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> Battle report Imperial Guard vs. Orks - 2000 points - pic heavy
Soren
post Apr 4 2017, 10:46 AM
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Hello there.

My friend and I finally got around to play a game last week. We decided to match up Orks vs. Imperial Guard. I have had this imperial guard codex laying around for about 20 years, but none of us had an imperial guard army all those years ago. Two years back I stumbled over a Imperial Guard bargain. It was not the second edition cadian models, but they were close enough. And now could I finally field an all painted (well almost) cadian IG army.

We played this game as a 4 round game, 2000 pts., 2 strategy cards each. We each got a random mission, and kept it secret. I had marked the battlefield areas that needed to be taken, if any one of us should get the take and hold mission or the high ground mission. It gave a nice level of uncertainty not knowing, what the opponent was up to.

I played IG and my friend commanded the orks.

The battle field was a ruined city.
IPB Image



Imperial Guard army.

Command HQ, Colonel with power sword and refractor shield. 4 guardsmen with Battle Standard, Comm Link, Medipack and Meltagun. Primaris Psyker Lord with plasma pistol, force sword and refractor shield.

Commissar with boltgun, power sword and conversion field.

Command Squad, Black Platoon. Lt. with power fist, 4 guardsmen with 2x flamers and 2x grenade launchers.

Battle line.

1st squad, Black Platoon, sergeant with chain sword, heavy team with auto cannon, guardsman with grenade launcher, transported in a Chimera with searchlights.

2nd squad, Black Platoon, sergeant with chain sword, heavy team with auto cannon, guardsman with flamer, transported in a Chimera with reinforced armor.

3rd squad, Black Platoon, sergeant with chain sword, heavy team with auto cannon, guardsman with grenade launcher, transported in a Chimera with heavy flamer, bulldozer blade and reinforced armor.


1st heavy squad, Red Platoon, 3 x lascannon teams.

Additional units.

Leman Russ, Resurrected aka blue star 1.
Leman Russ, blue star 2.
Sentinel Squadron, 2 sentinels with autocannons.

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The IG got the mission Take and Hold and thus had to claim the objective in the center of the board, marked with a barrel and elder helmet.

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Orks horde.

Blood Axe Warboss with mega armor, power sword and kustom shoota.

Wierdboy Warphead.

Evil Sunz Mekboy with flamer

Evil Sunz Big boss with eavy armor, kustom shoota and powerfist.

Blood Axe Big boss with eavy armor and two handed power axe.

Battle Standard with power fist.

Mobs.

Evil Sunz mob, 13 boyz with one heavy bolter, 10 bolters and a chain sword. Led by a nob armed with a power sword.

Blood Axe mob, 9 boys armed with 8 bolters and a heavy plasma gun. Led by a nob armed with a plasma gun.

Komando mob, 5 komandoes with power axes. Led by a komando kaptin armed with power axe.

Bad Moon nobz mob, 3 nobz wearing mega armor and armed with 3x lascannons.

Shokk Attack Gun team, Mekboy with shokk attack gun, runtheard with boltpistol and 5 snotling bases.

Support.

Gobsmasha with twin linked heavy bolter.

Battlewagon.

Support weapon battery, one splatta cannon and one traktor cannon.

Trukk.

Grechin mob. 20 grechins led by a runtheard armed with boltgun.

Bike squadron. 4 evil sunz warbikes with twin linked autocannons.

IPB Image

The Orks got the Down Raid mission, and strategy cards Forced March and Last Gasp.

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Soren
post Apr 4 2017, 11:20 AM
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DEPLOYMENT.

We used alternate rules regarding deployment. The Orks got to chose side due to their higher strategy rating. The Orks played the forced march strategy card and deployed the battlewagon carrying the entire Evil Sunz mob on the western of the to main roads in town. We ruled that both mob and transport could be transported together, that even though the strategy card states that you can deploy only one unit.
After using forced march, the Orks chose that the IG should deploy the first unit. When both sides had deployed, the Orks had placed the Bad Moon mega nobz and Shokk Attack Gun team on the western front and Battlewagon with Evil Sunz, the truck with Blood Axe big boss and mekboy on the western road. The Grechin Mob deployed in cover in the center. The Gobsmasha deployed on the eastern road, covered by the support weapons. Among the ruins on the eastern front the Bikes, Blood Axe mob, Evil Sunz Big boss, Battle Standard and Warboss deployed.

The IG deployed the Sentinel squadron on the western front. Among the ruins in the center the second squad, black platoon was deployed supported by the black command squad. The command HQ deployed just behind those two units. The heavy squad from Red platoon deployed on top of the ruins covering both roads with their lascannons. The Leman Russ tank marked Blue Star 2 also deployed in cover between the to roads.

On the eastern front the 3rd squad deployed among the ruins supported by the Commissar and the two Chimeras from 2nd and 3rd squad.

The Leman Russ called Resurrected was kept in reserve along with the 1st squad in Black platoon transported in their Chimera.


Before rolling for the initiative the IG initiated a preliminary barrage. The lt. from Black command squad directed the barrage on the battlewagon, that was hit and went out of control.

The Orks rolled best and won the initiative. Not surprisingly.


The out of control battlewagon
IPB Image


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Soren
post Apr 4 2017, 11:56 AM
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Turn 1 Orks.


Movement.


The out of control battlewagon went straight ahead 14 inched on the western road before coming to a permanent halt. The orks was very pleased with this, and the Evil Sunz mob could charge straight out of the battlewagon engaging black command squad and a few models from 2nd squad.

On the western road the truck and passengers also drove ahead. The Mega Nobz advanced and the shokk attack gun team remained put. In the center the grechins advanced among the buildings.

The Gobsmasha raced forward on the eastern road (where the IGs take and hold objective was placed).

On the eastern front the bulk of the ork army, inclusive the bikes, advanced.

The Evil Sunz charging
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Advancing in the center
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The bulk of the orks on the eastern front.
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Shooting.

On the western front the runtheard pushed two groups of snotlings into the warp tunnel, and the mek fired them at the closest sentinel. All the snotlings materialized inside the Sentinel, that was ripped apart by the panicked little critters.

Snotlings at work.
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The gunner on the Trukk fired his heavy bolter at on of the 3 heavy lascannon teams on top of the buildings and killed both guardsmen. All the IG had left on the western section of the board was a single sentinel.

Trukk gunner taking out a heavy team.
IPB Image

The Gobsmasha fired upon a Chimera hiding among the ruins and hit the target. But the battle cannon failed to penetrate the Chimeras thick armor. The twin linked heavy bolters then killed the Comm link equipped guardsman in the Command HQ. He just peeked around the corner, bad move.

Battle cannon hit. But imperial armor is tough.
IPB Image


Close combat.

The guardsmen stood their ground and both sides lost a few models, but not enough to break any of the involved units.


Psychic.

The Warphead received an extra warp card, but he failed to control the extra power and his head exploded killing a few boyz and minderz. Tough luck. The Primaris had all his physic attempts nullified by the remaining orks.

Rally.

None.

Score
Orks 1 (+1 on 50% sentinel squadron)
IG 3 (+2 killing the warphead, +1 destroying the battle wagon)

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Soren
post Apr 4 2017, 12:24 PM
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Turn 1 - IG

Movement.

On the eastern front the two Chimeras advanced cautiously. 3rd squad and the Commissar ran forward and took up position behind a building, very close to a narrow corridor leading straight towards the bulk or the ork army.

Chimeras and 3rd advancing.
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In the center the sole Leman Russ turned around the corner and on to the eastern road facing the Gobsmasha. Covered by the tank the Command HQ advanced.

Time to clear the road.
IPB Image


In the ruins in the center the unengaged guardsmen from 2nd squad and Black command squad charged the Evil Sunz.

On the western front the last Sentinel advance, with a clear shot on the Mega Nobz.

Overview
IPB Image


Shooting.

The Leman Russ utterly destroyed the Gobsmasha with its battle cannon. And the following fire from the Leman Russ heavy bolters killed off the traktorcannon.

Leman Russ destroying the Gobsmasha.
IPB Image


The lascannon teams of 1st squad, Red platoon, killed off the splatta cannon. On the western front the lone Sentinel fired its autocannon at the Mega nobz but missed.


Close combat.

In the hand to hand fighting between the Evil Sunz and guardsmen, 4 evil sunz and 2 guardsmen were killed forced all involved units to make break tests. The IG made their break tests, still being within reach of the Colonel and battle standard. But the Evil Sunz broke and ran.

The IG then played Craven covardance effectively destroying the once proud Evil Sunz mob. The 2nd squad and Black Command squad had successfully fought off the advancing orks and cleared the way up through the middle of the board towards the take and hold objective.

Tough guardsmen drive off the green menace.
IPB Image


Psysic.

Again the orks managed to nullify all imperial psysic powers.

Rally. With the Evil Sunz gone, no units on the board could rally.

Casualties end turn 1.
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Score
Orks 1 (1 +0)
IG 8 (3 +2 destroying the Gobsmasha, +2 wiping the Evil Sunz +1 wiping the support
weapon squadron)

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Björn
post Apr 4 2017, 04:38 PM
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Nice!

Mandatory 2nd Ed rules question wink.gif : Did the Evil Sunz all suffer a S 4 hit after charging from the out of control Battlewaggon moving 14 inch? biggrin.gif
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Soren
post Apr 5 2017, 08:38 AM
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QUOTE(Björn @ Apr 4 2017, 08:38 AM) *

Nice!

Mandatory 2nd Ed rules question wink.gif : Did the Evil Sunz all suffer a S 4 hit after charging from the out of control Battlewaggon moving 14 inch? biggrin.gif



Hello Bjorn.

The battlewagons damage stated that it moved out of control next turn and then came to a permanent halt. So we figured, that the Evil Sunz charged from a non moving vehicle.

I suppose that the damaged battlewagon had made dramatic deceleration, from 14 inches to 0, before halting completely. Nothing Orks cant handle.
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Soren
post Apr 5 2017, 10:33 AM
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Turn 2 � Orks

Movement.

On the western road the Trukk accelerated to combat speed and drove right up to the Sentinel. In the center the Komandoes and the Grechin mob ran through the gaps in the ruins and the halted Battlewagon, trying to get closer to 2nd squad and Black command squad.

The Trukk attacking.IPB Image

The second wave of orks closing in.
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The Orks had no units left on the eastern road, but on the most eastern sector the bulk of the ork army advanced towards the narrow passage between the buildings. The bike squadron advanced on one of the Chimeras, but only one bike could reach a position, from where it could fire.

The Warboss and crew planning to advance through the narrow corridor.
IPB Image

Shooting.

Only one bike fired its twin linked autocannons at the nearest Chimera, but the autocannons were to weak to penetrate the transporters armor.

On the western front the Evil Sunz mekboy fired his flamer from his position on the Trukk. We ruled, that he was able to poke the nozzle of the flamer forward, so he did not barbeque the Trukk driver. But the guardsman piloting the Sentinel survived the flames. He Trukk gunner fired his heavy bolter at the Sentinel, but missed at point blank range.

Mekboy at work.
IPB Image

Two of the Mega Nobs fired their lascannons at the Sentinel, and destroyed it in great ball of fire, that again damaged the Trukk sending it out of control next turn.

Mega Nobz destroying the last Sentinel.
IPB Image

The Mek in the Shokk Attack Gun team was able to target the Leman Russ through a large hole in the ruined buildings in the center. Another 2 groups of snotlings was fired, but the Mek missed the target.

The line of sight from the Shokk Attack Gun.
IPB Image

Close combat.
None.

Psysic.
The Primaris psyker finally succeeded with a physic power. Using Displacement the Command HQ was advanced 13 inches close to the take and hold objective in the center of the board.

The Command HQ displacing close to the objective.
IPB Image

Score
Orks 2 (1 +1 wiping the Sentinel Squadron)
IG 8 (8 +0)

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Soren
post Apr 5 2017, 12:34 PM
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Turn 2 IG.

Movement.

The Imperial Guard had no units left on the western sector of the battlefield. But in the center the remains of Black command squad and 2nd squad prepared to fire their flamers and lasguns at the advancing grechins and komandoes.

The Leman Russ advanced up the eastern road and the Command HQ secured the take and hold objective.

The Imperial Guard had kept a Leman Russ and 1st squad mounted on a Chimera in reserve. The reserve column arrived at the eastern road and advanced in fast speed. Most unwise the Chimera placed it self in the same position, where the Shokk Attack Gun had just fired at the front Leman Russ.

In the eastern sector the two Chimeras advanced slightly, and the flamer from 3rd squad and the Commissar placed themselves in front of the opening by the narrow passage.

Overview of the coming onslaught. The armored might of the Empire getting ready to finish off the orks.
IPB Image

Shooting.

The commissar fired his bolter at the Blood Axes but missed. But the flamer from 3rd managed to burn a single ork to death. The front Chimera fired its multilaser at the bikes, scoring a stunning 9 hits. This destroyed 3 bikes out of 4.

In the center the front Leman Russ fired its battlecannon at the grechin remains from the destroyed Support weapon battery. But a hit and misfire was rolled, and the battlecannon exploded, destroying the turret and killing one of the heavy boltgun gunners. Furthermore the Leman Russ lost both its tracks and went out of control.

The result of faulty ammunition. And it was not even necessary to fire at the grechin crew, they posed no threat and victory points had already been awarded for the destroyed Support weapon squadron.
IPB Image

Among the ruins in the center 2nd squad and Black command squad fired at the komandoes and grechins. Two well placed flamers claimed the lives of 9 grechins and 3 komandoes. The komando Kaptin and two more komandoes was set a fire. The remaining grechins and komandoes succeeded their break rolls.

2nd squad flaming.
IPB Image

Black command squad flaming, those komandoes and grechins were in a bad place.
IPB Image


The two functional heavy weapon team on top of the center building fired their lascannons at the Trukk destroying it and killing the Blood Axe big boss.

Close combat.
None.

Psysic. IG played Carmine Assassin on the burning Kaptin, who survived.


Score
Orks 3 (2 +1 damaging the Blue Star 2 Leman Russ)
IG 12 (8 +1 due to 50 % on the Grechins, +1 due to 50% on the Bike squadron, +1 due to 50% on the Komandoes and +1 for destroying the Trukk. Killing the Blood Axe big boss gave 0 points)

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thekelvingreen
post Apr 6 2017, 03:31 AM
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It's good to see those old orks out and about! I love the old battlewagon and the Blood Axe warboss has always been a lovely model.

I've also been thinking about keeping the missions secret like you do here, but I've wondered if it makes the game too difficult. Does anyone else use secret missions?
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Soren
post Apr 6 2017, 12:39 PM
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Turn 3 Orks.

Moving.

The out of control Trukk crashed into an obstacle, with no further damage to its crew or passenger. On the eastern road the damaged Leman Russ collided with a building and came to a halt. No further damage.

The Leman Russ crashing.
IPB Image

In the eastern section the last remaining bike moved into position to fire upon 3rd squad.

The War boss charged the Commissar and flamer from 3rd squad. The rest of the posse moved into the narrow passage.

An angry Ork war boss trying to bash his way through a Commissar.
IPB Image

Among the ruins in the center, the remaining Grechins charged 2nd squad. The burning komando kaptin moved randomly and ended up on top of the broken down battle wagon. Some of the Mega nobz moved forward other remained stationary.

The Mekboy jumped down from the broken down Trukk and closed in on Black command squad.


Shooting.

The Mekboy armed with a flamer flamed the Lieutenant and the flamer guardsman both from Black command squad, but both survived.

Resisting only a little the last group of snotlings was fired through the Shokk Attack Gun at the Chimera carrying 1st squad from Black Platoon. The reserves had driven right up to the same opening, where the Shokk Attack Gun fired last turn.

But this time around the snotlings was right on target, and with a solid roll of 6 on the Chimeras damage table, the transporter rammed its Leman Russ escort. The Chimera penetrated the hull of the Leman Russ, causing the tank to explode. With just one snotling base had the orks taken out all the reserves.

The result of the very last snotling base, killing off two tanks and an group of infantry.
IPB Image

The Mega nobs fired at the heavy weapon teams but failed to kill anything.

In the eastern sector the last bike fired at 3rd squad killing 3 guardsmen. 3rd squad failed its break test and fled backwards.

The bike revenging his lost ork comrades.
IPB Image

Close combat.

The angry War boss and the Commissar fought it out. The War boss won with 4 and caused 4 wounds. But the Commissars trusty conversion field saved all 4 wounds. The following flash of light blinded the War boss, the Evil Sunz big boss and 5 Blood axe boys. Furthermore the Commissar was blinded.

The hand to hand fighting between the grechins and 2nd squad saw two dead green skins and to dead humans, with no units breaking.

Psysic.

Again the orks succeeded with nullifying all activities from the imperial psyker.

Rally.
3rd squad had just broken, so no rally attempt was allowed.


Score
Orks 12 (3 + 1 due to 50% on 3rd squad, +1 due to 50% on 2nd squad, +2 wiping 1st squad,
+2 destroying 1st squads Chimera, +3 destroying the Leman Russ named Resurrected)
IG 12 (12 + 0)

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Soren
post Apr 6 2017, 01:16 PM
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Turn 3 IG

Movement.

Among the ruins in the center the unengaged models from 2nd squad charged the Grechins. The sergeant of 2nd squad charged the Runtheard, convinced he would be able to slay the nasty ork.

One of the gunners in the only damaged Leman Russ did not have a functional weapon. He therefore left the tank and placed himself on top o the damaged Leman Russ.
The rest of the IG pretty much just held their positions.


Shooting.

On the western front the flamer armed mek was killed with a krak grenade from the grenade launcher from Black command. But just before dying the tough mekboy managed to another shot off from his flamer, due to the orks playing Last Gasp. Again the Lieutenant survived, but the flamer armed guardsman caught fire and died the turn after.

In the eastern sector the last bike was killed by the Chimera. The other Chimera chose to fire its heavy flamer directly at the orks in the narrow passage. Unfortunately this also included the Commissar, who caught on fire.

Fire sweeping through the narrow corridor.
IPB Image

The War boss and Big boss also burned, and further more the Big boss suffered on hit. 6 Blood Axe orks was killed. The Blood Axes could not make their break test, and fled backwards and hid behind a large building.

The result of fire. The broken Blood Axes fleeing.
IPB Image

The Leman Russ crew member threw a frag grenade at the bulk of orks in the eastern sector and ended up killing the orks battle standard.

The heavy weapon teams fired upon the Mega nobz but failed to kill anything.


Close combat.

Both being blinded the Commissar and the War boss fought with a ws of 1. The war boss won the fight but failed to kill the Commissar.

The burning and blinded Ork War Boss desperately trying to slay his opponent.
IPB Image

The struggle between 2nd squad and the Grechins saw a few dead on both sides, with both sides making their break tests. The Runtheard ended up killing the Sergeant from 2nd squad.

Close combat Man vs. Greenskin.
IPB Image

Psysic.
Carmine Assassin was played on the War Boss, who survived.


Rally.
3rd squad was not in cover yet, and kept on fleeing backwards toward some cover.


Score
Orks 12 (12 + 0)
IG 15 (12 + 1 wiping the bike squadron, +1 due to 50 % on the Blood Axe mob, +1 killing the Battle Standard)

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Björn
post Apr 6 2017, 04:24 PM
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We play with hidden missions which we quite enjoy. "Wait, you cannot target my Captain. Really, but what if I have THAT sepcific mission..." biggrin.gif

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Soren
post Apr 7 2017, 11:16 AM
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Turn 4 Orks.

Movement.

On the western sector some of the Mega Nobz advanced. The rest of the orks was either broken or in hand to hand combat.

Shooting.

The Mega nobs fired at the heavy unit on top of the central building killing 2 guardsmen, thus inflicting over 50 casualties on the heavy squad.

Overview. The Mega Nobz realized they could not reach the IG deployment zone in this game, and fired at the heavy squad instead.
IPB Image

Close combat.

In the center ruins 2nd squad and the Grechins kept on fighting, inflicting enough casualties to force both sides to make break tests. Both units stayed in the game.

The War boss finally killed the Commissar, but was unable to reach the Chimera with his follow up move, leaving the War boss alone and exposed.

Physic.

Again the primaries tried to kill the War boss with Carmine Assassin, but to no avail.

Rally.

The sad remains of the Blood Axe mob was allowed to attempt to rally. The Blood Axe nob gathered his few surviving boys and rallied the mob.


Score
Orks 14 (12 + 1 killing the Commissar, +1 due to 50% on the heavy squad from Red Platoon)
IG 15 (12 + 0)

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Soren
post Apr 7 2017, 11:35 AM
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Turn 4 IG.

Movement.

No real moves were made. All IG models pretty much just stayed put.

Shooting.

In the eastern sector the flamer equipped Chimera burned the War boss and Big boss again, but they both survived. The Chimeras multilaser also missed those two juicy targets.

The other Chimera drove around the building and fired at the Blood Axe mob, that had just rallied. But the gunners in the Chimera missed with all weapon systems.

In the center the heavy unit fired at the Mega Nobz, but failed to kill anyone.

The guardsman from Black command squad carrying a grenade launcher killed the burning komando Kaptin with a well placed krak grenade. And the bad ass Lieutenant from Black command squad killed the last standing ork komando with his laspistol wiping the komandoes.

The Lieutenant killing the last komando. The Lt. was later awarded -toughest bastard-. He survived close combat and getting flamed twice.
IPB Image

Close combat.

After yet another round of hand to hand combat between the Grechins and 2nd squad only 2 models from each unit was left standing alive. But again both units made their break rolls.

The result of bloody hand to hand combat among the ruins. Those Grechins did well, so did 2nd squad.
IPB Image


Physic.

Again the primaries tried to kill the War boss with Carmine Assassin. But the psyker had to acknowledge, that the Ork War boss was just to tough to kill.

Rally.

3rd squad had finally found a safe spot, where they could attempt to rally. The IG player played Insane courage and automatically brought 3rd squad back in the game. Unfortunately 3rd squad had no targets to fire upon.

3rd squad returning to action.
IPB Image

Score
Orks 14 (14 + 0)
IG 21 (15 + 1 wiping the komandoes AND +5 VP awarded for completing the take and hold
mission.

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Soren
post Apr 7 2017, 11:58 AM
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Conclusion.

The orks got of to a bad start losing their Warphead in turn 1. But the primaries psyker did not end up dominating the game, even though he was the last psyker left on the board. But the orks did not score many point in the first and second round, and the IG war machine just grinded the Orks down. At the beginning of turn 3 all hope of victory for the Orks had gone. The many flamers of the IG had taken a heavy toll on the orks. The IG reserves had arrived and the orks did not stand a chance at that point. Had the Shokk Attack team not intervened and destroyed the entire relief column, then the orks would have been totally eradicated. But the Shokk Attack Mekboy was again the orks most valuable model. That Shokk Attack gun is just a horrible weapon system.

But the orks did not have the strength to deny the IG taking the take and hold objective, and not enough models left to complete the orks Down Raid mission. The orks had lost too many boyz in the first couple of turns.

As the IG commander I was never really worried about losing this game. Well.. Perhaps a little worried, when the Shokk Attack Gun took out my reserves. Allowing the Shokk Attack Gun to fire at the Chimera was a horrible move. I was so thrilled with bringing my reserves into play, that I totally forgot about that damn Shokk Attack Gun.

But after recovering from the shock, I quickly realized, that the Orks did not really have the forces to mount a proper counter attack. And since I had placed my command HQ firmly on the objective, I felt sure that I would pull of a win in this game.

The Colonel personally taking the objective.
IPB Image

Total casualties.
IPB Image

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thekelvingreen
post Apr 7 2017, 05:44 PM
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Yeah, Dawn Raid is a tough one for ork infantry. An Evil Sunz based army would have a better time of it.

You did well to bounce back from that Chimera-Russ crash. That would have demoralised a lot of generals!
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Caliginous
post May 9 2017, 06:03 PM
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Fantastic stuff - thanks for posting smile.gif


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Lo-Fi Version Time is now: 24th February 2020 - 06:42 PM