Listen up ladz
Da Big Bluu Dude is speekin.
Daer is a battle set fer today, and Bluu in da Phaes has a score to settle vs some Dark Eldar dat took a couple of da Big Meanies prisoner a little back when
BidP vs Dark Eldar took place. Well Da Big Bluu Dude is pissed; he wants revenge and he wants da Big Meanies back so he can punish dem propa fer der failure. Anyway here is who is going in to get dem back.
Bluu in da Phaes
1 Da Big Bluu Dude (Warboss) on his Warbike, wiff Powa-Klaw & Cybork parts (135)
7 Big Meanies (Knobs on der warbikes) wiff Cybork parts
~ Painboy
~ Waagh banna bum
~ Big Choppa dude
~ K-Skorcha dude wiff ammo runt (re-roll da wounds)
~ Powa-Klaw dude wiff bosses pole
~ Powa-Klaw dude
~ Regular dude (463)
12 Ladz (Boyz), 1 is a Knob wiff Powa-Klaw and da Bosses Pole; Thay is in a Trukk wiff Red Flames (152)
750pts, 2 Scoring Units, 4 Kill Points, 21 Figures Mission 2 750 points Febwaary 8th through 14th
The normal Force Org is changed to 1 HQ, 1 Troop, and your favored unit
Scenario two; Sneakin!
The enemy has a traitor in their midst, and your job is to liberate him/her/it.
Deployment;
Dawn of war: Roll off for first turn as normal, seize the initiative as normal.
Every turn the rules for night fighting are in effect.
Duration: The game ends after 6 turns with a 4+ chance for a turn 7, or when the traitor is liberated or killed.
Special Rules:
After set up, but before the first turn nominate an enemy model. It may not be a character or a squad upgrades character model, (like the sergeant, exarch, etc.) it must be a rank and file model. However it may be a special weapons trooper, (such as the flamer, plasma gun, death spitter, etc.) Mark the model with a piece of paper on its base, or in some agreeable manner. Your opponent may roll once on the vetrans abilities table on page 263 of the big rule book for the unit you have chosen your traitor from.
The traitor may not shoot at the orks, your opponent cannot roll any dice for that models shooting. In combat, the traitor must move away from the combat and avoid base-to-base contact, moving as far from any based models as possible, but must still maintain coherency. The traitor will not attack the orks, so again your opponent cannot roll dice for that models to hit rolls.
Your opponent may not allocate close combat wounds to that model, as the orks deliberately do not attack that model. (The almost exact opposite of allocating attacks on an IC) If the other models of the unit are all killed, or if the unit is swept by the orks, then that model survives and is liberated, ending the game with the orks as the victor.
Unfortunately, since ork shooting is not the best, your opponent may allocate shooting wounds to the traitor. (Taking armour saves as normal) If that model is killed then the game is over and the orks do not win (but we didn’t lose)
Your opponent may not attack his own model in CC, nor may he shoot at his own model. If dangerous terrain causes wounds then the traitor cannot be assigned a wound. (or any other devious method that your opponent may come up with to get that model killed)
Victory conditions:
You must destroy the unit the traitor is in so that the traitor is the sole survivor. If you liberate the traitor you win, if the traitor is killed, you lose. Any other result is a draw.
Anyway, I had to wait an hour of so for my opponent to get to the match, so in the meantime I built this little dude.
Grot Orderly (converted from OOP Grot)
I still have to get him to fit onto a bike with one of the Knob's (fer fun) etc, etc, but I like the way he turned out so far.
Gary didn't take an hour and a half, he was actually less than an hour, so when he arrived we had a little banter and went over the special rules of the mission. He really thought it was funny that he took a couple of my guys prisoner last week, got to torture them etc, and now he had a traitor in his group. He banged out a 750pt list but we modified the rules slightly to add the traitor to his list instead of replacing one figure. He also said that he really wanted to win so that he could take the traitor back and torture him for a while. Anyway his list was simple enough.
HQ dude with minimal upgrades.
9 Wyches (traitor goes with this squad) in a Raider.
10 Warriors in a Raider (Darklance)
10 Warriors in a Raider (Darklance)
Ravager with 3 Darklances.
A very fast and Mech list that he knew I would have trouble with as I don't carry a lot of anti-armour, and these low point games are limiting my anti-armour even more.
Bluu in da Phaes won the toss so we set up first. Note that the Trukk is empty at present so the Boss (HQ), Knobs (TR) and Trukk (TR) are my choices and limit for Dawn of War deployment. My plan was simple, go central to limit is movement early in the hopes to get to the Raider with the Traitor before he could get all his firepower working, and believe me Dark Eldar can carry a lot of firepower, especially when they laugh at a Game with Nightfight due to most of their army coming stock with "Night Vision" (one of their codex bumps from the old Dex).
Gary then declared that he would have his entire army drive on turn 1. And that he would again roll to try and steal the initiative. And you guessed it, for the 5th game in a row (Vs Gary) here is what he rolled (and I am really beginning to hate that die).
Turn 1.
~~ All the Dark Eldar arrive (Wyche Raider goes Flat out, the rest go 12" or less), and try to shoot at the Knob Bikers, and due to Night Vision a surprising number of shots are actually made that include some 5 Darklance Shots, and at least 12 shots from Warrior (4+ to wound due to poison is another Dark Eldar Codex Bump). Anyway the Knobs take a single wound through all that shooting.
~~ Orks responde by having the lads walk up to and get into their Trukk; the Knobs then advance with the Trukk coming up behind them. Trukk shoots Closest Raider and fails hard (couldn't even see it), the Knobs also shoot the closest Raider (Warriors inside) as the nighfight would be sure to mess with any attempt on the Wyche Raider over to the Left side. Dakka Guns prevail as some 24 shots later the Raider explodes (and that was after he made some 4 Cover Saves @5+ due to some other Dark Eldar Codex Bump "Flicker Field"), only 1 Warrior dies in the explosion, so after turn 1, both sides have taken a single wound.
Note that the last picture is part way into the movement of Turn 2.
Turn 2
~~ Dark Eldar move but the Raider on the right crashes in difficult terrain while the Left flank adjust to avoid contact with the orks while they try to get more effect from their shooting. Another full round of shooting (5 DL's and at least 30 shots from small arms) has 3 Knobs going down, the Orks roll a 4 to pass their LD with ease though, "Cause they weren't scared"
~~ Orks advance with the Knobs going after the Traiter Raider and the Trukk heading straight for the Warriors to try and negate some of that small arms fire. Ladz get out of the Trukk and call the WAAGH, to fleet a whoping 1". The Trukk fails to see the immobilized Raider when it tried to shoot; and the Dakka Guns fire at the Traitor Raider but the Flicker Fields save all damage. In the assault the Knobs and Boss manage to just barely shake the Traitor Raider but the Ladz roll a 5 for their Difficult Terrain and get into it with the Warriors. Warriors go first with some 9 attacks, causing exactly (0) wounds, the Ladz strike next with some 44 attacks, leaving no warriors for the Knob to even try to go for with his Klaw. The Ladz then consol some 3" so that they are 50% into the covering terrain.
Turn 3
~~ The Dark Eldar adjust their vehicles to stay keep the Traitor out of the Orky hands (OK, they ran away like the little girly cowards that they are). Immobilized Raider and Warriors shot at the trukk and take out its nice Big Shoota. Ravager then splats the Waagh Banna Bum with concerted Darklance shooting into the knobs (no ld test as 1/5 wasn't enough).
~~ Orks adjust to keep presure on the Raider as they need to get to that traitor and liberate him. The Ladz come out of terrain and the Trukk advances to build them some mobile cover. The Knobs and Boss (all 4 that are left) skirt the Ravager to get their Dakka Guns in range of the Raider. Shooting has the Traitor Raider being Wrecked, with the Wyches, HQ dude, and Traitor all being pinned as they they try to get out.
Turn 4
~~ Dark Eldar adjust their Ravager to continue to slow down the Ork Progress towards the Traitor. In shooting a single Knob goes down to a DarkLance wound from the Ravager, LD roll of a 10, fail, wait punch to the face and re-roll, oh crap = 12 even worse and fail again (and this was my mistake, as I should have assigned the wound to the t=5(6) boss, but for some reason I was thinking that a DarkLance would insta-kill him). Knobs then roll their 3 D6 to fall back and as they are under 50% they cannot regroup (so you can guess where they are headed in my turn).
~~ Knob auto-run off the table (due to my own stupid error for wound allocation). Ladz get into the trukk and advance on the Traitor, Their small arms kills 3 of the wyches (and the traitor makes his save).
Turn 5
~~ Dark Eldar adjust a little and the warriors get out of the Immobilized Raider and advance to see the Ladz. Raider takes a shot with its one DL and wrecks the trukk (and I actually forgot to roll for my cover; but at this point I figured the point was mute as he still had a Ravager to use should he need it, etc). Small arms from the Dark Eldar kills a couple of the ladz but then the Wyches assault and kill the rest before they can even swing in return (Having a +1 attack didn't hurt the Dark Eldar in any way, and maybe I should have tried for the cover save as this assualt basically ended the game; but I don't think my 11 ladz+knob would have faired any better even if they had the assault).
Another game where the orks had to make a quick exit to go and get more boys (we did not lose, there were no witnesses, so you couldn't prove it anyway). Gary once again used his Dark Eldar very well; but I also made a few really dumb mistakes (probably due the Old Age factor starting to settle in on me).
Cheers and thanks for reading, comments are always welcome.