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CAMPAIGN AT DIEGO RA: BATTLE #2
Diego Ra is a desert moon orbiting the Planet of Diego Rios, a medium-sized planet in Segmentum Solar. Though it has never been an imperial planet, it was catalogued by Rogue Trader Montaigne and investigated by Explorator teams during the Great Crusade. They found that it was a rich planet but was home to a small population of Orks.
The Orks have grown in the millennia since, and Diego Rios has been the seat of several Ork empires that have waxed and waned. Currently, the Magna-Mangla of Mork holds power and is preparing a Waaagh! that threatens a nearby Imperial cluster of Industrial worlds. The smaller warbands in his Waaagh! have been pressed into service on the moon of Diego Ra where a spaceport facilitates the construction of a number of Kroozers and other ships which will form his invasion fleet.
The Imprial Fists 5th company was dispatched to investigate and take whatever means necessary to destroy the Ork’s spaceport on the moon of Diego Ra. The port is being utilized by the Magna-Mangla of Mork to build a Waaagh! fleet to invade some nearby industrial worlds of the Imperium. In the first episode, Captain Drake led a recon force to test the strength of the Ork garrison at one of the spaceport’s smaller telyporta stations. There he met Og “Da Boss” Grotstompa, warboss of a minor warband subservient to the Magna-Mangla, and destroyed his patrol force--though Da Boss got away. Drake gathered enough information to craft his strategy for the coming campaign.
This time, Captain Drake plans to lead a small detachment to infiltrate past the outer Ork defenses and disable the teleporters by destroying the power station.
We wanted to keep this game smallish as well (mainly because we have limited troop selections) and we thought that an escalating Take and Hold would be an adequate scenario to represent the narrative. We increased the points for this battle to 650 to accommodate some adjustments we wanted to make to our original lists based on experience from the first battle. As Orks, I wanted to transfer the Power Klaw to a nob who would make better use of it. I also figured I’d get a little more protection for the Kanz since they didn’t manage much last game. A saving throw of 6 ain’t great, but it may just pay off at the right time…. My buddy just dropped the Terminator Honors on Drake and added a Scout squad, since the armor save vs. choppas wasn’t getting any better, and his Tacticals didn’t provide quite enough support in close combat. The infiltrate ability might come in handy as well.
We played on a 4’ x 4’ table, with some hills, Orky-looking buildings, boulders, and a few copses of palm trees, and a suitable piece of terrain to be the Power Plant.
The Orks and the Marines each set-up one Troops choice, staying at least 18” apart, with other units in reserve able to come on either edge of their chosen quadrant. The Orks set up a Slugga Mob near the power plant in the middle of the board, and the Marines chose the corner they wanted to approach from. The Marine Scouts infiltrated to a cozy spot in a building out of sight of the Orks.
The Space Marines got the first turn and rolled for reserves. The Devs and a Tac 2 arrived, having snuck past sentry posts without delay. The Scouts alerted them of the presence of a large mob of Orks next to the generator, so the Devs took up good firing postions on the roof of the building that housed the scouts. Tac 2 came in behind a palm grove near the well, using the foliage to hide their advance.
The Ork reserves came on in response to Grot runners who were sent to alert Da Boss about some funny sounds coming from an abandoned looking building nearby. “Well den, go chek ‘er out, ya stooped gits” was the response they got, so they moved towards the building with the Scouts in it. Da Boss and his “mussul” (both Killa Kanz) show up to “makez shur dey do it proppa.”
After a brief run-in where they had to snuff a few Grot sentries, Drake and Tac 1 arrived and moved up behind Tac 2. He watched as the large Ork Mob began advancing towards the building. Then Drake’s comm link buzzed a chime letting him know it was his Scout sergeant.
“Sir, please forgive us. Somehow we have given away our position. We will atone for our mistake with a surprise assault. We will hold out against them as long as possible while you take command of the battlefield.”
“Agreed,”replied Drake. “Sell yourselves dearly, brother Sergeant, and we will ensure your geneseed is preserved.” He ordered the Devastators to provide covering fire for the Scouts.
Frag missiles and bolter fire shot forth from behind them, thinning the ranks of the Orks as the Scouts rushed out of the building. They added their own shots while they charged, then met the enemy in a sudden, brutal splash of bodies and flailing weapons. A red-mist consumed the melee.
The Devastators killed 3 Orks while the scouts killed 2 more with their shooting. The assault resulted in 3 more dead Orks. The Mob responded in assault by chopping-up 3 Scouts. The Scouts passed their Morale test thanks to the presence of the Captain.
The sound of fighting quickly attracted the rest of the Orks to the field. Og Da Boss took charge of a Slugga Mob. He sent the Kanz on a “kunnin” flanking move around the other side of the Power Plant (and just out of sight of the Devs). Grotnutz zoomed at full speed towards the Devs in the building, hoping to assault next turn. In the melee, the Orks took another casualty before stomping the last two into the bloody mud and consolidating OUT OF ASSAULT RANGE of the tacticals (which I failed to do last battle). Chances are I would get shot to bits anyway, but at least I needed to give da ladz a chance to do what they do best!
Turo strode majestically onto the field, announcing his presence with a blazing assault cannon. The rounds whizzed all around the trukkerz and perforated the trukk’s engine compartment, immobilizing it and shaking the crew (whoop-de-doo). Both Tac squads moved forward to rapid fire on the Orks, while the Devs fired on the Trukkerz. The Slugga mob was scythed apart by bolters and plasma guns, while the Trukkerz lost 2 boyz when their Trukk was blown to bits by a couple of Krak missiles. The survivors consolidated next to the wreck.
Og Da Boss cursed as he watched his boyz getting massacred by the potent firepower of the Marines. Furious, he charged off towards the action, directing the Mob to the cover of the power plant. The Kanz stomped up to the building, firing their big shootas as they went, and were surprised to see a Marine crumple to the ground. The Trukkerz were rounded up by Grotnutz, and passed their mob size check (just barely) so they weren’t pinned. They rushed the dreadnaught, hoping to destroy it and move on into the Devs… However, Turo stopped them cold. He killed 2 boyz, while Grotnutz only managed to stun him, immobilize him, and rip off the DCCW….
The Assault Squad finally showed up. They had to take a large detour around a sentry post because they couldn’t use their jump packs without alerting the garrison. They did manage to jump the Trukkerz right away, though, coming to Turo’s rescue. The assault marines killed all the boyz while Turo wounded Grotnutz with a good bash from his wrecked fist. Grotnutz recovered and laid into the Dread, ripping out all the cables he could find. The damage shut down Turo’s motors, leaving him helpless (and quite ticked-off). The two Tac squads stood their ground and turned their plasma guns on the lead Kan. They were just a bit outside of rapid-fire range, so they only got 2 shots, and didn’t manage to damage it.
The Orks couldn’t do much other than move forward and shoot with everything they had at their only target, Tac 2. Three Big Shootas and 3 Rokkits killed 3 marines, leaving only the plasma gunner standing alone. He failed his morale test and fell back. Meanwhile, Grotnutz got his choppa stuck in the chest of an assault marine and was helplessly beat down like a toothless grot slave by the others.
The Marines, encouraged by the turn of events, simply leveled their guns and practiced their firing rites on the two Kans. Plasma fire and Krak missiles resulted in 2 penetrating hits on one, blowing it up spectacularly, and a glance on the other, which was saved by the extra armor (yeah, baby, I KNEW it would pay off!). The assault marines moved up to the power plant to start setting melta charges.
The remaining Kan charged the tacticals, who had mistakenly stayed put rather than falling back. The big shoota did no damage, but the Kan started happily “crumpin’ da ‘oomies” with impunity. 3 marines were crushed in its Klaw. Og and his Mob moved up, wondering what was going on, and rounded the corner. And what to their surprise did they see? Four tinboyz waiting to be cracked open like coconuts. So that’s what they did. A couple of boyz must’ve got trampled in the stampede cuz there’s no way that those Assault Marines could’ve managed to put up a fight in the onslaught of 40+ attacks (it would’ve been more, but not all the boyz could get within 2”)….
Note: This turn really turned the tide of the game. He had misjudged distances I guess, or just wasn’t thinking that I would assault around the building. Anyway, I thought I was playing for a draw until now.
Drake activated his comm link and requested immediate extraction from the battlefield. Looks like he’d just have to bomb this place from orbit.
One minute the marines were there, the next, gone. A few of the Ork Boyz couldn’t be accounted for, either. They were inside the teleport room on a Space Marine Strike Cruiser, staring down a “targit rich invirunmint.” For about two seconds, anyway….
My friend conceded the game because we were short on time and it was fairly obvious he wasn’t going to be able to contest the objective.
Even though things didn’t go so well for me in the beginning, I learned never to lose faith in the Orks, because they almost always come on strong in the end. My adjustments to the list paid off. Grotnutz (barely) managed to remove Turo, and the one Kan saved a glancing blow that could’ve kept it from assaulting in Turn 5 and may have resulted in a less favorable ending.
Man I love this. Great report. I like how you two are up grading your army lists. Can not wait for the next report.
Why use science and education when ignorance and superstition will work just as well.
i gotta tell you for some reason these Battle reports you do are awsome to read. i cant wait for the nesxt one.
Nice report. so far it looks like the imperial fists are having a hard time gaining a grip on the orks. i cant wait to see where this goes next. the full scale battles are going to be awsome!
So far, great storyline, will there be any twists like something really powerful on the planet or even another army? That would be great, it would amke the story feel really cool. So far good though, how far are you going to build up your list/will you end with a bloody meat grinders with at least 2000 points of troops, that would be awesome!
Not sure yet on how big this is going to get... We're kind of constricted by small model count and small table size. But I can see it getting up to 1000 or maybe even 1250 in the near-term. I'm working on the next installment right now. It was a 750pt battle that had a big surprise for me. I thought the scenario was a little too tough at first, but my buddy who is playing my Marines is learning quickly. I think it helps that he spent time in the military.... Well, stay tuned!