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Author Topic: The Wolf Time: Orks vs SW... Campaign, Very Long  (Read 7968 times)

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Offline SKEETERGOD

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The Wolf Time: Orks vs SW... Campaign, Very Long
« on: May 14, 2011, 08:31:23 AM »
The Wolf Time

While cleaning out the book shelves in a fit of she who must be obeyed spring cleaning, I found an old Citadel Journal. It is the only one I have, as the rest have obviously gone the way of the dumpster. Upon opening it, I found the campaign book marked and then remembered why I kept that book.

In short, I nicked this mini campaign from The Citadel Journal issue 46. To give credit, it was written by Rick Preistley and Cyril Perret. Now I am not reprinting the entire thing here, but enough of it to give you the idea of the big picture. Also as a caveat, we had to modify stuff to fit the current rules, and to cover details that are not in the campaign as printed in the Citadel Journel.

The short version of the fluff:

It seems a company of space wolves are on their way back to the Fang after a long campaign, all their vehicles have been destroyed or damaged, and are not available for use. They stop at a planet to restock on food and water to find it infested with orks and the local population enslaved. They have to get back to the Fang with all good speed for refit and replacements, as there is another war that they are desperately needed at.

The main base of the orks is protected by a force field, and a laser silo, that keeps the space wolves ship from attacking the base directly. The wolf lord decides that he has to liberate the planet now, as his wolves need food and water, and it is just not right to leave the population enslaved when he could do something about it right now.

The main base is powered by three generator stations that are not protected by force fields, so the wolves are going to land, split up, take out the power stations, and then attack the main base. To do this the space wolves only have a set amount of forces, and must use them wisely to accomplish the mission. The space wolves have to accomplish the mission in one day, or they will have to inform the Fang of the reason for their delay in returning.

The basic rules:

The space wolf player may decide what units he allocates to what mission. For the first mission only, the unit that is used can be used in a subsequent mission. All other units can only be used once for their respective power station assignment, and survivors of those missions will join together for the final assault. All units must take part in a power station mission to be included for the final assault mission.

We have to keep careful track of the casualties, as the dead will not be able to participate in the main assault.

A Sense of Urgency
The Space Wolves do not have the resources for a prolonged campaign. Due to the time constraint on the space wolves to accomplish this mission, each power station must be taken out in 6 turns or less.
If only 1 power station is taken out then the force field and laser are still working and the space wolves fail.
If 2 power stations are taken out the force field is down but the laser is still working.
If all 3 power stations are destroyed then the force field and the laser are inoperable.

If all 3 stations are taken out then the space wolf ship can deliver an orbital barrage, if the laser is still working for any number of turns, then the ship will not risk damage and there will not be any orbital barrage. Depending on the number of turns taken to destroy a power station, the whole force may not show up on time, and the laser or force field may work for a few turns into the start of the main assault.

For every turn over 6, the forces dedicated to that assault will have to start the main assault in reserve and will not be available for the number of turns needed to finish a power station fight.
If a power station is not destroyed for 7 turns then the space wolf forces involved start in reserve and become available on turn 2, and the laser will work for one turn. If a power station is not destroyed for 8 turns then the space wolf forces start in reserve and become available on turn 3, and the laser works for 2 turns, and so on.
If two stations are not destroyed by turn 6 then the force field will also still be in operation for the number of turns over 6 that the second power station stayed in operation, the space wolves may then not set up on the board for the final assault. Once the force field is down the space wolves may enter from their board edge, and add one turn to all reserves that may become available.

All reserve rolls are 4+ regardless of game turn to show the difficulty of the forces coming back together after taking out their power stations.

The forces of the conflict:

The Targets and main base all have detailed set ups, and starting positions of the garrisons. We just set up and followed the instructions as best we could with the scenery available.

Since I could not scan and copy the maps given in the Journal, and I do not have much skill with graphics, you will have to forgive me and just look at the pictures.

The forces here are close to what was listed in The Citadel Journal, with modifications due to new codexs (or is that codexi?), new main rules, and availability of models. For example, the Journal listed 12 sky claws led by a wolf guard. Well, she didn’t have any sky claws, so for the same amount of points added a unit of grey hunters and beefed up the scouts.

THE SPACE WOLF FORCE

Wolf Lord:  Runic Armor, Belt of Russ, Storm bolter, Frost Blade, Wolf Tooth, Wolf Tail, Melta bombs, Saga of the Bear .
Wolf Priest:  Rune Armor, Plasma Pistol, Wolf Tooth, Wolf Tail, Melta bombs, Saga Of the Beast Slayer.
Rune Priest:  Runic Armor, Storm Bolter, Melta Bombs, Wolf Tooth, Wolf Tail, Chooser of the Slain.
Wolf Battle Leader:  Runic Armor, Plasma Pistol, Frost Blade, Wolf Tooth, Melta Bombs, Saga of the Hunter

ELITES
7 Sniper Scouts:  6 with sniper rifles 1 with missile launcher
9 Scouts:  Melta Bombs, 1 with Meltagun, 1 with plasma pistol
Venerable Dreadnought:  Heavy Flamer, Wolf Tooth, Saga of Majesty.

TROOPS
Alpha:  10 Grey Hunters: 1w/ Meltagun, 1 w/ Plasma Gun, 1 w/ Power Fist.
Bravo:  10 Grey Hunters: 1w/ Meltagun, 1 w/ Plasma Gun, 1 w/ Power Weapon
Charlie:  10 Grey Hunters: 1with Flamer, 1 w/ Plasma Gun, 1 with Power Fist
Delta:  10 Grey Hunters: 1with Flamer, 1 w/ Plasma Gun, 1 with Power Fist
Echo:  10 Grey Hunters: 1w/ Flamer, 1 w/ Plasma Gun, 1 with Power Weapon
Foxtrot:  10 Grey Hunters: 1with Flamer, 1 with Power Fist

HEAVY
Hotel 1  6 Long Fangs: Leader with Plasma gun, 2 with Plasma Cannon, 3 with missile Launcher
Hotel 2  6 Long Fangs: Leader with Plasma Pistol, 5 with Missile Launcher

(We weren’t sure whether or not to count the points of the drop pod, so didn’t.)

The Ork side of things:

There are three power stations each with its own garrison, as written by the Journal. Any ork forces that may have survived or escaped off the board can join the main force in the final battle. Careful tracking of these forces is also needed, if there are survivors they can join the main fight as reserves, with the same turn constraints as the space wolves.

Again, some modifications have been made to the original lists, considering a new codex, a new set of rules, and availability of models. For example, the Journal lists units of mek boys, which no longer exist, so burna boys were substituted with the max number of meks in the squad.

The ork forces are pre divided and deployed, so unless a boy escapes from the landing zone to warn the forces at the generator stations the orks will have to set up as directed. 
« Last Edit: May 19, 2011, 10:00:58 AM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Scenario 1
« Reply #1 on: May 14, 2011, 08:31:57 AM »
THE LANDING ZONE
This is a kill team game, the space wolves have only 1 drop pod, the rest of the army will come down on a shuttle as there are no thunder hawks or other assault craft functional. The landing zone must be cleared for a safe landing, and no orks can be allowed to escape.

The ork forces are 30 ork boys, 3 with big shootas. (I mixed it up and had 10 shoota boys, the 3 big shootas, and 17 choppa boys.)

The board is 4’ by 4’, with a river/swamp surrounding 3 sides. Only the north side is open for the orks to escape. Any model that enters the river/swamp must pass an initiative test for every 3” moved or be sucked under with no saving throw of any kind. (Even the best armor in the world will not keep you from drowning.) The orks are deployed within 6” of the far south edge of the board by the river. The Space Wolves arrive by drop pod anywhere within 6” of the northern board edge, the drop pod does not scatter. The setting sun goes down turn 4. Starting on the ork turn of turn 4 use the night fighting rules.

The orks must escape to warn the others. For every ork that escapes then one of the following fights the orks can deploy as they wish rather than as directed by the scenario. (If two orks escape then two fights the orks can deploy at will, etc.) The ork player may decide which generator station the ork survivor made it to, to warn them.

« Last Edit: May 14, 2011, 08:45:15 AM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Batrep 1
« Reply #2 on: May 14, 2011, 08:32:22 AM »
Batrep 1 The Landing Zone

She decided for this one to take squad Foxtrot. The grey hunters nodded and dutifully mounted the last drop pod. The marines were bounced around as the pod was launched from the ship. As the sides of the pod began to scream from the friction of the atmosphere the wolves began to smile. There would be killing soon.

The orks were gathered by the river fishing with bullets, when they heard a strange screeching noise and a loud thud,

they turned around and were surprised to see a drop pod had appeared, and space wolves were getting out of it.


Turn 1.
The drop pod lands and the wolves deploy. Finding out they were just out of range the flamer and the power fist decided to run. She had already measured shooting from a few and found out they were out of range, so she only moved the two as she hadn’t measured from them yet.


The Orks deciding that they had enough fish for the day decided that they needed to take out the marines, especially since they were between them and their base camp. So they moved forward, the choppa boys and shoota boys also ran. Note; rather than roll for each individual which would have taken all day I rolled one dice for the whole group (and I rolled a 2).


The three big shootas fired at marines, two fired into the air to get the other boys exited, and the third actually hit the flamer, but he saved.

Turn 2.
The wolves spread out, the power fist and flamer getting closer to the orks. With much bolter fire, most of it double tap, and a pistol shot from the flamer, 6 orks died. There was no combat.


The orks moved closer, some who were not going to make it to combat ran. The shoota boys just moved, and the three big shootas moved into difficult terrain. Lots of ork shooting, lots of ork missing, and of the few wounds caused they were all saved by SW armor.


The choppa boys that could, assaulted. Three getting into base with the power fist, and since they got to swing first 12 attacks turned into 7 wounds and the wolf failed 2. The three orks consolidated towards the flamer.


Turn 3.
The wolves moved closer to the orks, and a couple moved towards the river’s edge to intercept the orks that were obviously trying to get by them. The flamer backed away from the three orks and smiled.


With much shooting going on, most of it double tap, 6 more orks died. Then the flamer let go a gout of flame and killed the 3 orks that had killed the power fist, avenging his death. Since all the marines had double tapped (except the flamer) there were no assaults.


The orks surge forward again, only two orks on the far edges ran, the rest decided to get closer to the marines. The three big shootas moved a bit in the terrain but stayed there for the cover save.


On the far side all the slugga and shoota shots either missed or bounced off the space marine armor. On the big shoota side all the big shootas fired at the flamer and even though they caused 4 wounds the flamer saved them all. So the three regular shoota boys who were really close to some other marines, fired at the flamer as well rather than the marines right in front of them. The third and final shoota boy finally brought down the flamer (who had made the previous 7 saving throws) and there was much rejoicing.

The choppa boys assaulted the marines they were close to, it wasn’t pretty. All 3 were hacked down by the wolves who rolled their successful counter attack. The wolves consolidated closer to the shoota boys.


Turn 4
The wolves moved and were point blank to most of the remaining orks. Most of them fired pistols and killed 3 orks. Two rapid fired at the orks hiding behind the rocks and killed them too.


The marines then assaulted the shoota boys on their left flank. One marine assaulted two, and two other marines each assaulted one. The one on one combats were quickly over with more dead orks. Those two wolves consolidated closer to the orks. The one marine killed one ork, the shoota boy struck back and caused a wound, but it was saved. They stayed locked in combat.


The sun went down and it must have really affected the orks to know they were late for dinner. The last choppa boy moved towards a marine. The three big shootas fired their bullets into the air with only 1 of 9 shots hitting, and of course the marine made its save.


The choppa boy charged his marine that failed its counter attack roll, and then wiffed its attacks. The ork smiled and wounded with two of his attacks but the pesky marine armor got in the way of the blade. The other marine quickly finished off his shoota boy and consolidated towards the big shootas.


Turn 5
The space wolves moved towards the big shootas to make sure they were within range since it had gotten dark. The marines all fired pistols and killed only one big shoota, the other shots were all saved by the cover.


To show the orks that the wolves would not tolerate missing like that they assaulted. One marine rolled a 1 for his assault and so did not make it into combat, one marine assaulted one big shoota, and two marines assaulted the other.


The two marines quickly killed their big shoota, but the other marine failed to cause any wounds. The big shoota swung back using his big shoota as a club and even though he caused a resounding smack on the marine he failed to crack its armor and so they stayed locked. The choppa boy and his marine continued to hit each other, both making their armor saves.


There was no ork moving or shooting, so straight into combat. The big shoota and wolf hit each other but failed to do any damage, and the choppa boy and his marine again wounded each other and miraculously the choppa boy made a second save. Not to be out done the marine also made his save too, again staying locked in combat.

Turn 6
The rest of the marines moved to gang up on the orks.


Then two more assaulted each ork.


The choppa boy died quick with the additional marines attacking him. The big shoota did better (sort of) with all those attacks there was only two wounds, and the big shoota saved one. Of course, the other failed save meant he was dead, but it was close as I rolled a 6 and a 5.



The members of squad Foxtrot looked at each other and laughed. That had been fun, there would be some good stories about this fight. One member of the squad keyed his com-net and signaled to the strike cruiser the all clear.
The space wolves had their landing site, and the orks were none the wiser.

This was just like in the books you read, where the marines, even though they are outnumbered, triumph, through their superior genetics, weapons, and all that other stuff. Very close, a few less good dice rolls on the part of the marines and I might have gotten a boy or two off the board. Oh well, onto the next fight then.
« Last Edit: May 14, 2011, 02:14:22 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Scenario 2
« Reply #3 on: May 14, 2011, 08:32:46 AM »
Generator Station 1: Temple Mountain

The station is perched on the high slopes of mountain. The only route to the station is via a narrow winding path from the south. The generator housing is in an ancient building that the local humans turned into a temple. The north side has sheer cliffs straight up, the east and west sides have sheer cliffs straight down, there is no other way into the compound except by the gate on the south edge.

The temple conceals a vertical gravity chute that permits access to the subterranean control room. The center of the temple contains a circular pit. Any model moving onto the pit will sink slowly to a cavern beneath that contains the control room. The equipment in the cavern has a toughness of 5 and 3 wounds, it may be fired at or assaulted in close combat. When the equipment is destroyed, the generator is shut down.

The huts have an armor of 12 and 3 fire points per side. The temple cannot be destroyed.

Because there is no escape route for the orks, and they know it, all orks are fearless.

Big Mek, with heavy armor and boss pole
Starts in Temple
11 Shoota boys, 1 is a nob with big choppa and big shoota
Start in Hut 1
11 Choppa boys, 1 is a nob with big choppa
Start in Hut 2
5 Burna boys, 3 are meks with kustom mega blastas
Start in temple

The space wolves move onto the board through the gate in the south, measuring their move from the board edge. The space wolves go first. The fall back for the space wolves is the gate they entered the board from.

« Last Edit: May 14, 2011, 04:55:48 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Batrep 2
« Reply #4 on: May 14, 2011, 08:33:21 AM »
Batrep 2: Temple Mountain

For this scenario she chose to send the Battle Leader, Squad Foxtrot, and both units of scouts. The Marines looked at their lord, without a complaint turned, and began the long hike up the narrow mountain path.

The orks were bored. High on the mountain there just wasn’t much to do. So they had taken to shooting at each other for fun. Although the bullets weren’t hurting the building, at least it was some noise. The big mek and his meks were down in the cavern tending to the generator.
 
Turn 1.
The regular scouts led by the battle leader moved on and to the right. The sniper scouts followed only angling towards the area of terrain. Squad Foxtrot moved on and to the left.

Since there was nothing to shoot at, they all decided to run. The battle leader and his scouts running 5, the sniper scouts running 6 and getting a good position in the terrain. Squad Foxtrot must not have felt like trotting and rolled a 2 for their run.


The ork shoota boys who had been waiting for a choppa boy to stick his head out of a window so they could shoot him, saw the marines moving into the garden. They turned their guns in the direction of the marines and opened fire. Of course it was way out of range for the shootas, but the big shoota was in range. The shoota boys fired at squad foxtrot, the big shoota hit something, but it wasn’t a marine. The boys in the other hut were laughing at the shoota boys who couldn’t hit their hut, when one of the boys pointed out to the nob that there were space wolves in the area. The nob got busy rounding up the boys to get ready to go out after the humies.

(Note: At first I put all the boys on top of the huts so they knew who was where)

Turn 2.
The battle leader, and his scout squad moved forward around the terrain. Squad foxtrot moved forward as well. The sniper scouts with nothing to shoot at, fired at the first hut. The missile launcher got a penetrating hit and caused the building to fall over (destroyed).


The other scouts ran 5, rounding the terrain and heading for the temple. Squad foxtrot must have gotten their wind back as they also ran 5.


The shoota boy orks laughed at the choppa boys as their hut fell down on top  of them.


 The big mek wondering what all the noise was about came to the surface with his burna boys and meks. Seeing marines running towards the temple the orks ran from the center to the lower edge to line up some shooting.

(I used Badruck as the big mek, as he is the only correctly based model that showed the right weapons... Sort of)

The shoota boys finally quit laughing. Then they aimed at squad foxtrot and fired at them. Of course the marines were still out of range of most the shootas, but the big shoota had the range and hit one marine. The marine staggered under the blow, but his armor held.


Turn 3.
The battle leader and his scouts continued to close on the temple. Squad foxtrot formed a line and continued to move towards the orks that were shooting at them.


The sniper scouts fired at the burna boys, the rocket launcher fired frag to try to get a few extra hits. The rifles caused 4 wounds, and the orks made all their cover saves. The template scattered wildly, and almost landed on the other scouts. The regular snipers were probably giving the missile scout a hard time, asking him if the orks had taught him how to shoot. Good thing the other scouts hadn’t run yet or they would have been hit.

The other scouts ran 4, and squad foxtrot got a 3.


The shoota boys stayed where they were, the choppa boys disentangled themselves from their hut rolling a 6 for difficult terrain, moving towards the scouts with the battle leader.


The shoota boys again fired at squad foxtrot, most of the shootas were in range this time. Between them and the big shoota, they got 3 hits and 2 wounds that of course bounced off the marine armor. The 3 meks fired their mega blasters, one hit and a scout died. Yaaah! First blood to the orks. (buildings don’t count)
The choppa boys ran 3, just barely getting all of the squad out of difficult terrain.


Turn 4.
The battle leader and his scouts moved towards the temple, squad foxtrot moved towards the shoota boy hut.


The sniper scouts again targeted the mek and his burnas. Causing 3 wounds and the missile scout missed his krak shot. Two orks saved but one of the meks died, at least he died from enemy shooting and not from melting himself. The regular scouts fired pistols at the choppa boys, only the far left scout was actually in range, and he missed. Squad foxtrot ran another 3 towards the hut with the shoota boys.

The choppa boys moved 6 towards the scouts. The mek and his burna boys moved towards the bottom step. The shoota boys stayed in their hut.

The two mega blasters fired and one hit, killing a scout. Of course she took the one that we knew was 12 from the orks. The shoota boys all lined up at the windows and opened fire. At first she thought I was cheating, till I showed her in the rules that for buildings two models can fire out of a fire port. So 11 shootas and the big shoota caused 8 wounds. At long last a marine failed an armor save. She said the dice was cocked as it was leaning on a piece of terrain, it looked like a 2 to me, but I allowed her to reroll it, and it came up a 4. Gaaah! Squad foxtrot is lucky.


But I had one last trick up my sleeve. The choppa boys ran 4, and I yelled “Waaaaaaaggggghhhh!


The choppa boys charged the scouts. The scouts had to move sideways to get into base to base. I had them, ha! Well to make things even better, she rolled a 12 for their counter attack.


The battle leader killed 2 orks, then his scouts proceeded to kill 4 more. She would have killed 5 but I actually made 1 save. The remaining 4 orks swung back and killed 3 scouts, (caused 8 wounds but they saved 5). The nob brought his power klaw up, hit 4 times and killed 3 more scouts (there had to be a 1). With the tie, we hugged up.


Turn 5.
Squad foxtrot continued on towards the hut and got within assault range. The sniper scouts stayed where they were.


The snipers fired and killed another mek, the missile hit, but the burna boy made his cover save.

The grey hunters assaulted the hut with their krak grenades, auto hitting and getting 3 glances. Then proceeded to roll two 1’s and a 2. (I asked why she cant roll like that for armor saves) Kinda anti-climatic if you ask me.


The battle leader then killed two orks, and the plasma gun scout killed one. The one choppa boy struck back, but he took the wound on the battle leader who made his 2+ save. Then the nob swung and… missed. Fearless wounds killed the last boy and the nob made his save.


The shoota boys could have stayed in the hut but they would not have been able to shoot, so they disembarked from the hut, and moved 6.


The shoota boys then ran 5 towards the temple. The mek and his burna boys moved up a stair.

The battle leader caused a wound on the nob and the scout did to, needing a 4 I rolled a 3 and the nob died. The battle leader and scout consolidated towards the temple steps.

Turn 6.
The grey hunters move down between the huts to get closer to the orks. The battle leader moved making it to the first step, and the scout moved towards the burna boys.



The sniper scouts shoot and kill the last mek. (yes the missile launcher missed again) and the lone scout shot at the burna boys, who made their cover save. Squad foxtrot rapid fired and killed 8 ork shoota boys. The battle leader ran past the burna boy squad and towards the temple center. The scouts rolled a 1 for their assault move, so not choppy for them.


The surviving shoota boys moved towards the steps of the temple. The burna boys stayed where they were, and the big mek moved towards the battle leader but only rolled a 3 for the difficult terrain. (actually two 3’s but could only use one)


The burna boys both hit the scout with their burnas and the scout made both his saves. The shoota boys tried to run to get into the cover of the temple and rolled a 1, so only the nob got into cover.

The mek tried to assault the battle leader and rolled a 2 for his distance, which was exactly 1 inch too short, so the mek didn’t make it. (this was the turn of bad dice, so I took out the lighter and threatend my dice with execution if they kept rolling like that)

Turn 7.
The battle leader moved onto the center of the temple and the grav-tube took him into the cavern. Squad foxtrot moved towards the temple steps. The lone scout moved towards the burna boys and got nice and close.


The grey hunters machine gunned down the last of the shoota boys. The sniper scouts shot at the mek and missed, or failed to wound. The missile scout hit with his krak missile, and the mek failed his cover save, exploding and getting ork guts all over the place. The missile scout probably looked at the other scouts and remarked about look who is shooting now.

The lone scout assaulted the burna boys, killing one. The other burna boy turned on his cutting torch and killed the last scout. The ork consolidated towards the center of the temple.


The battle leader fired at the generator with his storm bolter, one shot missing, the other bouncing off the tough ork machinery. So he assaulted it. Auto hitting she only needed to roll three 4’s and it was over. However, one of the dice came up a 3, the machine still had a wound left.


The burna boy moved onto the center dais and was transported down into the cavern. He then assaulted the battle leader. The battle leader passed his counter attack roll and split his attacks, one on the ork and two on the machine. He split the ork in half and wounded the machine with both his attacks.


The generator sputtered to a stop and the battle leader left the cavern. The grey hunters were standing around looking for more orks to kill. The battle leader looked at the carnage, who knew orks could fight so well. With a twinge of regret for having to leave his dead men on the battlefield, he began walking towards the gate. With a wave of his hand, he commanded the troops to follow. Thus they started the long hike back down the mountain.



Well, the good news is that the laser will work for at least the first turn of the final battle, one wolf unit destroyed, and the two other wolf units will have to start in reserve. I swear that squad foxtrot is one lucky bunch of marines. They made so many armor saves it destroys the law of averages. I guess it was made up for by the terrible shooting of the sniper scouts. Well then, on to the next fight.
« Last Edit: May 16, 2011, 06:49:54 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Scenario 3
« Reply #5 on: May 14, 2011, 08:33:58 AM »
Generator Station 2: Into the Pit
This station converts the geothermal energy found here into power for the main base. The titanic forces beneath the rocks build up and explode to the surface. The orks have captured this force of nature and are using it.

Just as the alarms sound of dangerous pressure build up, the generator station comes under attack.

In the 4 corners of the 4 X 6 board are relief valves, the generator and the boys huts are in the center of the board. The compound is surrounded by a wall.

At the start of every ork turn roll a D6 and keep track of the total pressure. When the pressure builds up to 20, the generator explodes. The explosion causes a S8 AP1 melta hit on anything within 6”, and a S8 AP- wound on all models within 24” (normal armor saves apply) The relief valves can be opened by any ork who spends a whole turn in contact with the valve. (Can’t move, shoot, or fight). For every valve opened, reduce the pressure score by 1D6 (per turn). If your pressure score is a 6, and the open valve roll is a 5 the pressure only goes up 1, etc. Only orks can open valves, as the space wolves are unaware of the danger.

All buildings are armor 12. The huts have 3 fire points per side, the generator building has 1 fire point per side. The generator is toughness 5 with 3 wounds. Any model inside the generator building may shoot or attack the generator.

Big Mek, mega armor, and cybork body
Starts inside generator building
12 Shoota boys, 1 is a nob with big choppa and 1 has a big shoota
Start inside hut 1
12 Choppa boys, 1 is a nob with big choppa
Start inside hut 2
5 Burna boys, 3 are meks with kustom mega blastas
Start inside generator building

The space wolves move onto the board on the (short) south edge. Measure this movement from the table edge. Fall back for the space wolves is the south board edge, fall back for the orks is the north board edge.

« Last Edit: May 14, 2011, 08:47:28 AM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Batrep 3
« Reply #6 on: May 14, 2011, 08:34:22 AM »
(Note to all: The pictures have been eaten by cyberspace. I loaded them, I know I did, but I can't find them anywhere. At least I still have the picture of GOSH. You will have to look below to see it.)

Batrep 3; Into the Pit

For this scenario she chose the wolf lord, the venerable dreadnought “Gotred the Craven”, and squads Alpha and Bravo.
Now the Citadel Journal is the one who named that dread, but it does come into play here so that is why it is mentioned. You’ll have to read the whole batrep to see why.

Wolf lord Raudulfer (red wolf) and his small force were on their way to take out the power station. Like all commanders, he hoped he had chosen wisely to take the venerable dreadnought with him. Gotred the Craven had earned his name when he had left the field of battle many years ago. Since then he had served more than honorably, but still there was doubt. That is why Raudulfer had chosen to have the dreadnought in his force, so that he could, if he had to, correct any wrong behavior. He was interrupted out of his thought when the dreadnought reported “enemy in sight”. Raudulfer ordered his marines forward.

The orks had been aroused because the overheat alarm was going. One of the shoota boys came rushing into the shack and reported that human marines had just come into view. Big mek Slingblade had a plan, so he ordered the shoota boys to defend the walls.

Turn 1.
The marines moved onto the board, squad Alpha to the left, squad bravo to the right, Gotred in the middle between the two squads, and the wolf lord with squad bravo but near Gotred. There was nothing to shoot at that was in range so all units ran. Gotred and squad Alpha ran 6, and squad Bravo ran 5.

At the start of the ork turn I rolled a 6 for the overload roll.

The choppa boys moved out of their hut and headed to the wall. The burna boys did the same, while the shoota boys left their hut and headed to the wall. Slingblade moved from the tower to the generator. Since there were no targets within range the shoota boys ran to get onto the wall, the choppa boys rolled a 5 easily clearing the north wall, and the burna boys rolled a 4 getting the lead mek over the wall.

Turn 2.
Gotred and squad Alpha moved forward 6. Squad Bravo had to decide to go around terrain or over it and decided to go over it, rolling a 4 which just gets them to the edge. The wolf lord decides to split from the squad and goes up the middle next to Gotred.

Squad Bravo runs and gets to the other side of the terrain, Gotred and the wolf lord both run 6. (I think that dice is magic, as you will see later in the game) Squad Alpha shoots at the orks on the wall killing one. (Love that cover save)

At the start of the turn I roll a 5 for the overheat roll. Total now at 11.

The choppa boys move towards the northwest corner, the burna boys roll a 5 clearing the north wall. Slingblade stands in front of the shack.

The shoota boys open up and kill a grey hunter from squad Alpha. The choppa boys run 4, and the burna boys run 6.

Turn 3.
Gotred and the wolf lord move towards the opening in the wall. Squad Alpha moves near the wall with the shoota boys on it. Squad Bravo moves towards the wall and gets into difficult terrain again falling behind the rest of the space wolf line.

Squad Alpha fires pistols and the Meltagun at the orks on the wall killing one. Gotred and the wolf lord both run 6. (I told you that dice was magic) She picked up that dice and kissed it telling it is was a good dice, and to ignore the remarks of the old man. Squad Bravo runs 3 through difficult terrain.

Squad Alpha charges the wall, and attacks the orks. The wolves only kill 4 orks, the orks swing back and kill one marine. For the LD I roll snake eyes (I needed a 4) so I picked up those two dice and kissed them telling them they were good dice.

At the start of the turn I roll a 4 for the overheat roll. Total now at 15. (I am seeing a pattern here that I am not liking)

The choppa boys move on towards the north west corner, and the burna boys continue heading towards the north east corner. The big mek moves forward towards the wolf lord.

The big mek fired his twin link shoota at the wolf lord causing a wound, but it bounced of his rune armor. The choppa boys run 5 going around terrain, and the burna boys also get a 5 almost making it to terrain.

The big mek charged the wolf lord. The wolf lord swings his frost blade at the mek, needing 3’s to hit because of his wolf tooth he only hits twice, and again needing 3’s to wound only wounds once, failing his cybork save. The big mek swings back with his power klaw hitting three times and wounding three times. The wolf lord makes 2 of his 4+ belt of Russ saves, and I rejoice in the death of a space wolf hero. Alas, I was premature, as saga of the bear grants the oath taker eternal warrior, so the wolf lord was only wounded.

The shoota boys and squad Alpha commenced to sissy slapping each other causing no wounds on either side, and stayed tied up in combat.

Turn 4.
Gotred moves towards the generator shack. Squad Bravo finally makes it to the wall.

With nothing to shoot at squad Bravo runs and she rolls a 6, attempting to get over the wall and to the wolf lord to help him in his combat. With her again picking up the dice and kissing it, while telling it is a good dice. (I was making plans to steal, or murder that dice)

Gotred charges the shack and gets 3 penetrates that result in 3 destroyed results. The wolf lord strikes the big mek and again only causes one wound but it is enough, the big mek dies. Squad Alpha kills two orks and in return one wolf dies, The orks pass their LD without having to use the boss pole. I am really proud of this unit as it has now killed more grey hunters than the previous two games worth of orks.

At the start of the ork turn I roll a 5 for the overheat roll. Total is 20. The generator explodes. The hit on Gotred was a penetrating, and then for the damage I must have picked up one of the dice I had previously kissed, as I rolled a 1 on the damage table.

The explosion killed off the rest of the orks, and two more grey hunters from squad Alpha, one being the power fist. The wolf lord failed his rune armor save (love it, her magic dice rolled a 1) so now he had two wounds. Then on Squad Bravo that had not even got into the fight 9 of the 10 made their saves with only the plasma gunner failing.

The two squads of orks were out of range of the explosion, and suffered no wounds, then they moved off the board.

Wolf lord Raudulfer picked himself off the ground and shook his head to clear his ears. He walked over and picked up his frost blade, then looked around. Other wolves were standing up, some lay very still. He looked at the large smoking hole in the ground, and he knew that Gotred had given his life to accomplish the mission. Squad Alpha had lost over half its members, and one of the special weapon grey hunters from squad Bravo had died. It had been a high cost to accomplish this mission; he just hoped it was worth it. Just then, he heard a noise, Raudulfer turned and looked. There, through the smoke, he saw Gotred climbing out of the hole. The wolf lord proclaimed that from now on and forever more, the dreadnought would be known as Gotred of the Smoking Hole.

(She painted his new name on the model: “GOSH”)

Squad Alpha was now down to just 5 wolves, of course one still had a melta and the other a plasma gun, it looked like it was just bad luck in this campaign for a space wolf to have a power fist. Two squads of orks escaped, and since it was only 4 turns we agreed that they will be moving onto the board on the first turn of the final battle.

Now, we are off to the next fight.
« Last Edit: May 16, 2011, 06:55:03 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Scenario 4
« Reply #7 on: May 14, 2011, 08:34:58 AM »
Generator Station 3: Tumbling Teeth

The lava pits here are not as violent as at The Pit. There are three huts, a shed, a watch tower, and the generator building in the center of the 4X6 board. The terrain is a rock forest.

When a squad moves roll a D6, if a 6 is rolled, one member of the squad has fallen into a lava tube and is killed, with no saving throw of any kind. For vehicles (or models with an armor value instead of a toughness), they are disabled (immobilized) and take a glancing hit every turn for the rest of the game. If the squad or vehicle does not move, it does not have to take this test.

At the start of every space wolf turn roll a D6, if a 1 is rolled the landscape fogs up as steam is released from down below. Use the night fighting rules for these game turns. At the end of the ork player turn the steam dissipates and all is clear again.

All buildings are armor 12. The huts have 3 fire points per side, the generator building has 1 fire point per side. The tower has a shooting platform and counts as opened top. The generator is toughness 5 with 3 wounds. Any model inside the generator building may shoot or attack the generator.

Big Mek with kustom force field, heavy armor, cybork body, and burna
Starts in generator building
12 Shoota boys, 1 is a nob with a big shoota and boss pole
Start in hut 1
12 Shoota boys, 1 is a nob with a big shoota and boss pole
Start in tower
12 Choppa boys, 1 is a nob with heavy armor, power klaw and boss pole
Start in hut 2
12 Choppa boys, 1 is a nob with heavy armor, power klaw and boss pole
Start in hut 3
5 Kommandos, 2 with flamers, nob with heavy armor and big choppa
Start in shed

The space wolves start deployed 6” from any board edge, they have the station surrounded and are approaching from all sides. The Space wolves go first. Fall back is the closest board edge for either force.

« Last Edit: May 14, 2011, 08:48:20 AM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Tumbling Teeth
« Reply #8 on: May 14, 2011, 08:35:27 AM »

Batrep 4; Tumbling Teeth

For this fight, she chose the Wolf Priest, the Rune Priest, Squads Charlie, Delta, and Echo, and both long fang squads.

Wolf Priest Witham and Rune Priest Skalgrim walked along and discussed with each other the coming attack. It was their appointed duty to destroy this generator, and to join together with the main force to destroy the ork warlord and his tyrannical rule of this imperial planet. They decided they would start on opposite ends of the generator building and come together in the middle crushing everything ork like in a vice.

Deployment: Both long fang squads deployed at the short edges. The rune priest, with squad Delta deployed on the east long edge. The wolf priest, with squads Charlie and Echo deployed on the west long edge.
       


Turn 1. Wolf player rolled a 3, no fog.
The three grey hunter squads moved forward, squad Delta had one grey hunter fall to his death in lava pit.

Both long fang squads fired at the buildings. Hotel 2 blew up one building but didn’t kill any orks inside, and stunned another. Hotel 1 stunned both of their buildings. The grey hunters all ran 5 towards the ork base.




The orks in the blown up building moved 5 inches through the difficult terrain of their former abode. The other choppa boy squad left their building and headed towards squad Charlie. The first shoota boy squad bailed out of their building and headed towards Hotel 2. The second shoota boy squad left their building and moved to be in position to shoot squad Charlie. The Big Mek stayed with the generator. The commandos left their building and headed towards the rune priest.



The first shoota squad fired at Hotel 2 killing one marine with a rockit launcha, the second shoota squad fired at squad Charlie and all their hits bounced off space marine armor. The second choppa boy squad fired their sluggas, with the same result of no dead marines. The first choppa boy squad fired their sluggas and killed a grey hunter.

The commandos assaulted, making sure that the nob and both burna boys were in contact with the rune priest. Before the marines could respond the first choppa boy squad plowed into squad Delta preventing the pile in towards the priest. Only one other marine could help the Rune Priest, and he had a power fist. The second choppa squad as well as the second shoota boy squad assaulted squad Charlie.
   

In the fight with the choppa and shoota squads the SW rolled their counter attack and then proceeded to only kill 6 ork boys. The orks swung back killing 4 marines. The nob with PK swung and killed 3 marines. The Marines made their LD.


On the other side of the board the rune priest swung and killed 1 kommando. The grey hunters swung and killed 5 boys. The boys swung back and killed 3 marines. The commando nob and the two burnas swung all their attacks at the rune priest, the nob wounding twice and the burnas wounding twice. It was here that I found out that rune priests do not have an invuln save, and so the rune priest died. The orks still lost by one but with the help of the boss pole made their LD roll on the second try.



Turn 2.
The wolf priest separated from squad Echo and headed towards the generator building. Squad Echo headed towards the fight with squad Charlie.



Hotel 1 and 2 blew up some more buildings trying to clear the way for the wolf priest. The blasts didn’t even wound a single model anywhere. Squad Echo ran 5 to try to get into the fight to save squad Charlie.


Squad Delta fought valiantly, killing a commando and 2 more ork boys. The commando nob swung his big choppa causing 3 wounds but two were saved. The two burnas turned their cutting torches on regular marines killing two more, and the choppa boy nob killed another. Both squads hugged up some more.


Squad Charlie fought back killing 3 more shoota boys, the choppa boys and the PK nob slaughtered the remaining marines and consolidated towards squad Echo.


The ork choppa boys moved closer to squad Echo rolling a 1 for their difficult terrain. The shoota boys moved closer to Hotel 2.


The small shoota boy squad and the choppa boys all shoot at squad Echo and again their shooting was completely ineffective. The shoota boys shoot Hotel 2 and one more rockit launcha marine died.


The choppa boys assaulted squad Echo, only this time the results were quite different.
 

The marines must have been angry at the orks and avenged their fallen brethren by killing off 11 orks and wounding the nob. The wounded nob swung back, only hitting once, then rolling a 1 to wound. He of course failed his LD and was swept. Squad Charlie consolidated 5 towards the wolf priest.


Squad Delta fought bravely but was finally cut down, the surviving orks consolidated towards the big mek to try to save him from the wolf priest.


The shoota boys were 1 inch too far away and so their assault at Hotel 2 failed.

Turn 3.
The wolf priest moved towards the edge of the generator building and squad Echo moved to support him. Just about then Hotel 2 got 3 penetrates on the building and the KFF finally failed to misdirect a round and so it blew up the generator building, but the explosion did not wound the wolf priest or the big mek.


The other long fangs divided fire. The rockit launchas fired at shoota boys and killed 3, the plasma guns fired at the commandos, but both shots scattered and hit the choppa boys instead, killing them both. The shoota boys failed their LD, and the boss pole was not used and the last 3 shoota boys fled off the board.

(Note:We kinda did the turn out of order so the marines of Echo moved after the long fangs blew up the generator building, I am sure the results would have been the same so did not make her do a re-do, or make the marines not move.)


The grey hunters machine gunned down the big mek.


Then the wolf priest assaulted the generator, causing two wounds. He couldn’t reroll his misses as he had chosen infantry as his preferred enemy, and a generator isn’t infantry.


The commandos moved to the edge of the crater with the wolf priest and generator. The shoota boys moved to within an inch of the long fangs of Hotel 2.

The shoota boys opened up and in a flurry of actual good shooting killed the last 3 marine rockit launchas. The long fang leader passed his LD and stood his ground.


The commandos attacked the wolf priest. The nob swung at the same time as the priest, but the rune armor saved him. The wolf priest in his sappy, sorry, cheesey, (and any other soft explicative’s you can think of) did the space wolf hero thing. Rolling for counter attack and then using his priesty weapon to kill the orks by causing 4 power weapon wounds. Of course the nob was only wounded but then failed his LD and was swept by the heroic warrior priest.

The shoota boys assaulted the long fang leader, and even thought he did kill one ork boy, the rest chopped him into itty bitty pieces. (caused 9 wounds, and only 3 were saved, so he was very dead) They then consolidated back towards the fight.


Turn 4. For the first time in the game the SW player rolled a 1 and the landscape was covered in a fog.

Without further ado, the wolf priest charged the generator and took its last wound. The shoota boys hearing the crash of the suddenly shutting down generator decided to leave for a cooler climate.

The surviving orks would be coming in on turn one of the final battle.


The surviving space wolves would be in the final assault.


The wolf priest looked around at the blasted landscape. Bodies of orks and marines everywhere. It had been a quick and dirty fight, too dirty, there should not have been this many dead. He shook his head, and ordered the men to start the march towards the ork main base.

I was very happy with this one. Lots of space wolf casualties. My orks killed two squads of grey hunters, a rune priest, and a long fang squad. In exchange I only lost the mini commando squad, the two units of choppa boys and the big mek. Sure, one squad of shoota boys is a little chewed up, but at least they will be in the final battle. Once again the marines with power fists died, proving that in this campaign it is too dangerous to be slow.

At long last, we are ready to move on to the final fight.
« Last Edit: May 18, 2011, 08:16:11 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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Scenario 5
« Reply #9 on: May 14, 2011, 08:35:52 AM »
Surviving space wolf units and portions of units start the game “as is”, you may not combine under strength units to make full strength units.

MAIN BASE: The Stronghold

The ork stronghold is against the base of the mountain, no unit may enter the game from the western short edge. The base has two huts, the shield hut, the command hut, and the laser silo. The compound is surrounded by walls, and barricades.

On a 4X6 board the orks set up their compound within 24” of the western short edge. The space wolves set up within 12” of the eastern short edge.

Ork reserves enter from the south board edge. Space wolf reserves enter from either long board edge.

If the laser is operational for even one turn there is no orbital bombardment. If the laser is deactivated, then the space wolves start the game with an orbital bombardment before the move phase of the first turn. Place a crater where the bombardment strikes.

The laser may fire once per turn for every turn it has power. Pick a space wolf unit and roll a dice. On a 6 the laser missed, on a 1-5 thats how many marines are killed with no saving throw of any kind, owning player may choose the casualties.

The Ork Forces:
Warboss with heavy armor, cybork body, attack squig, twin link shoota, power klaw, and boss pole.
Starts in command shack
Mad Doc Grotsnik (filling in for the listed pain boss)
Starts in shield shack
5 mega nobs with cybork bodies
Starts in shield shack
5 nobs with heavy armor, cybork bodies, twin linked shootas, and big choppas
Starts in command shack
12 Shoota boys, 1 is a nob with a big shoota and boss pole
Start in hut 1
Truck with red paint and reinforced ram
Parked next to hut 1
12 Choppa boys, 1 is a nob with heavy armor, power klaw, and boss pole
Start in hut 2
Truck with red paint and reinforced ram
Parked next to hut 2
2 war buggies with rockit launchas
One parked on either side of the laser silo
The Green Baron; deathcopta with rockits/saw
Starts behind the command shack

This is a kill point’s fight. The HQ choices count as 3 points, all other units as normal. The space wolves go first. The game lasts for 6 or more turns. On the start of turn 6 the sun goes down, use night fighting rules for all turns after the 5th. If the warboss is dead after the end of turn 6 the game ends, if not then the game goes on until the ork warboss is dead. On turn 8 the space wolves run out of ammunition and may not shoot any weapons, so the wolves have to accomplish the mission before then or it will get really hard for them.

Fall back for the orks it is the western board edge. When the orks reach the cliffs, and any model of the squad touches the cliff, they realize there is no escape and automatically rally, regardless of any other factors (under half strength, enemy within 6”, etc) Which may cause them to take “No Retreat” wounds. Fall back for the Space wolves is the Eastern board edge.

The Final Space wolf list:
Wolf Lord: Runic Armor, Belt of Russ, Storm bolter, Frost Blade, Wolf Tooth, Wolf Tail, Melta bombs, Saga of the Bear . With one wound
Wolf Priest: Rune Armor, Bolt Pistol, Wolf Tooth, Wolf Tail, Melta bombs, Saga Of the Beast Slayer.
Wolf Battle Leader: Runic Armor, Storm Bolter, Frost Blade, Wolf Tooth, Melta Bombs, Saga of the Hunter Starts in reserve

ELITES
7 Sniper Scouts: 6 with sniper rifles 1 with missile launcher Starts in Reserve
Venerable Dreadnought: "GOSH", Heavy Flamer, Wolf Tooth, Saga of Majesty.

TROOPS
Alpha:5 Grey Hunters  1w/ Meltagun, 1 w/ Plasma Gun
Bravo: 9 Grey Hunters  1w/ Meltagun, 1 w/ Power Weapon
Echo:  10 Grey Hunters 1w/ Flamer, 1 w/ Plasma Gun, 1 with Power Weapon
Foxtrot: 8 Grey Hunters Starts in reserve

HEAVY
Hotel 1: 6 Long Fangs:  Leader with Plasma gun, 2 with Plasma Cannon, 3 with missile Launcher

Ork Reinforcements that enter on ork turn 1:
12 choppa boys, one is nob with PK and BP
5 burna boys, 3 are meks with KMB's
3 Shoota boys, 1 has a big shoota
11 Shoota boys, 1 is a nob with big shoota and BP

Other effects of the previous fights:
The ork laser works for the first turn, the space wolf ship will not be delivering an orbital bombardment.
« Last Edit: June 1, 2011, 09:20:33 AM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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The Wolf Time Finale Part 1
« Reply #10 on: May 14, 2011, 08:36:21 AM »
Set up, as directed in the scenario for the orks, The wolves set up with squad Alpha on the left next to Hotel 1 who deployed in terrain. The wolf priest deployed on the road with squad Echo and GOSH. The wolf lord set up with squad Bravo taking the right flank.


Turn 1
All the wolf units moved forward and ran, got some darn good dice rolls for running too, all were either 5 or 6. Hotel 1 fired at the laser silo as the rules for the laser would have let me shoot a unit causing massive casualties. All 5 of the long fangs hit, got 2 glances and 3 pens causing it to explode. Mad doc and his MaNs all took wounds but between armor and FNP shrugged them all off



Orks
The ork reserves came on. The 3 shoota boys coming in behind the long fangs, the burna boys coming in next to squad Alpha, the choppa boys coming in to support the burna boys and the shoota boy squad came in to the west to get into position to support the compound. The green baron came out of the compound to get the side angle on the dread. The boss and his nobs took the shoota boys truck and tried to get out of the compound driving through the wreckage of the laser silo. Mad Doc and the Mans moved out of the crater and to the first barricade. The choppa boys got into their truck but were slowed down at the main gate with the traffic jam. I decided to not move the buggies because of the traffic

The 3 shoota boys fired at the long fangs and missed, the 3 meks fired their KMB’s at squad Alpha and missed, the reserve choppa boys ran 5. The green baron fired at the dread and hit, but the shot bounced off. Both rockit buggies fired at the dread getting a pen, then I rolled a 6 to explode it. Unfortunately the dread was venerable, and on the reroll I rolled a 1.

SW 0 Orks 0



Turn 2
Squad Foxtrot and the Battle Leader arrived coming in close to the compound and moving towards the green baron. Squad Alpha moved towards the burna boys. The wolf lord and squad bravo moved forward, rolling well for their terrain roll. The Wolf Priest and squad Echo, as well as GOSH, moved up the road.

The wolf lord and his unit, GOSH, and the WP with his unit ran. Squad Foxtrot double tapped with their bolters and gunned down the green baron. Hotel 1 fired at the rockit buggies, but the barricades stopped all the hits. Squad Alpha fired their pistols at the burna boys and didn’t cause any wounds.

Squad Alpha charged the burna boys and wiped them out. Then consolidated 6 into the crater.



Orks
The 3 shoota boys moved towards the long fangs, and the choppa squad moved towards squad Alpha. The warboss in his truck moved close to squad Foxtrot and disembarked. The mounted choppa boy squad moved out of the gates but didn’t have enough move to get the boys into position. Mad Doc and his Mans moved over the barricade rolling a 4 for their move. The reserve shoota boys made for the fortress. The other shoota boys came to the windows to see all the marines outside.

The shoota boys and the boss and his nobs shot squad Foxtrot, who once again lived up to their reputation and made all their saves. The rockit buggies got another pen on the dread and then I rolled a 2. I asked if I could reroll that one and she said no. The 3 shoota boys shot at the long fangs and killed one of the plasma cannon gunners. I declared a waagh, then Mad Doc rolled a 1 for his run move, wasting the waagh, and the shoota boys ran to get behind the barricades.

The choppa boys on foot rolled a 3 for their assault, missing it by just 1+ inch, so just stood there full of waagh. The boss and his nobs assaulted squad Foxtrot swinging simo. Three nobs went after the squad killing 4, (seems they can only make saving throws when its shooting, har har) two went after the battle leader causing 5 wounds, but the rune armor saved him. The battle leader swung causing 3 wounds, but cybork body failed killing 1 and 1 nob was wounded. Squad Foxtrot rolled badly and did not get their counter attack, and even though they caused 5 wounds the orks saved them all. Three of the grey hunters aimed their attacks at the boss, and failed to wound him. The boss swung back and killed the last 4. If nothing else it is a moral victory as the lucky squad Foxtrot just was wiped out. The battle leader failed his ld, but the orks caught him in sweeping so he auto rallied taking no retreat wounds which his 2+ save saved. Therefore, they all hugged up around the battle leader.

SW 2 Orks 1




Turn 3
Again the scouts did not arrive, they must have got preoccupied looking at all the pretty flora and fauna on the planet. Squad alpha moved out of the crater toward the choppa boys. Squad Echo, the priest and GOSH moved up the road towards Mad Doc. Squad Bravo and the WL moved out of terrain and into the killing grounds.

Squad Bravo fired the melta gun at the truck getting a wrecked result. The careen was my choice of direction 4”. So they went towards squad Bravo that had also rapid fired at their truck and would not be assaulting, the kaboom killed 3 orks, but they passed their pinning test. Hotel 1 split fire, the 3 rockit launchers fired and wrecked a buggy, the plasma gunner fired at the 3 shoota boys getting a direct hit and killing all 3. Squad Echo and GOSH fired at the MaNs but armor and FNP saved them all. Squad alpha fired their pistols at the choppa boys killing 1.

GOSH, squad Echo, and the wolf priest charged the Mad Doc and his crew. The priest directed all his attacks on Mad Doc, and caused 2 wounds that got past Mad Docs armor. The wolves caused a massive 13 wounds, and the power weapon wolf landed all 3, and GOSH squished 3 of the MaNs. Somehow only 4 mans died, and one remained with 1 wound. The Doc and his minion swung back, the MaN killed 2 marines, Mad Doc put all his attacks on the priest wounding him twice but his invuln saved him. Fearless wounds finished off the last nob and now Mad Doc was in the same position as the battle leader.  Squad Alpha assaulted the choppa boys killing 8, the choppa boys hit back but the marines made all their saves. Then the nob came swinging, and killed two. The orks failed their LD twice and were swept. In the fight with the battle leader, he directed all his attacks at the boss, causing one wound that the cybork failed to save, the nobs put a beat down on the BL and finally got one wound through his armor. The boss must have been watching a butterfly as he failed to wound the BL and so they stayed hugged up.

SW 7 Orks 1



Orks
The dismounted truck boys got within bad breath range of squad Bravo and the wolf lord. Nothing else moved.

The truck boys fired their pistols and failed to hit anything but the sky. The shoota boys in the blockhouse fired at the same squad, and also failed to kill anything. The rockit buggy fired at the squad and killed one marine.

The truck boys assaulted squad Bravo, the nob with PK making sure to line up on the wolf lord. The marines hit first of course, the wolf lord did slay 3 orks, the rest of the marines killed the last 5, leaving only the smiling nob in front of the wolf lord. The nob put all 4 attacks on the wolf lord and killed him dead. The nob still lost combat, and then a miracle occurred and I finally rolled snake eyes for a leadership roll, instead of a to wound roll. Squad Bravo hugged up around the nob who found himself in the same situation as the battle leader and the Mad Doc.

Mad Doc was killed by the wolf priest, so GOSH and the squad didn’t get to swing, and they consolidated towards the right, GOSH heading towards the last rockit buggy.

In the fight with the battle leader, he directed all his attacks at the boss, causing another wound that the cybork failed to save, the nobs must have seen the same butterfly the boss saw last turn and failed to get any wounds through. The boss smiled, yelled really loud and promptly cut the battle leader into small parts with all of his attacks causing a wound. The boss and the nobs consolidated back towards their truck

SW 7 Orks 3



Turn 4
The scouts finally arrived coming in about the same spot as the deceased squad Foxtrot. Squad Alpha moved towards the strong hold where the other shoota boys were. Squad Echo and the priest moved towards the boss and the nobs. GOSH moved to be within assault range of the last buggy, in case his shooting missed.

GOSH fired his assault cannon at the buggy, getting two pens that immobilized it and caused it to explode. The wolf priest and his gang fired at the boss and nobs, killing the wounded nob. The long fangs fired at the boss’ truck and failed to hurt it.

The priest and squad echo assaulted into the boss and nobs. The wolf priest even with his rerolls failed to wound the boss, squad echo killed two of the nobs and wounded the last one. The nob swung back and killed one marine, the boss wounded the priest twice but he made both invuln saves. The boss failed his Ld so hit the nob with the boss pole, who failed his armor save and died, but passed the LD on the second try, and for the forth time in this fight the leader finds himself surrounded by his enemy.

Squad Bravo killed the nob and consolidated towards the combat with the boss.

SW 10 Orks 3.



Orks
The truck moved to get around to the rear armor of GOSH. The shoota boys came out of their blockhouse and moved to the barricade.

The shoota boys shot at the scouts, killing 1. The truck shot at the back of the dread and even though he hit twice both shots ricocheted off the back armor. The other squad of shoota boys fired at squad Alpha, killing 1 marine.

The shoota boys rolled a 6 for terrain and climbed over the barricade and assaulted the scouts. The scouts killed one ork, the orks killed two scouts, the scouts passed their LD and they all hugged.

The wolf priest again failed to wound the boss, as did the marines of the squad Echo. The boss swung back, killing two. The squad lost another to fearless wounds and they stayed locked.

SW 10 Orks 3



.......CONTINUED NEXT POST........
« Last Edit: June 1, 2011, 02:30:37 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SKEETERGOD

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The Wolf Time Finale Part 2
« Reply #11 on: May 14, 2011, 08:36:54 AM »
Turn 5
Gosh moved towards the fight with the boss. Squad Echo moved towards the shoota boys in the stronghold. Squad Alpha rolled a 1 for their terrain and so didn’t get very far.

Hotel 1 shot at and killed the last truck. I careened almost straight back towards the long fangs but because a careening truck don’t get the road bonus, it exploded far enough away to not cause any damage. Squad Alpha fired at the shoota boys but caused no wounds. Squad Echo double tapped causing 6 wounds but the orks made all their cover saves.

GOSH assaulted into the combat with the boss and promptly squished the boss. The squad and priest consolidated towards the fight with the scouts. GOSH consolidated towards the other shoota boys. The scouts sissy slapped the orks who then killed all but the rockit scout who passed his LD and they stayed locked in combat. Again a single model found itself surrounded by the enemy.

SW 12 Orks 3


Orks
The shoota boys shot at squad Alpha killing one. They then failed their LD and fell back 9”. The other squad of shoota boys finished off the last scout and then spread out to take on the oncoming priest and more marines. I kinda brain farted here, as I thought I would get another chance to shoot, otherwise I would have consolidated behind the barricade.

SW 12 Orks 4


Turn 6
The priest and squad Echo moved close to the shoota boys, the flamer moving his full 6 to get beside the orks. Squad Alpha regrouped, and with their run move ended up about where they were before they ran. Squad Bravo and GOSH headed towards the strong hold.

The long fangs fired at the shoota boys in the strong hold and were just barely out of range. The flamer from squad Echo torched the shoota boys killing all but 3. They failed their LD, but with the boss pole passed it the second time, the nob and his one boy standing their ground. The dread and squad Bravo fired at the shoota boys killing 1, the rest making their cover saves. The dread couldn’t use its flame without hitting his own men, so less dead orks.

The priest and squad Echo assaulted the last of the shoota boy squad making quick work of them and consolidating back to where the action was.

SW 13 Orks 4




Orks
The shoota boys bunched up close to the barricades and found that squad Alpha was in range. With everything they had, they lit up squad Alpha killing two more. The last marine passed his Ld.

SW 13 Orks 4



Turn 7
While technically the game was over, we decided to go for the bitter end, so that the orks would not be able to re-infest the planet.

Squad Bravo and the dread moved in nice and close. Squad echo and the priest moved to get closer to the last fight. The sole marine of squad Alpha moved towards the fight.

Squad Echo and the priest ran, all the rest fired at the orks in the strong hold, killing only 3.

Squad Bravo and GOSH, then assaulted. The marines must have been tired as they only killed 4 orks, the dread must have tripped on the barricade as he failed to hit anything. The orks swung back killing 3 marines and then passed their LD without needing the boss pole.

Orks
The marines must have been a bit more angry at their poor performance and quickly wiped out the rest of the orks with the dread killing the last one.

SW 13 Orks 4




All that is left of the Space Wolf army.


Game over. SW 14 Warboss dead Orks 4

"The Wolf Priest surveyed the battle field, the carnage that had been wrought would be worthy of many drinking tales and toasts. The planet was liberated and the people there would be happy to support the space wolves in any future resupply. Now, how was he going to explain to the wolf king why he no longer had a full company of marines for the next battle."

I definitely am not used to using orks defensively, looking back there are a bunch of things I should have done differently. (like sending the large squad of shoota boys after the long fangs) Overall, it was a great set of games, a true story driven campaign. It was fun to the extreme, and more than a few times, it was only the fate of the dice that changed the balance of the game. In this last game the situation of one model being surrounded by the enemy happened five times, a couple of them the trapped hero did deeds worthy of a song.

The good news is that with no survivors it means that there are no witnesses, so the orks didn’t lose, and the space marines are obviously telling tall tales.


Events of note

Squad Foxtrot killed 42 orks in the first two games, then was slaughtered in the finale. Not to mention that not one of them failed an armor save against shooting for 3 games. (had to kill them in close combat)

The venerable dreadnought earned a new name in his first fight, and kept it during his second fight.

The kommandos killed the rune priest and then were killed by the wolf priest.

The warboss killed the battle leader then was killed by the venerable dread.

The wolf priest killed mad doc to keep his vow.

The truck boy nob killed the wolf lord, then rolled snake eyes to stay in the fight.

In the finale, the situation of the lone character surrounded by enemies happened five times. (OK, 4, but the lone scout holding off the shoota boys one more turn makes him a hero)
« Last Edit: June 1, 2011, 03:08:50 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Sheepz

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Re: Don't look yet
« Reply #12 on: May 14, 2011, 08:41:50 AM »
Reserved for obligatory criticsm or praise.

Offline SKEETERGOD

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Re: Don't look yet
« Reply #13 on: May 14, 2011, 09:09:53 AM »
Reserved for obligatory criticsm or praise.

WOW, that was fast, and also the reason I reserved everything before starting to fill in the blanks. I hope you enjoy reading the campaign as much as I enjoyed playing it. As of right now, battle 5 has not been fought, but will be this coming week. I will get it posted as soon after as I can.
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Benis

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Re: The Wolf Time
« Reply #14 on: May 14, 2011, 09:12:30 AM »
Looks like it should be a cool thread to read, looking forward to it filling up. :)

Offline Killing Time

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Re: The Wolf Time
« Reply #15 on: May 14, 2011, 11:28:58 AM »
Does look good, actually.
I think our gaming group should run more campaigns....

Offline adamscurr

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Re: The Wolf Time
« Reply #16 on: May 14, 2011, 12:44:00 PM »
I'm looking forward to reading the batreps, should be fun!

Also, I was thinking, that really any two armies could play this scenario as well...  So you have DE, will, you take the orks place...  Something like, it is taking a long time to harvest all of the slaves and, oy my, the imperials showed up! lol


Adam


Cause We's Da Orks, and You's Not!!!

Offline SKEETERGOD

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Re: The Wolf Time
« Reply #17 on: May 16, 2011, 07:15:30 PM »
Well, the first three are done. Sorry, but I lost the pictures for the third. (the computer ate them, I swear...)

I am deciphering the notes for batrep 4, the handwriting is terrible. (oh, wait, thats my writing  :-[ ) and still have to sort the pictures. Hmmm, and here I though I could do it all in one evening.  OOOOpsss, I under-overestimated my typing skills.

I will have batrep 4 up soon, and we are scheduled to fight number 5 on  Thursday, so hopefully I can get it all done by Thursday Night.

Thanks for your patience.
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline SoS Grant

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Re: The Wolf Time
« Reply #18 on: May 16, 2011, 10:15:37 PM »
Since you run the Ork forums who gives you teef for this? :P

Offline SKEETERGOD

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Re: The Wolf Time
« Reply #19 on: May 17, 2011, 09:35:26 AM »
While that is a bit off topic, I will reply anyway. (Maybe a chance to recruit new orks)

The rules for earning teef can be found HERE
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

 


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