Showing posts with label OnePage. Show all posts
Showing posts with label OnePage. Show all posts

Tuesday, October 3, 2017

Glory found?


+++ Varyan internal communication +++


+ Planet reached in the Gota Sector. Designation Unum +

++ Sources indicate heavy infection of Orks ++

+++ Estimated possibility of glory in battle to be found - HIGH +++

++++ Estimated conditions for new yarns to be recorded - GOOD++++

+++++ Preparing scouting party +++++


The Varyan guard has come to Unum searching glory in battle. A small scout party has landed in what once was a sacred groove to the emperor. Now overbuilt with ork huts. The Varyans consolidate in some old construction barracks that has been left around and play the 'Ride of the Varyans' loud to draw as many nearby orks to the spot as possible.

The Varyan forces

Champion [1]. Leading the ᚠ-squad
Pistol and Energy Sword

Rhino [1]

ᚦ-squad 
Assault Brothers [5]
4x CCW, Energy Sword, 5x Pistol

ᚠ-squad
Assault Brothers [5]
5x CCW, 5x Pistol
Assault Brothers [5]
5x CCW, 5x Pistol

Terminators[5]
Cyclone Missiles, 4x Energy Fist, Energy Sword, Heavy Flamethrower, 4x Storm Rifle

The ork forces

Warlord [1]
Cyborg Body, Energy Fist, Heavy Armor, Linked Carbine, Pistol

Goblin Herd [10]
Orc Herder
Goblin Herd [10]
Orc Herder

Orcs [10]
9x Carbine, 10x CCW (A2), Heavy Machinegun

Orcs [10]
9x CCW (A2), Energy Fist, 10x Pistol

Orcs [10]
9x CCW (A2), Energy Sword, 10x Pistol

Orcs [10]

9x CCW (A2), Energy Sword, 10x Pistol


Turn 1 Ork Begins



The boyz to the right advance a bit to take better cover behind a low wall the ᚦ-squad also advanced on the Varyan right to hide behind another wall.

This trigger the shootas that advance forward and fire all they have at the ᚦ-squad. The wall takes most of the bullets but one unlucky marine falls to the ground with a serious wound.

The Terminators advance towards the heap of rubble in the middle and fire at the shootas that exposed themself. Killing three of them. 

The dakka scares the grots that only advance to take up position in the centre of the ork line (and as it happens right on an objective)

In the middle the Rhino speed forward and slide into cover behind two small huts close to the ork line. However small part of it is exposed between the two huts making one of the ork mobs move forward and fire at it with their pistols but fail to do any damage.

The ᚠ-squad disembark and fire at the shootas. Killing two of them.

The remaining ork mob rush to the left flank where the marines has amassed. The boss join the mob in behind the wall to the right trying to convince them to move up.

Turn 2 Space Marines Begins


The ᚠ-squad charge around the wall and hit the shootas with full power. The disorganised orks are cut down before they have any possibility to retaliate. The nearby grots however are herded out of the way for the boyz behind them while they fire their puny shootas and by the grace of Mork kill three space marines.

The terminators take cover behind the crates and fire at the onrushing orks. Killing four of them.

With the grots out of their way the orks want to charge the space marines. But they do not reach them in time. While moving they fire their pistols scoring several hits but all of them bounce of the space marines thick armours.

The ᚦ-squad move up to give some covering fire to the ᚠ-squad but pistols are not enough to kill an ork. Only one boy goes down.

The boss give up the effort to get the boyz to move and instead charge up the nearby hut not reaching a good fire position. 

The Rhino pivot in place and fire at the advancing boys but miss. 

The boyz on the ork right flank stays behind the wall, extremely unorky (but they protect the objective, must be blood axes).

The other mob of boys in the centre shows better spirit and charge the Rhino. The giant axe-saw of the nob cleave the poor tank and the boyz make short work of the drivers. 

Turn 3 Space Marines Begins



A cheerful roar rise from the ᚠ-squad as they see the boyz charging against them and they counter charge. Smashing into the green hulks with chainsaws buzzing and a battle hymn on their lips. Soon all the boyz lies dead on the ground. None of the orks manage to damage any of the marines. Nonetheless is three of the marines killed by cowardly fire from the grots in the space marines backs as they heroically was fighting the orks.





The Terminators decide to teach the bold orks a lesson for destroying the Rhino and charge them. They quickly crush the boyz with their energy crackling gloves. The nob on the other side single-handy engage two of the terminators. Before huscarl Yngulf have time to react the axe-saw bite hard into his right shoulder, cutting of the power supply to the power fist. Huscarl Jarl try to grab and crush the nobs shoulder but a quick swing of the end of the axe push his fist away. The nob then carry on with sweeping the leg under huscarl Jarl sending him to the ground with a rumble. Huscarl Yngulf staggered by the blow that rendered his powerfist useless rise his assault bolters to empty the clip at close range but the nob had predicted his move and with a side step duck out of the way, followed up with a spin hitting huscarl Yngulf with full force in the head of his suite, digging through with a shrieking noise killing huscarl Yngulf. Two bullet from huscarl Jarl hit the nob in the leg, forcing him on his knees. The nob turn and launch himself upon huscarl Jarl. Ripping the helmet from his suite killing him with goring tusks. The nob rise to his feet staring defiant at the remaining Terminators with blood running from his fangs.

For a few seconds everything is still then the Nob charge the leaders of the terminators huscarl Katjan. The force of the attack staggers Katjan backward. One strike he parries. Two strikes. But the third force his sword away and the forth hit him over the arm, cutting it of. Kartjan falls to the ground but his sacrifice has made it possible for huscarl Arnulf to encircle the nob. As Katjan falls he can see the nobs big grin turn into a expression of pain and surprise as huscarl Arnulfs power fist punch through its wide rib-cage. 

Enrage by the coward acting of the grots the ᚦ-squad fire all they have at them killing two of the weedy grenskins.

The boyz on the right flank realise that they might miss some of the fun and run forward around the hut.

The warboss throw himself down from the hut and charge the two remaining terminators hoping to not miss the fun. With a furious impact he hit the terminator with the cyclone launcher locking him into his power claw lifting him into the air. In a desperate attempt he tries to reach the ork with his flamer only manage to make it more difficult for huscarl Arnulf to reach the warboss. With a terrible snap the terminator is cut in two. Huscarl Arnuf throws himself with full weight upon the warboss hitting him straight in the head with the powerfist throwing him at leas two meters back. But to his horror the ork just stands up again, and spits out one of his toofs.






Turn 4 Space Marines Begins



Huscarl Arnuf power up his powerfist again and charge the green hulk with pistons working overtime. The ork catch his powerfist in his own claw. A giant explosion from when the two incompatible powerfields meets throws both combatants in opposite direction leaving a crater and two smoking bodies. 

The grots try to hide behind each other on the open ground and fire at the ᚠ-squad. Their puny guns unable to make even a dent in the space marines armours.

As a response the ᚠ-squad charges the grots. There is not much glory in killing so unworthy foes but still it must be done. The grots might not be good fighters but they are good dodgers and after much chasing and swearing only eight of them are dead. The rest is broken and running around without aim even the runtherds cracking whip can't get them back into order.

The ᚦ-squad move backwards, securing the retreat way (and thereby an objective)

The boyz on the right flank realise that they  have missed all the fun and rush back to the wall (and the objective)

In the smoking crater in the middle of the field a faint whining sound can be heard. It is the sound of the ork warboss cybernetic backup system kicking in. With a cough i rise up from the dust. The left half of the ork almost burnt away (1 wound left thanks to the cybork body). It was a good scrap.



Counting objectives. Both sides hold two each while one is completely uncontested by either side. A draw.


The Varyan vanguard withdraw in shame. Not much glory found alot of glory lost in the five damaged terminators suites. Their previous owners now drinking with their brethren in the gardens of Mickle. The report nevertheless is waking great hope among the other Varyans. The information they got was correct. There is stout enemies on Unum and alot of glory to be found in the future. The loss of their brothers glory make the glory from further victories all the more glorious.



Monday, March 6, 2017

Revenge

Upon hearing the demise of her beloved brother to those filthy orks, commander O'Hada became engulfed with rage and revenge. The rage spread quickly among the warriors of her cadre, unhindered due to the lack of ethereal. At nightfall almost half the cadre left their post on foot, wending into ork territory to find the slayers of O'Sada and avenge his death. The entire night they marched and as day broke they found themself on one of the wet moors of northern Unum. The morning brought a dense fog limiting the visibly to less than a hundred paces. Even the trusty heat spectrum in O'Hadas helmet seemed to be unable to break through the fog and give some clarity, the damp weather reducing the heat of all and everyone to an even level.

With the cold damp weather also O'Hadas rage seem to cool down. Worryingly she start to scan the white world that surround her and her cadre. Why haven't the scouts reported back yet? She only got static in return. Slowly she and a few fire warriors started to advance. The audio sensors suddenly picking up a dulled sound, a squeak, like from slowly grinding wheels. Wasn't there movement, or is it just shifting in the fog? No it is movement. Quickly she order her warriors to seek cover. Something approaches in the fog. Now she could identify the foe. Orks, and they seems to have brought some artillery with them. They are to close for a tactical retreat, not here on the open moor, not without vehicles. They have to fight.

The game was fought using OnePage Grimdark Future rules with 1000pts per side. Both forces where mainly foot sloggers. 

Tau forces
Tau Commander O'Hada in Battlesuit with a missile pod, pulse rifle and a flamer

3 Crisis Battlesuites with 2x Fusion Carbines, 2x Pulse rifles, missile pod, gatling carbine and a shield drone

10 Firewarriors with pulse rifles

10 Firewarriors with pulse rifles

5 Gun drones with pulse carbines

Ork Forces
Warboss Sniffscuffla with a big chain choppa (Energy Sword) and heavy armour

10 slugga boyz with a big choppa nob (Energy sword)

10 slugga boyz with a big choppa nob (Energy sword)

10 shoota boyz with a big shoota

10 grots with a herder

3 Kannons with grot crew


The ork won the rolloff and choose the side with some ruins on it. We had decided that the small pool was impassible while the small patch of swamp was dangerous. The hills where difficult.

The orks spread the kannons even along their front with the shootas taking cover in a ruin and the sluggas taking the flanks. 

The tau decided to keep the crisis suites and the gun drones in reserve while position the fire warriors behind an old forest and a patch of bushes for cover. Commander O'Hada joined her forces on the board on the right flank.

We rolled for five objectives. The orks started to place them. Most objectives where placed in the centre.





Turn 1 Orks begin

The goblin artillery in the centre fire at the fire warrior trying to hide behind some bushes. But succeed to hit a big pool of mud instead. A one was rolled, not a good start.

The fire warriors behind the dead forest carefully advance into the forest and take position outside the range of the ork shootas and fire at the slugga boyz that foolishly is in the open. Five pulse beams hits. Five orks dies. The Boyz are extremely confused about who is shooting at them and start to fight about where to charge. The sluggas where down to half their size and forced to take a moral test, which failed. Pinning them forcing them to use their next action to get back in order.

The kannon on the ork left advance to a advantageous position in a ruin and fire at the fire warriors in the dead wood. They hit the hill beside the wood. Another one rolled.

Concerned of the shell that hit the hill in front of her O'Hada decide to try to take out the kannon. She advance and fire her pulse rifle and missiles, the flamer was not in range. The missiles hit the ruin wall, the pulse rifle on the other hand hits the kannon but is deflected from its thick armour. It would be better if the missiles had hit since they had Ap(3). With the massive armour of 9+ of the kannon alot of Ap is needed to bring it down to manage levels. The missiles could at least have the possibility to wound it on a 6, while the pulse rifle needed a 6 and then a reroll of 4+.

The shootas realise that their weapons does not have the range to reach the fire warriors in the dead wood so they advance a few steps. Bringing some of them out of cover and blaze away! The mass amount of bullets in the air cut down three fire warriors. The orks needed sixes to hit. But with 18 dices there is bound to be some hits.

The other team of firewarriors takes the opportunity. They advance into cover of the bushes and fire at the orks in the open. Killing three of them. In this case four of the orks where in the open. The other where in cover so we decided that Tau where allowed to fire without the -1 for orks in cover, but could at most kill those outside cover. They simply concentrated the fire on the exposed targets.

The grots rushed forward eager to get into firing range.

On the ork right flank both the slugga boyz and Sniffscuffla rushed forward but still hiding behind the hills to avoid some of the Tau fire.

The third kannon also tried to fire at the fire warriors in the dead wood. Killing a already dead tree. At least it was not a one rolled.

Finally the brawling orks gets back in order and is united in what direction to charge next.



Turn 2 Tau begins.


O'Hada slipped a smile inside her helmet. This might not be the orks that slayed her brother but it did still felt good to kill them. She had most of them where she wanted. Charging her gunline. Now it was time to call in her reserves to deal with the almost unprotected ork artillery. She called in the Crisis suites. But only static answered her. The dam wet air must be interfering with the electronics. At least the pre-planned attack vector of the gun drones had not failed as they came zooming in on the orks left flank. The crisis suites did not succeed their roll for deployment. The gun drones did and at least did not scatter either.

The recently rallied slugga boyz where taken completely by surprise by the fast drones that came out of nowhere from the thick fog. Cutting down every single ork in the group.

The shootas is however fast to react. Shift their position in the ruin and fire all they have at the drones that now is in the open. Destroying all but one of them that is instead spinning out of control.

The fire warrior opposite the shootas take the opportunity while they move and kills another three of them. The orks however stay organised.

The kannon in the centre of the field roars. Hitting a ball of moss far away from the designated target, the fire warriors in the bushes. Yet another one rolled.

Commander O'Hada stop cursing in the useless comlink and fire all weapon she have in range of the shootas hoping to wipe them out. But her rage make her shoot go wide and none hit the targets.

In front of her the kannon in the ruin fire at the fire warriors hiding in the dead wood. Again almost hitting O'Hada. Guess what, a one rolled.

The fire warriors hiding in the bushes lacks good targets. They can choose between the kannons that is almost impossible to damage or the grots. They go for the grots. The low stone wall in front of the grots  protect them from the worst fire and only two of them goes down.

The spared kannon fire back at the fire warriors. Hitting ground just in front of them spraying them with dirt. At least a 4 rolled. If the fire warriors hadn't been in cover it would be a hit.

While the fire warriors is occupied with killing grots the orks and Sniffscuffla rush forward from the hills towards the bushes full of foes. Foolishly expose themself in the open. Just for the hopes of getting a good brawl.

On the other side of the field the grot advance into firing range to the tau in the dead wood. Most of the shoot however goes wide and those that hit bounces of the fire warriors armour.











Turn 3 Tau begins.


O'Hada curses over the comlink. The orks are getting close now and the kannons are bound to hit something sooner or later. But for no avail, only static answer her.

The fire warriors in the bushes fire direct fire at the advancing orks. But the nerves are not under control. Only three of the brutes are killed. Far to few. The orks are lucky there where a lot of ones rolled.

The orks smash through the bushes into the tau, roaring with happiness. Slaying five of them before a decent counter fire could be organised, killing two of the orks and driving them back a bit.

The other team of fire warriors want to fire at the sluggas in the ruin but realise that their line of fire are blocked by weedy grots. Desperate they try to clear them but only manage to kill two of them.

The shootas advance to get a clear line of fire at the side of the grots and fire back at the fire warriors. With some lucky shoots they manage to kill two of the warriors. This is to much for the remaining warriors and they hit the ground and refuse to rise. Tau is reduced to less then half their numbers and fail the morale test.

Commander O'Hada realise that she has to try to take out the kannons herself and jump over the hill she has been taking cover behind to get into range with her flamethrower. But the cowardly grots just take cover behind the armour shield of the kannon and manage to get away unscratched. There where a lot of hits but again there where no sixes rolled for to wound. The kannons are almost impossible to wound.

While they where hiding behind the kannon shield the grot used their time to reload the kannon and fire back at O'Hada. But there is something with having flames raging around you that seriously affect your ability to aim. The round miss with several meters even thou the short distance. Yes you guessed it, another one.

The final drone is getting the control back.

While all the firing on the right flank has happened the kannon in the centre has advanced a bit (and by sheer coincident happens to control an objective after the move) and is then firing at commander O'Hada that now is in the line of fire. It is a direct hit in the chest of the commander. The armour piercing shell penetrate the crisis suite before it detonates inside it spreading pieces of O'Hada all over the place. The kannons where bound to hit something sooner or later.

Boss Sniffscuffla like to hear the cannonball roarin'. But even more he likes a good fight. He charge the remaining fire warriors in the bushes from the flank. With his enormous chain choppa he cut one of them in half and mortally wound another. The remaining fire a few pot shots that fail to do any damage before they turn and run.

The third cannon on the right flank also advance and fire at the remaining fire warriors in the dead wood. The shell hit in the middle of the troupe but their armour withstand the shrapnel. 

Is a whole other thing about the grots that now, certain of victory, leave the safety of the stone wall and advance over open ground while firing everything they got. The pinned and newly shaken fire warriors are running around like confused chicken trying to find new cover and three of them are killed by the grot fire.




Turn 4 Tau Begins

Ui'Ceca  scanned all the ranges of the communication protocols once more, still only static. He started to worry. The small squad of crisis suites had no visibility of the battlefield from their rear position due to the fog. But the flashes of pulse fire and explosions had been seen lighting up the otherwise grey world every now and then. The fight must be hard. Why hadn't commander O'Hada called them in yet? This was enough, they had waited long enough. Never mind if they would get in trouble with O'Hada about disobeying orders. Ui'Ceca signalled to the other warriors and they took of. The sight that meet them once the battlefield come into view where not a pleasant one. Orks everywhere, but where where their troops? Ui'Cece decided to land in the middle of the field, trusting the power of the suites to protect them, hoping to get an overview of the situation and at the same time be in a good position to kill as many orks as possible.

The crisis suites land not far from the centre kannon and advance by foot towards it (getting close to the objective) before fire at it with the fusion blasters. The power of the blaster melt the entire kannon, exploding the shell in the barrel, killing all the grots. The two other crisis suites concentrate their fire at the orks that recently killed the fire warriors in the bushes. But only manage to kill two of them.

The shootas decide to fire at the lone gun drone that has regained control and finish it of before it could become a threat.

The few renaming fire warriors in the dead wood rally them self and get back in order.

The kannon on the ork right flank advance a bit (and secure an objective) then fire an anti tank shell at one of the crisis suites. Hitting it straight in the head decapitating the poor tau within it.

The other kannon on the left flank fire at the fire warriors but manage to put the shell in backwards and nothing happens. And there we rolled a one again.

The grots advance into the dead wood. Killing another fire warrior when they are on a row anyway.

The three remaining slugga boys decide to, against the orders of Sniffscuffla, charge the crisis suites.  Most of their blows bounces of the armour of the crisis suites but a few dig deep wounding one of the warriors. One of the orks however takes a hard blow to the head and bites the dust.

Sniffscuffla snicker a bit and think boyz will be boyz while he advance into the bushes seeking why the tau decided to defend it? (Thereby securing and objective)









The game is over with a decisive 3-1 victory for the orks.




I did not take long for Ui'Ceca to get a grasp of the situation. As fast as the suites had landed they took of again. Near a bush not far away from the battlefield an ork throw of his camouflage net that he has been hiding beneath. Revealing a strange apparatus beside him. Mek Scrotrumpa was pleased with himself and he figured that boss Sniffscuffla would be so as well. For a long time he had been listening to the radio transmissions that the newcomers had sent out. He had built the machine that scrambled their communication channels, he had suggested for Sniffscuffla that they should use it together with the fog to get close to the blueskins. He should get a lot of thoofs now, a lot of thoofs to buy new shiny things with.

The game was a revenge for the orks from the previous game where it was the orks that was nearly annihilated. The orks however had to thanks the bad luck for the tau reinforcement that made sure that the crisis suites did not come in until it was to late. 
The kannons was an interesting unit for the orks. On one side where they utterly unable to kill any thing but crisis suites. There where a lot of ones rolled. On the other side their armour of 9+ made them in turn more or less unkillable making them perfect objective guards.

Thursday, February 16, 2017

Morning Raid

Since the Tau arrived at Unum they have struggled with trying to translate and understand the imperial archive and intelligence reports that they has been able to find in the area they have secured. There is good news. It seems like the planet actually has been able to produce limited quantities of Teryllium, a resource needed to fuel both the space ships as well as the Tau skimmer. Unfortunately it seems to been produced in the southern hemisphere of Unum, far away from their current bridgehead. However it seems like a trade route that carried Teryllium used to pass not far from Tau area before the wars. The Command judges that the chances where high to find some left shipments of Teryllium in the abandoned colony of Teta 17. There is however only one problem. The colony was abandoned since it was overrun by orks

The battle was fought using the new GrimDark Future one page rules that can be found here 
Both sides had no experience in the new rules so we did probably not play entirely according to them.

Tau forces

Tau Commander O'Sada in Battlesuit with a missile pod, pulse rifle and a flamer

3 Crisis Battlesuites with 2x Fusion Carbines, 2x Pulse rifles, missile pod, gatling carbine and a shield drone

10 Firewarriors with pule rifles

1 Hammerhead with railgun and smartmissiles

Ork forces
Warboss Smashfaca Sukkapuncha with Shoota, Power claw, Cybork body and heavy armour.

20 Boys with pistols and close combat weapons. Led by a nob with a big choppa (Energy sword)

20 Grots with a herder

A Battlewaggon with a kannon and four rokkits.

5 Nobs with Pistols and basic choppas

3 Bikes

Commander O'Sada had laid a careful plan. His forces has travelled across the enemy territory during the night and will attack with the first light, the main force should try to draw the orks inside Teta 17 to the border of the colony and occupy them there for as long as possible while a team of stealth suites where to infiltrate the colony searching for Teryllium.
As the dawn broke and the ork sentinels spotted the Tau company just outside the colony they quickly rushed to battle

Both sides rolled for choosing side. The orks won and choose the side with the colony buildings since they did not want to give the Tau unnecessary cover. The orks set up with a strong centre with the bikes ready to outflank on the left and the battlwaggon with the nobs on the right. The Tau on the other hand choose to only deploy the Hammerhead and the Firewarriors on board. Keeping the crisis suites in reserve.
Then we rolled for who would set up the first objective marker. We where not quite sure of the order between deploying forces and setting up objective markers but we interpreted it this way. We rolled for four objectives and the orks to place the first. The orks choose to place their objectives rather close in the middle of the board while the Tau concentrated on the left flank where the orks where the weakest.





Turn 1 Orks begins

The grots rushed forward taking cover as good as possible in the colony buildings.

The Tau has to activate a unit, without much to shoot at they choose the grots. The small statue of the grots making them a hard target behind a low wall and only three is killed. The Tau had a quality of 4+ when shooting. But since the grots where in cover they needed 5+. Only 4 shoot hit their target. After the hits is resolved you should roll the defence of the target. To kill a grot you need to roll 2 or higher on the die. Not a hard task. To make it even easier the Tau has armour piercing pulse rifles that gives them +1 on their dies. So they actually only need to roll one or higher. However if we understand the rules correctly a one is always a failure to hit and wound so in this case the armour piercing doesn't matter. One 1 was rolled and only three of the four grots that where hit was actually killed.

Smashfaca bellows at his orks that they act like they are bigger cowards than the grots and the orks rushed to.

The Hammerhead re-position it self a bit and fire at the Battlewaggon that however was rather obscured by the buildings and the railgun miss the target. The smart missiles however hits but does only minor damage. All four of the smart missiles did hit since the linked seems to counter the -1 you get from the cover with a +1 to hit. However they did not have very much in the way of armour piercing and a 8+ needed to be rolled which resulted in that you had to first roll a six and then a four or higher. One lucky missile did nevertheless found a week spot and damaged the waggon. The Tau had now activated all its units on the field and it was all free to go for the orks

The bikes rushed around the shed and headed towards the Hammerhead.

On the other side the driver of the battlwaggon got really annoyed by the rocking the missiles had caused and hit the high gear rushing forward.

The nobs thought that they where close enough and decided to disembark and firing their pistols in the process. Actually killing a Tau even though they had some cover of the dune in front of them. It seems like it is no longer possible to charge out of a vehicle. So the Nobs had to disembark and try to engage next turn, a bit unorky in their mind.

Lastly Smashfaca also rushed forward aiming to join the Nobs in the slaughter.

Turn 2, Tau begins

Commander O'Sada has been studying the progress on a small hill not far away. It seemed like the right time. A short command over the comlink to the other Crisis suites and they all lifted into the air simultaneously.
The Tau started the turn since they was out of units to active first in the previous. The Tau rolled for reinforcement and both passed the roll so they where placed on the board.
Commander O'Sada landed close to the Hammerhead. Recognising the threat of the combine force of the orks and bikes, figure that his flamer could even out the odds. The other Crisis suites landed behind the Battlewaggon hoping to give their Fusion Blasters a favourable target.



The Crisis suites with the fusion blaster fire at the Battlewaggon while the rest aimed at the Nobs that now where in the open (We had decided to houserule that different weapons in a squad can choose different target. The rules are not quite obvious on this). Gork was however on the orks side and one shoot of the blasters did miss the waggon while the other burned a huge hole in its back. The nobz where not as lucky as one went down to the combine fire of the two crisis suites and another nob where wounded. A total of four wounds where caused on the Nobz and since they can take three each one was killed.

The Battlewaggon driver decided that it was do or die and advanced forward as fast as possible to get
to the side of the Hammerhead and able to shoot at it without its cover from a dune. The kannon nevertheless miss (orks) two of the rokkits however hits. But they bounced of the sloped armour of the Hammerhead. After modification for armour piercing the ork needed a 4+ to wound the Hammerhead. Two threes where rolled. A pity since if both rokkits had hit the Hammerhead had been no more.

The Firewarriors instead concentrate all their fire at the advancing Nobz. And succeed to kill another of them.

On the ork left flank the bikes, now in range with their short range shootas, fire at the Hammerhead. The shear amount of bullets in the air actually manage to cause a minor damage on the war machine.  The bikes needed to roll first a six and then a four or higher and manage to do one damage.

This does not however seem to concern the gunner of the Hammerhead that had taken his time to make sure that the advancing Battlewaggon is in the aim. A devastating salvo from the rail gun turn the Battlewagon to a smoking wreck, the slower missiles that follow up the railgun only hits thin
air. 

Smashafaca yell at his expandable grots that they should better advance towards the flyis on the hill or he will personally smash their faces. The grots advance into firing range and give it all they have. Alot of grots actually hit the crisis suits but not a single manage to pierce their armour. 12 shot hit. None rolled the 6 that was needed to wound one of the suites.

O'Sada did not like those plinking sound the bikes made on his Hammerhead. So he jumps over the Hammerhead and fire all he have at the bikes, the flamer was especially effective making two of the bikes go boom. The single surviving ork however continue to advance. 

The orks in the middle continue to rush toward the Hammerhead.

The nobz charge the Tau firewarriors hoping to smash some helmets in. The attack is not an success and only manage to kill three of the Tau while the valiant Tau in return manage to take down a wounded nob. The nobz are thwarted and forced back.

Furious of the miserable grots and the week nobz Smashfaca decided to show how things should be done and singlehandy charge the Crisis suites. The crisis suites however manage to take of in the last minute and the big claw only strikes air. Seconds later he is hit by one of them knocking him to the ground almost passing him out. Smashfaca miss both his attacks with the claw. And takes two wounds in return. Facepalm.

Turn 3 Tau begins


Commander O'Sada realise that he is uncomfortable close to the advancing boyz. He jumps a bit backward and fire his weapons. Once again the flamer is his most trustworthy friend and manage to roast three of the orks.

The boyz gets infuriated by this and charge O'Sada. It does not go well. The orks has problem to penetrate the Crisis suite armour and only manage to wound the commander. Meanwhile he manage to kill three of the orks himself with his iron fists. Unfortunately he got distracted by a choppa to the helmet and does not realise the danger of the buzzing sound until it is to late. The nobs chain choppa bites hard into his shoulder and stagger him backwards. The fighting spirit of the orks is nevertheless broken and they retreat a bit giving him time to breath. 33 dices was rolled for the orks. 17 hits. However a 6 was needed to wound the commander and only one was rolled on those 17 hits. Luckily the nob manage to do another wound with his big choppa but it is not enough. The commander in return only need to avoid to roll 1 for his hits to manage to kill the orks.

On the other side of the Hammerhead the Firewarriors fire into the Nobz. Almost killing all of them
only leaving a severely wounded nob left.

The lone surviving ork bike decide it is time for a strategic retreat and rush in behind the shelter.

On the hill behind the orks the Crisis suites advance to secure one of the objectives while fire the fusion blasters at the wounded warboss finishing him of. The rest fire their weapons on the grots killing four of them.

The grots also advance and fire back at the crisis suites manage to wound one of them, a feeble cheer can be heard when smoke start to appear from the crisis suite.

The Hammerhead is out of hard targets to fire upon and instead direct is power at the nearby orks. The railgun hit one of the orks straight in the torso but the mean beast just continue to advance towards it even thou it has a huge hole in the chest (a one is always a failure even when it is from a railgun). The rain of missiles cause another ork to vaporise. 

The badly wounded remaining nob charge the remaining Firewarriors manage to take one with him before he is cut down by short range fire. 

Turn 4 Tau begins


Commander O'Sada afford himself a quick glance at the battlefield, things are looking good for his troops, before he return his attention to the horde in front of him, but they look grim from himself. However the orks seems to lack some of the lust to fight after their warboss where slain. He must however keep them in combat as long as possible to give his scouts a change to retrieve the Teryllium.

He decide to jump over the ork boyz and attack them from
behind, by doing so he cut of their way of retreat to the colony. (And block them from being able to get to the objective)

Five of the green beast succumb as he fire while he jumps above them.

The orks swallow O'Sadas bait and charge him. This time he has no possibility to defend himself. His wound making him slow. The last thing he see is a giant brute throwing himself over him. But he knows that his sacrifice might have given his scout time to get out.

On the opposite side of the battlefield the Crisis suites fire all
they have at the grots. The fusion blasters are to cumbersome to hit any of the small statues but the other weapons are taking their tolls and killing five of the small bastards. The grot morale is however high and they refuse to lay down their puny arms. A six was rolled for the grot morale.

The ork bike rush to protect the objective.

Just to be blown out of existence by the Hammerhead

On the other side the grots advance trying to protect what is left to protect (securing two objectives) while they fire at the Firewarriors. The dune they hide behind protect them however from the inaccurate fire from the grots.

Finally the Firewarrior advance (contesting the objective) and kill two grots.

The Tau gets a message that the scouts has found a few possible containers and evacuated the area. As sudden as they appeared the Tau disappear leaving only piles of dead orks. The few reaming orks immediately starts to fight among them self to appoint a new boss. The hard earned containers on the other hand showed to contain only low quality Teryllium and the loss of Commander O'Sada will be hard to replace.



The game ended in a tactical draw with both side controlling one objective each and contesting the third. It was however a strategically victory for the Tau since they lost only a few Firewarriors and the commander while the orks lost, not only their warboss, but also most of their troops and the battlewaggon. If it haven't been for the most trustworthy of all trustworthy unit of them all. The stalwart grot it would been a even harder loss for the orks.
Conclusion
There new Quality Defence mechanic has put a lot more focus on armour or and armour piercing than before. Which is good since it makes the tanks feel more like tanks. The orks really struggled to get through the armour of the Tau. I imagine how it will be to face the Space marines where all sixes is needed. Need to take more rokkits.

The system still works well but it feels that it has been an overhaul and i think some number here and there might need to settle a bit before it feels as stable as before the overhaul.




Saturday, September 17, 2016

Desert Orkz

The Night Lords on the planet Unum is ravaged by internal strife since their lord Arcous died in a skirmish against the Tau. His former sergeant Kozine has taken command of a group of Night Lords and lead them to a small town in the Lazarus desert where three ancient golden marine statues is located. The statues might be the golden harbingers mentioned in the Strophe of Curze that should reveal the great power of Curze. If Kozine can come back with clues of where to continue the search he will probably secure the Lord title over the Night Lords on the planet.

Unfortunately the town is located in an area infested with orks. This actual area is controlled by Great Mek Hazzadduzza and his Desert Ratz. Upon learning that there is non orks in the area they take all their vehicles and speed to the spot hoping there will be a good fight. The Night Lords has just reach the town when they see a huge cloud of dust on the other side.

The game was 1500 pts per side. Before we started we decided to test to play for six rounds instead of the normal four in 40k OnePage to see if it would let the armies maneuver a bit more.

The orks consisted of:

Big Mek Hazzadduzza on his bike armed with a Powerfist and a cluster of attached weapons that worked like a Shokk Attack Gun

Two big mobz of warbikes with 5 boyz and a nob in each. The nobs were armed with a powerfist and a big choppa respectively.

A warbuggy armed with rokkits.

Two wartrakks with big shootas

Three scorchas with flamers

A tank battle waggon with a cannon and four rokkits.

A transport battle waggon with a Deffrolla loaded with a horde of 20 boys and a pain boy.

The Night Lord army were composed of:

The lord Kozine leading a 10 men warband armed with close combat weapons and one carrying a lascannon mounted in a Rhino.

Two more ten man warbands mounted in Rhinos one with a heavy bolter attached and one with a plasma gun.

Two predators. One named Lightning armed with twin lasercannons and one named Thunder armed with an autocannon.

The mission rolled was Size Ground and 3 objectives where rolled for. The three golden statues.

The Night Lord spread out on on their side while the orks had most of its units to the right since there where the only open ground. The forest to their left where only guarded by the trakks that had the strider ability.



Turn 1 Night Lords Begins


First to react on the rampaging threat is the crew of the predator Lightning. They move forward and fire their laser cannons at the advancing open topped battlewagon. The intervening  houses however give the battlewaggon plenty of protection and they only manage to scratch it (1 wound).

One of the bikerboyz roar forward and try to hide behind a pillar. Only to be target by the white rhino that moves forward. But their aim was off and they miss the bikers.

Instead a scorcha bounce out of the jungle spewing fire over the read of the rhino. However to no effect.



The Rhino on the Night Lords right pummels forward in full speed. Taking fire from one of the wartrakks but to no effect.

The warband in the Rhino unloads and fire at the exposed scorcha. Placing a few holes in it (1 wound). By disembarking they nevertheless expose them self and another scorcha speed out from the threes and burn one of them to death.



On the other flank the Thunder predator fire all its autocannons and bolters on a unlucky mob of bikerboys killing four of them in a hail of fire. The remaining two bikers gets their motors running and speed toward the Thunder. Ducking the bullets from the nearby rhino.

On the ork far right a Tank waggon lumber up the field. Fire its battlecannon on the move at the Thunder. Destroying a few trees.

The warband in the nearby rhino decides that it is to dangerous to stay in the tank and disembark. Firing their pistols and plasma gun at the other biker group. Killing two of them.

The ork rokkit buggy move forward and fire the rokkits against the white rhino but all bounce of the (relative) thick armour. It however convince lord Kozine that it is unwise to remain the the vehicle and he order his men to disembark and they fire at the biker boys again, killing another two and with their laser cannon they put a big hole in the advancing battle waggon.  (3 wounds and shaken)

This is however the target the orks has been waiting for. The remaining scorcha round the house and puts one of the marines on fire. The battle waggon speed ahead at full speed and the orks on board disembark charging lord Kozine and his warband. There is a massacre (rolling 54 dices only for the boyz) killing seven of the chaos marines and only taking 3 casualties in return.


Finally Big Mek Hazzadduzza advance with his bike fire his custom gunz at the Thunder but fail to do any damages.

Turn 2 Night Lords Begins


The Thunder try to take out the scorcha, but miss. The severely damaged battlewaggon in front of it decide that it is do or die and put the metal to the pedal and assault Thunder. The thick armour of the predator saves it from any severe damages (only one wound) but the crew is shaken by the impact.

The warband on the Night Lord left move forward and kill of the two remaining biker boyz hiding behind the pillar.

In the middle of the battlefield the orks make short work of Kozine and the remaining marines.

The remaining warband on the Night Lord right move forward and try to destroy the scorcha in front of them but fails (1 more wound).

Hazzaduzza move over to fire on the warband on the other side of the battlefield but his weapon system fails him again. Only killing a single marine.

One of the Rhinos fire at the menacing scorchas but miss the nimble vehicle. The remaining ork biker charge the Thunder with its powerfist. Manage to do a rather impressive new window on the side (2 wounds) but is killed in the next instance by the accurate bolter fire from the nearby rhino.

The rokkit buggy secure one of the objectives and fire at the Thunder but miss it again. On the other side the Lightning fail to kill the targeted wartrakk in the forest with its laser cannons. The tank commander execute the gunner for being a failure.

The Tank waggon on the ork left fire at the warband that advance in the open infront of it. The rokkits and shells however fly wide as they usually do for orks and only two marines is killed.

The Thunder tries to dispose of the battle waggon in front of it but the light weapons of the predator is not enough. The initiative is now at the orks.

The scorchas circle the warband killing another three with their hellfire and another two goes down to the fire of the war trakks.








Turn 3 Night Lords Begins.


The thunder fire at the horde of orks in the middle of the battlefield. Killing two of them and severely wounding another two that however quickly is brought back on their feets by the pain boy.

The tank waggon let go of another round of rokkits and shells at the advancing warband, this time leaving three bodies on the ground.

The Night Lord start to get desperate and the leftmost rhino decide to ram the deffrolla battle waggon. Smashing into its hull ripping it apart. This is to much for the waggon and an explosion flips it over.

A nearby scorcha speed out from the cover behind a pillar and flame three marines to ashes.



On the other side the other rhino try to redo the successful ramming of the battle waggon and ram one
of the scorchas but fail to do any damage. The scorcha instead continue to run in circles around the warband and killing another two of them.

The white rhino ram the ork horde and kill one of them under its track, but take in return some beating (1 wound)

And another of the night lord in the warband to the right is killed by the bullets from one of the wartrakks. The warband fire back and finally destroys one of the scorchas.

Hazzaduzza has been moving forward in slow speed to inspect one of the golden statues and get a clear shot of Thunder. The bullets from his marvellous inventions however only bunches of the predators armour. Irritating Hazzaduzza tremendous.

The Lightning has however some better luck with its laser cannons and reduce one of the trakks to almost scrap. But only almost as it has time to finish of the last of the marines on the chaos right.

The rokkit buggy try to do some damage on one of the rhinos and this time it succeed and make a minor dent in the hull. The horde of ork assult the white rhino but fails to do any damage on it.

Turn 4 Night Lords Begin



The rhino on the Night Lord right ram straight into the orks as a response. Killing another two but taking some damage (one wound). The orks respond by swarming the rhino but fail to do any more damage.

On the Night lords left flank only one marine with a plasma gun remains. It tries to use it to kill of the scorcha but miss.

The Tank waggon ignores it and instead try to kill the rhino that rammed the other waggon to death but fail to do any damage on it. It instead ram the scorcha and does some damge on it (1 wound)

One of the Trakks in the forest speed out and try to hide from Lightning behind some buildings. The other one is not fast enough and is blown to smithereens by the Lightning.

The rokkit buggy fire at the rhino hitting it again (another wound). But doing so it expose it self to a ram from the white rhino. It does however manage to get away with a blown drivers door and a flat wheel (one wound).

The scorcha in front of the buggy finish of the already damage rhino that just had rammed it.

In the middle the ork horde takes heavy fire from the Thunder, killing five of them and the ork morale fails and they hit the ground and try to hide effectively pinning them. The Thunder however take return fire from Hazzaduzza that make the entire tank to wobble from side to side (one wound and shaken)

Turn 5 Night lords begin.

The remaining footslogger succeed in damaging the scorcha with his plasma gun. (one wound). Making the scorcha firing into the ground instead of at the white rhino. The white rhino back up and ram the buggy again (another wound and shaken).

The boyz start to get back in order again after some yelling and beating from the nob, just to be cut down to a man by another salvo from the Thunder. Leaving just the Nob and the pain boy standing. Pinning them again.

The tank waggon pivot in place and let loose its volleys at the white rhino finally destroying it.  The other rhino continue its ramming spree try to hit the remaining scorcha but fails.

The shaken rokkit buggy needless to say could not hit a barn wall. No more a rhino. The Lightning has been forced to move forward to get an angle to the trakk hiding behind the houses. Blowing it up.

Finally Hazzaduzza has gotten his custom gunz to work proppa. (rolling 12 attacks). Turning the remaining rhino to a nice little crater.

Turn 6 Night Lords Begins


The lone footslogging chaos marine advance towards one of the golden statues and at the same time succeed to turn the rokkit buggy to a smoking wreck. Forcing the tank waggon to move forward to blow him away with its cannon.

The Thunder move forward to secure one of the statues killing the nob and the pain boy.
The only way the orks can force a draw now is to kill of Thunder. Hazzaduzza power up his weapons and a gleaming ray of power surge towards the Thunder (another 12 attacks rolled) but no damage is done on the predator.

Leaving Lightning to unhindered secure the third statue.

The battle was a victory for the Night Lords with two of three statues in their hands. Both sides had however taken a severe beating. With only the two predators left for the Night Lords and Hazzaduzza and the Tank waggon left for the orks.

The orks are driven off and the remaining Night Lord can in peace and quiet examine the strange symbols found on the statues hidden under the golden shell. They speak of a ancient temple long forgotten. Kozines climb to power however ended with the sudden impact of a choppa. However there are plenty of others willing to take his place. Hazzaduzza survey the site from a nearby hill. We needz bigga gun. Is the only though of passing through his brain.

It was a close game, if it would have ended at turn four it would possible be the orks that would be the winner since they could easy contested two objectives and controlled a third with their fast vehicles. They did not however had the staying power to last six rounds. We agreed that six rounds is a bit to long since it became more of a slugfest with to little units left in the end. Other lessons learned was that: Rhinos is most effective as tank shocker and not firing their puny guns, they are also remarkably hard to kill even thou they only have three wounds. Biker boyz are rather weak and dies fast. Ork light vehicles are tougher than the look.