This is an official WoTW event.You can earn tons of teeth by being a participating ork.
First let me explain that there is no set opponent, you can choose whomever you wish, even a different one each week.
Earning of Teeth: A subject near and dear to us all...
1 tooth for signing up, +1 tooth if you sign up and post a picture of the favored unit. (thats 2 teeth total) Even if it is WIP you still get the tooth.
3 teef for a batrep, if you play the scenario. (2 as normal +1 for the campaign) Post the batrep in the batrep forum and post a link here. 2 teef for just playing the points size game and not the scenario.
You can find the batrep forum
HERE2 bonus teef for playing the optional mission at any level, one bonus per level. (if you play it at 500 points then again at 1k points you would get two bonuses, but playing it twice at 500 you only get one bonus)
You get credit for each batrep posted, so lets say at the 500 point level you play mission 1, and the optional scenario, that would be 6 teef for batreps and 2 bonus teef, a total of 8 teef. If you play mission 1 many times and post the batrep you get teeth for each batrep, but only one bonus per point level.
Coolest, meanest, best painted, (and any other category we can thing of) will earn you teef, the war bosses and big meks will be inspecting your favored unit and will award teef as they think you earned them. So make sure to get your favored units picture posted. Plus there is a popular vote, if you think some unit is just too cool, or mean, or etc. make sure to voice your opinion and that unit may earn some teef.
Now lets get on with it:
Feb-Waaagh-ry Kick in the pants CampaignOn the planet of Caiel Kasm a group of Feral Orks have been slowly but surely creating a Kulture based around the teachings of Old Uzbog the Wyrd, an incredibly potent Warp’Ead and the first psycher born into this Feral kingdom. Out of nowhere a vision of Gork and Mork came to him, and called him to unite the Orks, for the gods have touched and favored a group of Orks.
"My boyz! I'ze come here tonight to tell you'ze that the Godz have chosen us! Blessed weze be for Mork and Gork shine on us, and so we'ze must honor them by gathering together and Crushin dem humies, pointy eads, blue skinz, bugz, and all da ovva things in da Ooniverze!"
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This is a small bulk-em up style campaign starting with a 500 point strikeforce and moving your way up to a 1500 point game. It is perfect for those beginner players or even vets who are ready to change things up a bit.
Since Old Uzbog believes that some Orkz have been favored by the Gods, this belief extends into your own armies during this campaign.
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Favored UnitsRules: You must choose one unit and only one unit to be your favored unit. It does not have to be a Troop Choice, although the unit you pick must be an Infantry in its unit type. Your Favored Unit must be taken in each game of the Campaign (so choose wisely when picking which unit to become your favored). This unit may be altered during the campaign as the point cost increases.
For example: Lets say you choose a Nob unit to be your Favored Unit. During the first battle of the Campaign you have 3 Nobz: one with a bosspole, one with a Pk, and one with a Big Choppa. On the second battle (which has a higher point cost) you can expand your favored unit by adding more squad members and outfitting it with extra pieces of kit.
During the campaign the Favored unit does not take up a slot on the Force Organization chart and counts as a scoring unit.
Optional Mission; This mission can always be played in lieu of the listed scenario.Kill the Boss.
Objective: Kill their boss (HQ unit)
Set up and game length, are as per the main rulebook, rolled for as usual.
Victory conditions: If you have killed your opponent’s HQ unit(s) and you have your favored unit still on the board you win. If your favored unit is wiped out you lose. Anything else is a draw.
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In all cases your opponent may opt to match your force org chart or use the regular one from the codex/rule book.
You can field all you want, just like a normal force org chart says you have to take so many troop units, but you are free to take more, but you have to take the required units first, then take what you like, up to the points limit
Mission 1: 500 points - Febwaary 1st through 7th
The normal Force Org is changed to 0-1 HQ and your favored unit
Scenario one; Reconnaissance
The Favored Unit is out doing a reconnoiter; mainly to see if there is anything here worth krumping. Now the enemy has spotted you and is going to try to stop you. Both sides need prisoners for interrogation.
Set up. Spear head. Orks choose any quarter to set up. In the opposite quarter center is an objective. The enemy chooses either of the two remaining quarters, and sets up at least 18" away from the nearest ork.
The orks go first unless the enemy steals the initiative.
The game lasts 5 turns.
Special rules: when fighting in close combat set the casualties off to the side. After combat resolution, roll a D6 for each of your casualties. If a 1 is rolled the model is removed from the board, if 2+ is rolled the model is now your enemies prisoner, do the same for the enemy casualties and those that roll a 2+ are your prisoners.
If your unit is wiped out the prisoners escape, your HQ (if you take one) cannot take prisoners. Vehicles that do not explode may be taken prisoner (ie looted), prisoners count as per model not as per wounds of the model, so if you take a 5 wound swarm as prisoner it only counts as one prisoner, etc.
The "prison" is somewhere in cyberspace, you do not have to worry about moving them or their blocking line of sight, etc. Your opponent must nominate which of his units is the one taking prisoners, if that unit is wiped out he/she loses thier prisoners. (your orks run free) Note; escaped prisoners are removed from the board as casualties, they do not rejoin their unit.
Victory conditions: Hold the objective with the most models (not wounds, models) OR have the most prisoners. At the end of turn 5, If one has more models on the objective and the other has more prisoners fight one more round of close combat to determine a winner. If the armies cannot get into close combat this turn, it is a draw.
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Mission 2 750 points Febwaary 8th through 14th
The normal Force Org is changed to 1 HQ, 1 Troop, and your favored unit
Picture courtesy of Dropfall
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 armor 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.
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Mission 3 1000 points Febwaaghry 15th through 22nd
The normal Force Org is changed to 1 HQ, 2 Troops, and your favored unit
FOC courtesy of Dropfall
Scenario three; Take The Food Supply
Objective: Catch the food and get it into your deployment zone.
Set up, Pitched Battle, see main rule book.
Rules: Using any model you choose, a pig, horse, cow, chicken, crates, squigs, etc. etc. etc. and place it in the center of the board. This is the food counter, and is the sole objective of the game.
To posses the food you must simply move a model into contact with it. The model may be an independent character, or a member of a unit. The model carrying the food may move its normal move but may not run, fight in combat, or shoot. If the model is killed, the food is dropped and may be claimed by the next model that touches it.
If models from opposing sides are each in contact then the models may not move the food. If either model chooses to fight in CC then the food is dropped, move the food counter 1” away.
If the model is part of a unit then the model in base contact cannot perform any other action except to carry the food. If the model attacks, shoots, charges, runs, or does any other action besides move in the move phase it drops the food.
The food cannot be transported by any means, other than to be carried by a single model, and it cannot be loaded into a transport of any kind. This means you can’t jump out of your truck grab the food get back into the truck and turbo back to the deployment zone. The model that is carrying it has to walk it back to the deployment zone. In addition, models on bikes or with jump packs cannot carry the food, as it is unwieldy and heavy. If a bike or jump pack model has the food it can only move 6” in the move phase, as obviously the food is on the bike and the normal rider is pushing. Or the jump pack cannot take the weight of both the normal user and the food, so it is walking. Monstrous creatures, beast, etc. come under this rule of 6” in the movement phase, as they too are staggering under the load of the food.
The food counter cannot be targeted in combat, and cannot be picked out by normal shooting. However, it can be hurt by template weapons; the food has 2 wounds and a toughness of 4, so be careful shooting at the unit that has the food. The side that destroys the food automatically loses.
There is no turn limit. The army that gets the food to their deployment zone first; wins.
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Mission 4 1250 points Febwaaghry 22nd through 27th
The normal Force Org is changed to 1 HQ, 2 Troops, and your favored unit
Scenario four; I'z Lost Meez Marbles... By Angel of Death 007
In this part of the game a mek or an aspiring mek has gone mad. He has built 5 teleportation pads throughout the sector. (can be represented with a cd or the equivalent) One is placed on the center and one in the center of each quarter of the board
Deployment
Spearhead (no unit may start on a teleportation pad)
There are marbles that are placed in the in center of the cd (teleportation pad) place one in the center for each pad.
After sides are picked but before deployment roll a scatter die and 2D6 for each of the objectives. They will always scatter (if a hit is rolled use the small arrow). They must scatter at the start of every game turn (top of 1, top of 2, etc.) No objective can scatter off the board if it makes it to the board edge then it will stop at the edge. If the teleport pad lands on a unit fudge the move a few less or few more inches so that it lands next to the unit and not on top of them. If the teleportation pad is occupied, it does not scatter, but will teleport the unit on it instead, (see next).
Teleportation:
At the end of the movement phase of any player turn in which a player has a squad on the teleportation pad, but before the shooting phase, (after all units are moved) roll a dice for any units on a teleportation pad.
Note: Use the mounting in vehicles rules for the squad “mounting” a teleportation pad for models that wont physically fit onto the cd/teleport pad.
Number the teleportation pads 2-6. This is where the squad teleports to.
If a 1 is rolled the machine goes out of control and electrocutes the model(s) This causes 1d6 AP- wounds, and may cause pinning. The models stay put for this turn and any unsaved wounds cause the unit to be pinned, fearless units are stunned and cannot do anything further (no shooting or assaulting). If the squad on the teleport pad is for some reason not able to get within the 2", it automatically gets a 1 result.
Once the squad teleports, and if it is your turn they can shoot or assault as normal unless they land on a teleportation pad already occupied. If it is not your turn and your squad teleports, and if neither of the next two conditions apply, then your squad does nothing.
If occupied by the same team: (1d6) models take a wound (spread evenly between the two units) and both squads now occupy the teleportation pad. Try to keep at least an inch between models from different units, you may fudge the models a little without it counting as their movement. If either unit suffers an unsaved wound take a pin check, as the other squad has come crashing down on top of them.
If occupied by opponents squad: Count the teleporting squad as charging and since the squad on the teleportation pad is not expecting it, The teleporting squad attacks without any penalties and units that have defensive grenades, ugly faces, etc. that would prevent the charge bonus cannot use them. (for example if you teleport onto a squad of nurgle marines you still get all your attacks, tau cannot use their flash grenades, etc).. Resolve combat as normal. If both squads are locked in combat, then the next player turn randomly determin which squad gets teleported out of combat, the other squad suffers a 1 result. Then if a 1 is rolled for the squad that was going to teleport, reroll until you do not get a 1.
Note: If your squad teleports into an enemy squad, and it is not your player turn, they still count as assaulting.
Only regular models will be able to utilize the teleportation pad. Vehicles and monstrous creatures are not affected, and may not capture the marble.
When a squad holds a teleport pad uncontested, for any single phase of a player turn, they may claim the marble. Put the marble on your side of the board.
Player with the most marbles at the end of the game wins.
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Mission 5 1500 points Febwaaghry 28th through March 5th (Febwaagry 33rd)
The normal Force Org is changed to 1 HQ, 2 Troops, and your favored unit
Scenario 5: Break out.
The Orks are tired of being in one area, it is now time to get on with the taking over of the universe.
Set up:
Arrange scenery in a mutually agreable manner. Roll off to choose board edge. The winner may choose either short board edge, and deploys first. Set up your units within 24" of your board edge, scout moves and infiltrate as normal. The other player may steal the initiative on a 4+.
Objective:
The orks must get one unit off the opposite board edge.
Game Length:
The game has no turn limit. The game ends when either enough orks make it off the board (see victory conditions) or either army is wiped out.
Reserves:
Any unit may start in reserve. Ork units that come in may not use the enemy short board edge to deploy (like Snikrot) and must come in no closer than 12" from the enemy board edge.
Special rules:
The orks are determined to get off the planet, all ork units are stubborn, (unless they are fearless).
Fall back is towards the nearest board edge for both armies.
Victory conditions:
At the end of the game, count any ork models that have made it off the opposite board edge, combining units together if neccessary. If there is enough to make a codex legal unit, (regardless of foc slot) then the orks win.
Example if 5 shoota boys, and 5 choppa boys, from different units made it off the board, then they can combine to make a boys unit of 10 (being the codex minimum for boys), thus making a unit. (3 nobs from different units, can make a unit, etc. etc. etc.) Of course, you may get a codex legal strength unit off the board, and then you don't have to worry about combining units to make a legal unit.
As usual, if one of the armies is wiped out, the remaining player wins.