saw the honours and rewards given those that had seen action, his main worry shifted from dying a pointless, horrible death on this Emperor-foresaken world to deploying to the world and not seeing any action at all. 

At the start of the day, it seemed like it would be another boring day of tromping around the endless desert in the blasting heat "escorting" a group of Battle Sisters and a Pyker from the Scholasta Psykana. They were apparently heading out to recover yet another "vital" piece of Archaeotech supposedly located in yet another ruin far from any of the "hot zones".... 


Amanda finally got a chance to roll out with her new(-ish) Sisters of Battle this past Saturday! I came up with a very simple scenario that would involve all four of our factions - my Imperial Guard Tallarn, Amanda's Battle Sisters, Finnegan's Orks and The Girl's Harlequins! Initially I'd planned for three of us to "gang up" on Finnegan - he would have a larger force, and there three of us would have smaller forces that, combined, would match the Power Level of the Orks. But then I decided that the Adepta Sororitas would never fight alongside the Harlequins, so I changed it into a sort-of three way battle...


4.553.018.M42 - Brind's World - Northern Desert Operation Area

SCENARIO

At the ruin of Bassal Buttar there is an archaeotech device of great power with terrifying effects. It is imperative that it not fall into the wrong hands - or, in the case of the Orks, it would just be fun to have and make use of. There was a single objective marker in the centre of the table. The game was to be played to a random turn length (rolling at the end of turns 5 and 6 to see if the game ends instantly - or ends at the end of turn seven if game end was not rolled on either of the previous turns). Whoever controls the objective at the end of the game wins - or if one side tables all opponents before game end. Pretty simple and straightforward.

FORCES

We still went with the Orks having Power Level equal to the combined forces of all the others. We figured with an overwhelming force of Orks arriving on the scene that the other opposing forces would generally ignore each other to deal with the greater threat and any survivors could duke it out for the objective...

Tha Orksies 
Warboss Blitzagg - HQ - PL 4
Weird Boy - HQ - PL 4
Boyz (10) - Troops - PL5
Boyz (20) - Troops - PL 9
Boyz (30) - Troops - PL 13
Meganobz (3) - Elite - PL 10
Lootas (5) - Heavy - PL 8
Warbuggy - Fast Attack - PL 4
Total Power Level: 57 - Battalion - 8 Command Points


The Rainbow Warriors Contemporary Dance Company (Harlequins) 
Troupe Master - HQ - PL 4
Shadowseer - HQ - PL 7
Death Jester - Elite - PL 3
Troupe (5) - Troops - PL5
Total Power Level: 19 - Patrol - 3 Command Points


Forces of the Imperium

Adepta Sororitas - Order of the Sisters of Mercy
Canoness - HQ - PL 4
Canoness - HQ - PL 4
Imagifier - Elite - PL 2
Dialogus - Elite - PL 1
Battle Sisters Squad (5) - Troops - PL 4
Battle Sisters Squad (5) - Troops - PL 4
Total Power Level: 19 - Patrol

Astra Militarum - 1st Platoon, 5th Company, 382nd Tallarn (Desert Raider) Regiment
Lt. Anwar Al’Saphira (Company Commander) - HQ - PL 2
Primaris Psyker - HQ - PL 2
3x Infantry Squad (10) - Troops - @PL 3 = 9
Command Squad (4) - Elite - PL 2
Lord Commissar Galdawarn - HQ - PL 4
Total Power Level: 19 - Battalion

Imperial Forces Total Power Level: 38 - 8 Command Points


THE GAME

It was the Primaris Psyker from the Adeptus Astra Telepathica that lead the mission. A man named Jalawatti, if such a creature can be called a "man". After leaving the transports on the far side of the ruin the Sisters lead the way - directed by Jalawatti. The Guard platoon formed a cordon around the Psyker, along with Lord Commissar Galdawarn - the Regimental Commissar. 

Damji had only seen the Lord commissar once before - during a inspection parade aboard the transport that had brought them to this world - but he had heard many stories. He had summarily executed three men from 2nd Company on just such an inspection parade - because their boot laces weren't laced correctly!? This Jalawatti character was obviously important and/or dangerous if the Lord Commissar himself was brought along to escort him along with the platoon. Damji tried his best to stay out of the sight lines of either of them. 

The formation was called to halt. The Sisters has spotted something ahead. Damji tried to keep his eyes on his field of fire, but kept glancing over his shoulder to see what was going on ahead. It seemed as though brightly coloured shimmering shapes were dancing across the horizon. The Battle Sisters were taking shots at these shapes. 

One of the shapes stopped and Damji recognized that it has a vaguely humanoid shape. It stood standing it's attackers and gestured towards the hills to the east, as if trying to warn the Sisters of something... or distract them... As quick as it stopped it moved on as the Sisters continued their fire unabated. Then Damji heard it. 

It started a dull roar - like a distant Mukalli heard on stampede. It grew louder and Daaji swore he could feel the earth vibrating. Now no one in his section was watching their field of fire - all eyes were fixed on the hills to the east. A horde of Xenos crested the hill with a mighty war cry...



"WAAAAAAAAAAAAAGGGGHHH!"



The orks set up in a line just cresting the hills to the east.



The forces of the Imperium set up in the southwest quarter.



The Harlequins set up in the Northwest corner.



The Orks horde ready to fall upon their foes and seize the loot!

Round One

Orks Turn

Joining the cacophony of wild screams and bellows came the sound of further gunfire - not unlike the Sisters bolters - but there were many, many more and unlike the Sisters tight aimed bursts the orks fired constantly and in every direction at once.  It was almost as if they fired it more for the noise it caused than to cause any harm to their foes - hundreds of solid slug bullets fell among the imperial troops, kicking up the find distilled of the desert all around them, but with little other actual effect. Someone in 1st section went down. 

Later Damji leaened it was Sajjad, a soldier he had trained with back on Tallarn. It wasn't a bullet that had hit him though, it was a rock. A wild shot from one of the larger calibre weapons the Orks had unleashed on them had hit a rock on the ground , propelling it into the air and into Sajjad's face, shattering nose and facial bones and knocking him quite unconscious for the rest of the battle. 



Finnegan started things off my moving his orks forward and unleashing a terrifying amount of dakka at us.



For all those buckets of dice rolled, however, he only managed ONE casualty in the Tallarn's First Squad...



...and forced Amanda to use a Command Point to re-roll her armour save to prevent one of her Battle Sisters from falling on the first turn.


Harlequin's Turn

The Harlequins all advanced towards the orks - on their flank. The Shadowseer smiled the Meganobz for two damage - just one short of killing one of them!


Forces of the Imperium Turn

Lt. Anwar Al’Saphira started barking orders at the first and second sections to move up to the cover of a dune that was in between where they were standing in the open and the charging orks. Damji's Third Section was ordered to stay back and watch the flanks and rear. Fire orders were given and the First and Second Squads started firing on the rampaging Orks. Each time DAmji glanced over his shoulder it seemed the horde of charging orks had grown smaller. Perhaps they weren't all that terrible and dangerous...

First and second Sections were give the "Front Rank Fire, Second Rank Fire" orders - as the Horde of 20 Orks was within half range of one full squad and half of the other I got a LOT of lasgun shots at them. And I got some insanely lucky rolls.

Like this one:



Seven guys armed with las guns that had become Rapid Fire 2 weapons (thanks to the "Front Rank Fire, Second Rank Fire" order) meant I had 28 shots. Of course the Guard only hit on 4+ and I ended up with 11 hits - a little less than average... then I rolled to wound - only a 5+ was going to wound because of the lasguns weak Strength of 3 and the Orks toughness of 4... Of course when you roll like that pile above, it's going to leave a mark!!! The rest of the Squad and the second squad made more average (or below average rolls) and only scored three or four more wounds. A few were saved, but the Orks unit lost TWELVE in the one round of firing - mostly to lasguns! Then they lost another 7 in morale - leaving the unit with ONE ORK!

Some of the sisters also moved up, while others stayed in the cover they had deployed in. Their fired wasn't nearly so effective.

Tehy also forgot to use their "Acts of Faith" at the beginning of our turn - wouldn't let THAT happen again!


Round Two

Ork Turn

DAmji crouched in the sand, memorized  watching the whole scene unfold. One group of Orks rained up on the hill pouring down (largely ineffective) fire on the Tallarn position. Tariq in Second Section took a bullet to the thigh and bled out a short while after, screaming for the Emperor's mercy. The larger unit that had been charging First section was completely annihilated before they even made contact. These Orks weren't so tough... 



The orks continued to surge forward onto the objective.



The Weirdly rolled an 11 to manifest SMITE on a unit of Battle Sisters (which would have caused d6 mortal wounds). Amanda used the Purity of Faith Stratagem to say "NOPE!"



The solitary Ork left from the unit of twenty charged blazing away with its shoota! He died in a blinding array of lasgun overwatch fire...



All of the shooting caused a few losses - one Harlequin Troupe Player, one Battle Sister, and one Tallarn infantryman from Second Section.


Harlequin Turn

All (except the Death Jester) advanced again in the direction of the Lootas - who were sitting on the hill in the corner of the tableted Shadowseer leading the advance smiled the Lootas - making one of their heads explode. The Death Jester unleashed it's shrieker cannon on the Meganobz and took out TWO of them - the Shrieker cannon's single shot finished off the one (who had only one wound left) and then the cannon's special ability kicked in - if it took out at least one member of the unit with it's initial shot, it did d3 mortal wounds against the rest of the unit - she rolled a three which took out the second one. That was a HUGE victory for our side as they were definitely the toughest unit out there!


Forces of the Imperium Turn

First section continued exchanging fire with the Orks up on the hill, but the massive ork horde off to the left was advancing rapidly on the Sisters position so Second Section turned its fire on them. Members of Third Section were even able to get an angle on the surgeon mass between second Section and the Sister's position and squeezed off a few rounds in their direction. Damji swore he hit one with one of this shots and saw it fall, but in the dust and confusion who could say for sure... 



Tallarn firing on Orks on the hill and the Orks charing past the objective towards the Sisters.



The Sisters tried to play a little more aggressively and ran up on the dune they'd been taking cover behind to try and get close enough to get some shots off at the Warboss and Meganob with their Metlagun and Inferno Pistols before the mob fell upon them and the weapons became useless...

It might have been a smart move if, y'know. Amanda could actually HIT anything!?



She was wearing her Sisters shirt, which one would have thought would bring her just a LITTLE luck!?


Round Three

Orks Turn

With a terrifying crash and howls of both pain and delight the Orks fell upon the sisters. Damji could not tell how things were going. The Sisters had been entirely swarmed by them. The Orks seemed to pause there for a moment and fight - so the Sisters couldn't have been entirely wiped out and overrun... 



It DID go poorly for the Sisters, however.



They did wipe out the Battle Sisters Squad and one of the Canonesses (Though a Martyrdom Strategum/Act of Faith brought her back, briefly, with one wound...). Their unbeliever unlock continues. The Canoness with the Eviscerator had four attacks on the Warboss - with 6 Strength, -4 AP and d3 damage, all she had to do was hit and it would mess that Ork up... all ones and twos to hit... It was like that for all of them.


Harlequin Turn



The Harlequins, who had been advancing towards the Lootas, under fire for the last three turns, were finally close enough to assault... only to watch them crumble to dust before their very eyes as the Shadowseer killed all the four remaining Lootas with a very effective Smite!


Forces of the Imperium Turn

The all was confusion. It looked as though a few Battle Sisters fell back from the grand melee with the Orks - though not nearly as many had been swallowed by the ork horde when they charged. Lt. Anwar Al’Saphira and his veteran command squad rushed up and along with Second Squad poured some blistering fire into the Orks Horde, downing many of them. Damji saw Raider Zidan, the Rocket Gunner from second squad fire one of his missiles into the mob. It struck the remaining mechanized monstrosity - part robot, part Ork, part tank. The missile struck sure and then detonated with an earsplitting CRACK and bits of the giant armoured cybork flew in all directions!  



The remaining battle sisters fellback from the melee, allowing the other Sisters and the Tallarn to pour fire down on them. Again the Tallarn's fire was more than effective - downing nine of the remaining orks in the giant mob and taking out the remaining Meganob - with a Krak missile. I think that's the first time I ever damaged anything with a Krak Missile!!! Two orks on the hill were also taken down by First Section.


Round Four

Orks Turn

Undaunted the Orks toured forward, catching up the Sisters once again. Out of nowhere an ork buggy, festooned with rockets, roared out of the ruins behind them and also attacked the sisters. For a moment there was little Damji and his companions could do but look on in horror! Then in the melee the ork swarm spread out and charged a few of the other members of Third Section. Sergeant Hamid beloved at them to move up and help their comrades. They held of the Orks, briefly, deflecting their wild blows, but were unable to land any of their own... 



Finnegan continued to move his Orks forward, keeping up the pressure on the Sisters.



Wazdigg's Warbuggy came roaring in from the rear to attack the sisters as well... He took out one Battle Sister in the ruined tower with his rockets before piling into the Sisters command.



During the assault the ork pile-in move or consolidation move brought them into contact with Three Section (Damji's section) so the section piled in and took their own swings at the Orks - with little effect.

The Sisters didn't fair so well. Both Canonesses were taken out in this round!

The Weirdly successfully manifested Smite at the Death Jester, but the Shadowseer said "NOPE!" with a successful "Deny the Witch" roll...


Harlequin Turn

The harlequins then turned their sites on the Orks down in the valley - the closest being the Strange and bizarre Weirdly, who stood by their objective drooling and mustering nonsense - even by Ork terms... The Shadowseer made the Weirdboy boil from the inside. It briefly popped like a giant corn kernel before melting in to the sands below...


Forces of the Imperium Turn

"FALL BACK! FALL BACK!" bellowed Sergeant Hamid. It was clear they stood no chance in melee against the hulking, brutish xenos scum. Third section aided the remaining sisters in falling back, in good order, to the relative cover of a nearby ruin. Once again, after falling back the rest of the platoon was able to bring down withering fire on the foe... 

Raider Zidan fired another rocket at the warbuggy. the shot his square and the buggy went up in a ball of greasy black smoke and roaring fire. 



The Imagifier and Dialogus - the only sisters to survive the melee, fell back into the ruins with Third Squad.



Second Section and the Command Squad finished off the last of the Boyz and the Missile Launcher team from Second Section - the same that took out the Meganob - blew up the warbuggy! That team is like a sniper with a missile launcher - if they survive the battle, I declared, they would surly be given medals!

 Round Five

Orks Turn

Soon there were only two of the Ork-xenos-scum left! The hulking behemoth that was their leader and the sole survivor of the unit that had skulked on the hill pouring fire down on the Tallarn platoon. But Orks don't ever just give up... The two charged the nearest foes. The one charging down of the hill attacked Second Section and died in a torrent of lasgun fire. The Brutish leader charged into Lt. Al’Saphira's Command Squad and utterly wiped them out! 



Sole serving Ork Boy charges Second Section, and dies.



Wazzdigg charged Lt. Anwar Al’Saphira and his Command Squad - and wiped out the Command Squad.


Harlequin Turn 

The Harlequins moved in to take control of the objective. Seeing part of the Tallarn platoon maneuvering to take up a firing position to bring down fire up them, they fired a few warning shots... which wiped out the section... (I think it was actually a mix of the Shadowseers smite and hallucinogen grenades and the Death Jesters shrunken cannon...).

 Forces of the Imperium Turn

After seeing his command squad shredded by the gigantic Ork, Lt. Al’Saphira fell back shouting "TAKE IT DOWN! TAKE IT DOWN!" First and Third Squads laid down some fearsome fire with everything they had. When the dust settled, the giant Ork was down. 

In the confusion, the rest of the platoon had lost track of where Second Section had gotten to. It seems after receiving the charge of the wild, lone ork, they had spotted the other xenos moving in on the objective and, operating user their own initiative had advanced on the, only to be wiped out by their fearsome weaponry. The few survivors could barely even speak of the attack - some said deamons of the warp were unleashed on them, others spoke of giant insects coming up from the ground and trying to pull them down into the sand, others were simply blinded by the blood coming out of their eyes and could not even describe the sounds of terror that surrounded them as their comrades died in agony. 




All firing upon the warboss. He died. maybe.

Rolling for the game end at the end of Round Five - game over. The Harlequins were the sole holders of the objective and won the game... They retrieved and secured the archaeotech item and disappeared through the web ways while the Orks and Humans were busy fighting each other. Clever those harlequins.

When the dust cleared and all the orks were dead. It was then that they realized that the platoons Second Section had been wiped out by the other xenos - and while no one was looking, they'd made off with the item they'd been sent here to retrieve... 

Total Casualties

Orks

Tabled - all wiped out.

Having lost their opportunity to recover the archaeotech artifact and fearing a larger force of Ork reinforcements were on the way, the Imperial forces were pulled out with their wounded and did not finish the job of burning all the Ork bodies (as per standard operating procedure when facing orks - to stop the spread of their spores). So it is possible there were survivors among the Orks left for dead...

Harlequins 

One player from the harlequin troupe - Polkastripe - had been wounded by a stray bullet from the orks. She apparently recovered quickly and would be back in the show before their next performance!

Forces of the Imperium

Raider Sajjad of First Section had been hit in the face by a rock that had been hit by a stray bullet. He survived, but had to have considerable reconstructive surgery and was out of action for some time....

Second Section had all ended up casualties. Three were killed in action - including Raider Zidan, the missile launcher gunner that had taken out the bossnob AND the warbuggy with single shots! Three others were seriously wounded, some spending months recovering from their injuries. the remaining four, including Sergeant Bashar, got off lightly and were patched up at the regimental aid post and were returned to duty (though the mental scars haunted some of them to the end of their days....).

One of the veterans in the command squad was torn in two by the Warbosses Power Klaw and died instantly, another lost a leg to the brutal mechanical pincers. Being a veteran, he would eventually return to the squad with a cybernetic replacement. The other two survived their ordeal with relatively light wounds.

One of the Adepta Sororitas Canonesses died of her wounds and would become a martyr of the Brind's World campaign. The other survived her ordeal at the hands of the Xenos-Ork-scum and only made her hatred of all xenos burn hotter.

The Squad that was taken out in the melee survived their ordeal as well - it was the putrid of their faith in the Emperor that kept them alive (well... and their power armour) most were able to fight again in the next action, though the sister superior and one of the others in the squad overrun by Orks would take a bit longer to heal and recover and receive their cybernetic replacements for limbs/organs lost... The Sister that had been hit by Wazdiggs rocket had apparently just been knocked unconscious by the explosive's concussion.


 Another fun game! It took a little longer than I'd expected/hoped. We're all maybe getting a bit rusty on the rules and spent a little too much time joking and narratively describing what was going on. And there was a lot of explaining (and re-explaining) of the rules to Amanda - though I think she was finally catching on by the end (use the WEAPON's strength to determine wounds for firing, use the MODEL's strength to determine wounds in melee seemed to be the hardest to grasp...? which is odd as she's played a LOT of Shadow War: Armageddon this year, and years ago had played in a long Mordheim campaign...). I'd really like to see some MORE bigger games like this going down - as the Tallarn forces are getting bigger and I have more fun stuff I'm trying to finish up (the Imperial Knights!) - though I think that may all be put on hold with the release of Kill Team later this week...


Coming Soon to Tim's Miniature Wargaming Blog:

Probably a painting update will be next, though I'm not entirely sure what it will be...? More Modern Micro armour? Space Hulk Terminators? Mice & Mystics miniatures? the last of John's Shadspre minis (for now)? something else!? There are a LOT of different things crowding my painting desk all calling out for attention.

About a week from now I'll probably have a post about all the games we've played since our vacation.

I'm sure there will be Kill Team game reports starting up shortly after that... or maybe even BEFORE!? It's not like I don't have a PILE of miniatures and terrain that I COULD use with Kill Team right away - no need to get all the minis and terrain that comes with the box painted before we can play!

Monday, May 21, 2018

The Battle for Brind's World Rages On!

It's the Victoria Day long weekend in Canada and we got in a few games of 40K yesterday afternoon. We invited The Boyz over to play with us as well.

Astra Militarum vs. Necrons

383.018.M41

North of the tropical zone, Brind's World was a desiccated wasteland. An endless expanse of sand and rock, punctuated by the occasional ancient ruin, left by a long dead civilization that disappeared millennia ago. Jumana Erakat felt right at home. 

The 451st Tallarn Tank Regiment and the 17th Tallarn Super Heavy Tank Regiment had deployed to the planet in support of operations currently underway by other regiments of the Astra Militarum. The 451st found it would soon be in direct support of fellow brothers and sisters of Tallarn - 382nd Tallarn (Desert Raider) Regiment. Having just made planetfall, however, the regiment was still shaking down their equipment after such a long warp passage and only just beginning to patrol their new area of operations. 

Sergeant Erakat found herself acting commander of #2 ("Arkan") Troop, 2 Squadron 451st Tallarn Tank Regiment. The regular troop commander's Leman Russ was being serviced by the techpriests. The machine spirits needed supplication. She would be leading two other tanks from the platoon on a short patrol to the east of their Base of Operations. To get the lay of the land. No hostiles were expected to be in the vicinity, but then, they never are... 

Attached to her Troop was a Demolisher from the Support Squadron.

Scenario

We played the Patrol Scenario, right out of the core rulebook - with the exception that I had no "Troop" elements. 

Victory points were scored solely for enemy units destroyed. 

Forces

When we had invited the Boyz over I had indicated that I'd be rolling out with a tank force (I even sent them the picture of all my armoured forces from the previous post so it would be absolutely clear they'd be facing armour!). I had told them to bring up to 50 Power Level of stuff. I fully expected to be facing the Necron's Doom Scythe, Monolith, Annihilation Barge, and/or Tesseract Vault - all the heavy hitters which I knew they had (as my Guaiacan Commandoes had faced them before!)... but the lad, for some reason, brought infantry to a tank fight!? Oh, they're still Infantry that still keeps getting up again after you shoot them down (unless you can wipe out the whole damned unit in one turn), but infantry none the less... 

Elements of 451st Tallarn Tank Regiment
Tank Commander with Leman Russ Punisher (Power Level 12)
3x Leman Russ Tanks (2x Battle Tanks, 1x Demolisher) (@ Power Level 10) 
Spearhead Detachment, Power Level 42, 4 Command Points

Elements of Necron Task Force: Space Herpe 
Overlord (Power Level 7)
2x Warriors (10)(@ Power Level 6 = 12)
1x Lychguard (5)(Power Level 8)
1x Scarabs (3)(Power Level 2)
1x Deathmarks (5)(Power Level 5)
1x Annihilation Barge (Power Level 7)
Patrol Detachment, Power Level 41, 3 Command Points

The Game

For hours the tanks had rolled over the desert. The heat and the long days, dulled their level of awareness. It was all Sergeant Erakat could do to stay awake. She was sure at least one of her sponson gunners had fallen asleep - she could hear his snores from down below. She sat high in the turret, scanning the endless horizon with her magnoculars. Nothing. Kilometre after kilometre, there was nothing. And then there was. 

At first she thought it was a mirage. Then adrenaline shot through her body, wrenching her into full awareness, as it dawned on her what she was actually looking at. She quickly voxed back to the squadron commander to confirm that there was no friendly infantry in the area and to the other tanks under her command to make sure they were awake and aware of the infantry on the ridge beyond another ancient ruin. Before she got her response from command, she got her answer from the enemy! Green tinged energy rounds started arcing across the desert and bouncing off the skin of her tanks. 

Jumana dropped into the turret and started shouting commands. "Gunners! Enemy infantry on the ridge at 11 o'clock" 

A chorus of "Identified!" responded - except Billah in the right sponson who shouted "I don't have a target!" 

"Driver veer left 10 degrees, give Billah a target! Gunners FIRE!"

There was an angry roar as the punisher cannon unleashed it's mighty fury! The gunners of sponson and hull heavy boaters joined in as well, but were drowned out by the thousand round per minute torrent of the rotary cannon next to her. The view of the ridge through her visual scope was reduced to a cloud of dust and flying metal parts....

Orders were issued to the other tanks to scan for and engage any enemy on the flanks. 


I took pictures of the initial deployment and stuff and then realized at the end of round one that I didn't have a memory card in my camera! DOH! (It's good to know I'm not the only one that does this!). So this first pic is at the end of the first round - I've already blown one of his units of Necron Warriors into wee little metallic fragments that "Reanimation Protocols" can't even bring back! BOOM! So THAT's how you deal with those annoying Necrons!

One Victory Point for me. 


ROUND TWO

Puffs of black smoke dotted the ridge as the other tanks of the troop engaged. Where was that Demolisher from the support company? Jumana called for a cease fire as the enemy fire had stopped for the moment. Then out of the clouds of dust and smoke MORE enemy infantry emerged firing their guess weapons at the tanks. Hits were taken.... they really only scratched the paint a bit - but it was alarming enough to get everyones full attention on the task at hand! 


All but the Overlord showed up as reinforcements for the Necrons on Round Two. The Annihilation barge seemed like it could potentially do some damage... If he could stop rolling ones and twos to hit!? 

The volume of fire from the enemy was large, but, for the most part, ineffectual. Jumana had to keep repositioning her tanks to get an angle on the enemy that tried to make use of every bit of cover they could amongst the ruins or rocky outcrops.  

One round two I blasted one of the stands of scarabs and finished off the Deathmarks - another Victory Point! I forgot to roll for reserves. 


ROUND THREE

Jumana's tank took a solid hits. Lights flickered and there was cursing from down below as the hull gunner was hit in the face and shoulder with some spalling. More targets fickered into view beyond the ruins and the Punisher Cannon reduced them to many small spare parts. 

No reserves for the Necrons. The Anihilation Barge actually scored TWO wounds on the Tank Commanders tank. I think a few of the Lychguard were blowed up, but they all came back the next turn... 

The Demolisher finally decided to join the fight. 


ROUND FOUR

The Necron Overlord finally showed up. the Annihilation barge scored two more wounds on the Tank Commander's Punisher. The Scarabs were squashed (another Victory Point), 5 necron Warriors were destroyed and the Annihilation Barge took 4 wounds. 


The battle raged on. The Xenos constructs just kept coming and the tanks of #2 Troop just kept smashing them to bits. There was no sense in it. Did they not have any sense of self-preservation in their programming? While Jumana had no complaints about the ease at which they were able to wreck these robotic clods, their relentlessness gave her a sense of unease, and she shuddered at the thought of facing more heavily armed and armoured troops with the same inability to retreat... 


ROUND FIVE

Eventually the enemy guess fire slackened and then stopped altogether. Jumana called for a ceasefire and they sat, ready for more to appear out of the smoke and dust, but none came....


The Punisher and Demolisher finished off the Lychguard and the two Battle Tanks destroyed the Annihilation barge. The writing was kind of on the wall at that point - I had five victory points. There was no way the Overlord and half a unit of Necron warriors was going to destroy all four tanks in their next two turns (assuming there WAS two more turns, as we were to roll at the end of the next two rounds to see if the game continued). 


ELSWHERE ON BRIND'S WORLD


Orks vs. Chaos Space Marines 

While I was playing the Necrons, Finnegan and his Orks fought some Chaos Space Marines. 


The followers of Khorne came to Brind's world in search of a great weapon believed to be hidden there. As they tromped through the jungle, a small detachment of Chaos Space Marines under a Sorcerer wandered into the territory of Warboss Blitzagg....


They played an Ambush Scenario with the Orks being the Ambushing attackers. 

 

While the Hellbrute, cultists, and Sorcerer came to blows with one of the Ork Mobs, the Raptors and Biker zipped around (or OVER) the orks and were off the table on by Round Two or Three - effectively ending the game as that accounted for nearly half the forces Power Level and they only needed one third of the force to escape to secure a victory.

After our first games were done, we switched up and Finnegan's Orks fought the Necrons in the Jungle and The Girls' Harlequins faced the forces of Chaos out own the desert....


Necrons vs. Orks



For this battle, the boys tried an Eternal War scenario: The Scourging. The scenario had a random length and points were awarded at the end for whoever controlled objective markers. There was one marker worth four points, two worth two points and one worth only one.



By all accounts it was a pretty epic battle (I was busy helping the others play their game and only popped by to take the occasional picture).



The orks started with the two objectives worth six points within their grasp. Not content to rest upon their laurels, Warboss Blitzagg lead the charge with his mega nobs to wrest the other objectives from the "clankies".



The warboss and his meganobs went toe-to-toe with the Overlord and his Lychguard - and took them OUT!

Elsewhere the Mobs and Lootas holding their objectives were savaged by Necron fire... had the game lasted another turn or two it might have swung in completely the opposite direction. but as it was, the game ended after Round Five with he Orks scoring ELEVEN victory points (eight for objective markers, and one each for First Blood, Slay the Warlord and Linebreaker) and the Necrons only two!


Chaos Space Marines vs. Aeldari

 Meanwhile the Chaos space marines had evacuated the Jungle and started searching the ruins in the desert, they must have been getting close because our of nowhere the Aeldari appeared and savagely attacked their search party...



They too decided to try and Eternal War Scenario. They rolled "Big Guns Never Tire", but as neither has any Heavy Support, they would only score points for Objective markers (three each) and the standard one for First Blood, Slay the Warlord, and Linebreaker...



Chaos went first and delivered some serious Alpha Smite. Due to some poor positioning of troops, The Girl nearly lost Jain Zar in the first round (all but ONE WOUND lost!) and the Howling Banshees were nearly wiped out (loosing 3 of 5 - and the other two surviving by rolling some incredible saves!)



But after that it was all downhill for Chaos...



The grievously wounded Jain Zar and the remaining Banshees advanced on the Bikers and wiped them out with fire and then charged the Hellbrute.

The Hellbrute took two turns to take down, but didn't manage to do much damage to the Eldar.



the Raptors dropped in behind the Eldar lines. The Eldar lost one of their Warlocks - I can't remember if it was to the Raptors or the Sorcerer (I THINK it was the Sorcerer...?) The other Warlock took out two of the Reports.



Somehow I didn't get any pictures of it, but he Eldar dropped some Swooping Hawks behind the Chaos troops and they wiped out the Cultists.

The Farseer laid some smack down on the sorcerer and then the remaining Chaos forces decided to call it a day....

Fun was had. I got to blow shit up. The Eldar got to lay some serious smack down (which was important because I think The Girl was starting to feel like they "weren't very good" after a few set backs in previous games).


Coming Soon to Tim's Miniature Wargaming Blog:

I've been working on assorted bits and bobs for 40K/Rouge Trader and slowly making some progress on the Arvis Lighter...

Sunday, April 22, 2018

Behind Orky Lines

Last Saturday, after playing a Rogue Trader rescuing and Imperial Commander from Chaos Cultists in labyrinthine caverns below her palace on Friday evening, Bruce was back to lead a force of Guiacan Commandoes to rescue and Inquisitor of the Order Xenos captured by Orks after the Ambush at Carf Gakl! (This report's a bit late... it's been a... busy... week).

Brind's World 4.287.018.M42

Before the Valkyries even made it back to base a rescue operation was being planned. Though they had lost contact with the troops on the ground and they had been overrun, it was clear that they had not all been killed. A number of their emergency transponders were active and showing signed of life.

Unfortunately a series of minor disasters postponed a series of planned operations for an entire week - massive Ork attacks all across the Area of Operations kept all available troops pinned down and busy for days, followed by a couple of extreme storms the likes of which the Guaiacans had never witnessed on their homeworld (nor had many in the task force on any of the worlds they'd been deployed - and there were a fair few salty veterans of dozens of conflicts over as many worlds). Valkyries were grounded for days. Undaunted, the Guaiacans set out in the storm and covered the 100+Km on foot through dense jungle, in potentially hostile territory in four days.

A Squadron had been tasked with finding their missing battle brothers (it was the Squadron's #5 Troop that had accompanied the Inquisitor to Carf Gakl). When they arrived in the area they could only locate the Inquisitor's beacon. 2 and 3 Troops pressed forward to try and locate and extract the Inquisitor while the rest of the Squadron set up a Forward Operating base for them to fall back to and clear and LZ to evacuate from should the Valkyries be cleared for flying...

SCENARIO

We played the Rescue Scenario straight out of the Core Rule Book (pg. 206). The only change was we gave the Orks a few less sentries as when we played this before we realized ten was TOO MANY. The scenario assumes you are playing on a 4x6 table, and we were playing on a 4x4 (2/3 the size) so we gave them 7 instead. Also the Character to be rescued was supposed to have no more than 4 wounds, so we said the Inquisitor was still injured and had only 4 wounds (normally he would have 5)

Essentially the Orks would only start with the seven sentries on the table. The Commandoes could have as many as they like but if any end up with in detection distance of the Ork sentries at the end of a move phase the alarm is raised and the Orks start pouring onto the table.

Six of the terrain bits were marked as potential hiding spots for the inquisitor (who, I guess we assume has eluded his captors). As imperial forces move within a certain distance of them (3", I think) a d6 is rolled and on a 6 the Inquisitor is there! If he isn't found in the first five, he's automatically found in the last one contacted. If the alarm isn't raised before the Inquisitor is found, it is automatically raised when he is found...

Unfortunately three markers were placed by the attacker and three by the defender, which means three are along the defender (Ork) base line - so odds are

One strange thing about the scenario - it says nothing about whether the target (spy in the scenario as written, Inquisitor in ours) is actually ALLOWED to leave the table. Often is explicitly says something like "units off the table at the end of the game are considered destroyed". In some games where someone has to be rescued they have to exit off a certain point by a certain turn number. In this, they simply have to "been discovered and still alive" at the end of the game...?


FORCES

Imperium

Captain Zornwall - Squadron Commander (Company Commander - HQ - PL 2)
Command Squad - Elite - PL 2

# 2 Troop 2
Lt. Publio - Troop Commander (Company commander - HQ - PL 2)
Command Squad - Elite - PL 2
3x Infantry Squad - Troops - @ PL 3
Special Weapon Squad (Melta) - Elite - PL 2

# 3 Troop
Lt. Xerxes - Troop Commander (Company commander - HQ - PL 2)
Command Squad - Elite - PL 2
3x Infantry Squad - Troops - @ PL 3

Attached from Squadron Scout/Recon Troop:
Special Weapon Squad (Sniper) - Elite - PL 2

Attached from Squadron Support Troop:
Heavy Weapon Squad (Mortar) - Heavy Support - PL 3

Attached from Regimental Scout Sentinel Squadron
Scout Sentinel - Fast Attack - PL 3

Total Power Level 40
Battalion Detachment - 6 Command Points

Inquisitor Arndol Fornath


Orks

Warboss Blitzagg - HQ - PL 4
Meganobz (3) - Elite - PL 10
Lootaz (5) - Heavy Support - PL 8
2x Boys (20) - Troops - @ PL 9

Total Power Level 40
Patrol Detachment - 4 Command Points

Sentries - 7 Boyz


THE GAME



Setting things up... finnegan set up his Ork sentries... Bruce started setting up his initial forces.

For once this scenario seemed to give The Guard a bit of an advantage - the distance a unit was spotted at (but the sentries) was determined by it's power level - and all units were PL 5 or less they would only be spotted if they were within 3" of an Ork Sentry. Of course there was a Defender Stratagem that Finnegan used - Sensors - for 3 Command Points he was able to add 3" to the distance he could spot enemy models at. Still... 6"... It meant the Commandoes could sneak up to just out of 6" in their movement phase, then (with and average charge roll) charge and take out a sentry all quite-like in the charge/fight phases...



All set up and ready to go...


ROUND ONE - IMPERIUM

That thing where I said "For once this scenario seemed to give The Guard a bit of an advantage...?"



Guiacan Commandoes charge this Ork sentry... seven of the ten in the squad attack - including the Sergeant who had three attacks... and fail to take him out... the alarm is raised...

Doh.....

On the plus side when we remembered the check the adjacent bit of terrain which had a marker indicating a potential hiding spot for the Inquisitor Bruce rolled a six....



And so Inquisitor Arndol popped up out of the bushes and said "Hey guys! I'm over here!"


ROUND ONE - ORKS



Then he was promptly charged by two Ork Sentries... He sliced one in half with his power sword, but not before they landed a few telling blows on him! They actually scored enough wounds to take him out and I though this might be the end of the scenario! Taken out by sentries! Luckily he has a 4+ save and Bruce managed to save 3 of those wounds!



The Lootas, Meganobz and a unit of Boyz also arrived.


ROUND TWO - IMPERIUM

"ALL UNITS! ALL UNITS! THE NUT IS IN THE CRACKER! I SAY AGAIN: THE NUT IS IN THE CRACKER! FALL BACK TO ROMEO VICTOR TANGO!"

The Inquisitor fell back out of combat with the Ork (who was subsequently blown to pieces by nearby guard). Other Sentries were finished off with fire. Mortars dropped bombs on Lootas taking out one of them.


ROUND TWO - ORKS



The Other unit of Boyz along with Warboss Blitzagg.

The Lootas got within line of sight of some of the Guiacan commandoes and unleashed a tremendous volley of fire and... um... well... they must have been shooting at that buck-toothed antelope that dashed across the clearing off to the left, or mistook some of the trees blowing in the wind for some well camouflaged commandoes, or something, because according to the dice they clearly were not shooting anywhere near the targets Finnegan had indicated!


ROUND THREE - IMPERIUM



Bruce continued to retire all his troops towards his own baseline.



The mortars did one last shoot before packing up their gear and blew a few more Orks to bits.


ROUND THREE - ORKS



The Orks took one last round before we decided to call it quits. The Boyz and The Warboss and Meganobz all surged forward.

The Lootas blasted away and finally found their mark - they took out FOUR Commandoes in one round of shooting. Bruce used a Command Point and the Fight to the Death stratagem to prevent Andy further loss in the Morale Phase.

At that point we decided it was futile to continue. All of the Astra Mililitarum forces were within one move of their table edge and could pick up and move off. Though the scenario didn't specifically say they COULD do that, we all thought it was silly that they should have to sit on the table and fight it out for 5-7 turns.

Total Losses:

Astra Militarum: 5
(four were from the one round of fire from the Lootas, one was in Melee with a Sentry)

Orks: 10 Boyz, 1 Loota
(7 of those Boyz were the Sentries - all other losses were due to mortar fire)

I do like scenarios where the objective is something other than KILL 'EM ALL!

I guess I COULD see a reason for staying on the table and fighting it out to the end of the random turn length... In an instance - such as ours - where the attacker does find the objective they are trying to rescue early in the game, saying they HAVE to stay and fight it out until the random game end gives the defender a chance to get across the table and fight through the attackers forces to kill the objective. WHY would they want to stay on the table? Well, the LZ or RV for the extraction could be just off the table on the attackers side and so the attackers have to stay and hold off the defenders until the vehicles arrive to extract the attackers...?

It took us a while to get set up and was getting late and we decided to call it. It was fun though. Our Narrative continued...


Coming Soon to Tim's Miniature Wargaming Blog:

Sisters of Battle! I did finish up the Sisters of Battle Squad for Amanda's birthday (which was yesterday) and threw a little surprise party for her. Perhaps there will be a little combined post with pics of the sisters and a bit about the party...? Or maybe just pics of the sisters... I don't know... Or maybe there won't be anything for another week... depends how much energy I have and how my head (and the rest of my body) is doing... It's been a rough week, folks... long story...

We've done hardly any boardgaming these last couple weeks... Hopefully we'll get some more 40K in this next week - so Amanda can try out her sisters. She's already thinking about what she wants to add to her force (Celestine, of course!)