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CAMPAIGN AT DIEGO RA: BATTLE #3
The Imprial Fists 5th company was dispatched to investigate and take whatever means necessary to destroy the Ork spaceport on the moon of Diego Ra, only moon of Diego Rios, throne-world of an Ork Empire led by the Magna-Mangla of Mork. The port is being utilized by the Magna-Mangla to build a Waaagh! fleet to invade some nearby industrial worlds of the Imperium.
Initially, Captain Drake’s thought was to bomb the spaceport from orbit, but he was over-ruled by the Administratum because records show that it sits upon a massive underground tomb complex of ancient-alien origin which the Ordo Xenos has decided is too valuable to destroy outright. The only hitch—identify a suitable tomb access point. A cluster of possible entrances was identified in a scan from the Strike Cruiser, but it will require troops on the ground to search and secure entry.
Forced now to pursue a strategy to take control of the port and allow an Ordo exploratory team enough time to investigate, Drake has decided that the best approach is to destroy the main Ork forts with orbital bombardment but assault the spaceport with his brother marines, clear a perimeter, and defend it until the Inquisitorial team was done plundering the tombs. Drake knew that establishing and defending a perimeter would be impossible unless the telyportas were disabled, cutting off the Ork's resupply and reinforcements from planetside.
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.
Drake’s second mission was to infiltrate the outer defenses and lead a small force to cripple one of the Telyporta stations by destroying its power plant. However, his bid failed when the Ork counterattack, led personally by Og Da Boss, recaptured the plant from the assault marines before they could finish placing the melta-bombs.
Now a more concerted effort would be made. Since the Orks were thoroughly aware of the Marines presence, subterfuge would be nearly impossible this time. A surgical strike from orbit would be necessary to achieve the mission.
We wanted to up the size limit a little bit, so we went to 750. I have a couple of good 750pt IF lists for my buddy to chose from, so he took the one he thought would be better against Orks. This one would be led by Chaplain Cervantes—I guess Drake needed some R&R and Turo needed serious repairs, heh heh…. I decided just to tweak the same Ork list I’d been using.
We played on our 4’ x 4’ table, just re-arranging the scenery a bit. We figured that since the power plant was now teeming with Orks, it would be better to go after the Telyporta building itself. We didn’t want to play exactly the same mission over again though, so I added a twist—the Marines would all enter by Deep Striking rather than coming on the board edge. This should be interesting….
The Orks set-up at least one Troops choice, keeping whatever other units they wish in reserve able to come on from any table edge. The Orks set up a Slugga Mob in the Tellyporta station, and the Marines started rolling for deployment from the first turn.
The Space Marines rolled for reserves and got to deploy Tac 1 and Tac 2, and the Scouts. They all deviated somewhat, but none more than 6” from their intended positions. There was no shooting to be done.
The Orks spied the nearest Tac squad and fired their rokkits, managing to kill one marine. Og then used up a whole canister of ammo from his big shoota, trying to make the Marines dance. The Kan didn’t manage to hit anything either because of all the dust kicked-up by Og’s display of “shootyness.”
Chaplain Cervantes and his assault squad dropped-in a little off target, but fortunately they missed the trees. The Scouts made a full move into the trees on the hill to provide some support to Tac 1. Tac 2 moved onto the hill where they were supposed to land. The only shooting was done by Tac 1, who shot at the Kan but failed to damage it with the plasma gun.
The Orks’ only reinforcement to arrive was the fast-moving Warbuggy, who popped-off a rokkit and managed to kill a Marine from Tac 2. Again, Og and his Boyz joined the Kan in laying down a hail of fire. Of course, Og excused his misses as “jus’ keepin’ dere ‘eds down.”
The Devs dropped right on target, but Tac 3 deviated wildly, almost on top of the Warbuggy. The Scouts, sensing an assault by the Kan, moved forward in an attempt to lure it away from the tacticals (I think—although I reminded him later that they wouldn’t be able to hurt it). Cervantes and the Assault squad jumped over the jungle trees but was out of range to shoot anything. The moment of truth came as the Tactical squads rapid-fired their plasma guns at the Kan. 3 hits and one overheat (which was saved). I rolled a 6 to save one of the shots (YESSSS! That’s twice now!) but the others achieved one glance and one penetrating hit, resulting in a destroyed Klaw and immobilization. (Well, I guess it wouldn’t be giving them much trouble now…I was hoping at least to see a plasma-gunner have a meltdown.) Tac 3 obliterated the buggy, with 2 penetrating plasma shots and FOUR glances from bolters.
Well, the rest of the Ork reserves arrived, coming on right behind his lines (heh heh). Grotnutz’ Trukkerz roared on to get in assault range of Tac 3 (heh heh heh). In the shooting phase, not a single Ork managed to kill anything, though they fired with everything they had. Rediculous. (Note: Forgot to shoot with the sluggas on the Slugga boyz though…probably would have made a difference in the ensuing assault if I’d managed to kill even one or 2 marines). Grotnutz and his mob wiped out Tac 3, but lost a boy. They consolidated back into the trukk, to “git reddy for annuva go.” (I’m really getting fond of these guys!)
In what I thought was a bold move, the Scouts and Assault Squad decided to assault the building, and moved into contact with it in their movement phase, placing breaching charges. Of course, the Devs shot at the Kan, getting 3 pennetrating hits, causing a massive explosion which also claimed a few of the nearby boyz. The Tac squads rapid fired and wasted a bunch more. When the smoke dissipated, only about half the Mob remained. They passed their size-check.
“Oi, Rotgutz, git ova ta dat winder and ‘ave a look. I fink I ‘ere sumfin’ outside.” Og finished stomping a few Grots who had failed to provide him with enough ammo.
Rotgutz only made it halfway when the walls blew inwards from two sides, sending rockcrete and rebar shards hurtling through a cloud of dust. From one direction came some humans that looked to Og like yoofs, but then the familiar whine of chainswords turned his head to the other breach, where a handful of Marines and a distinctive black figure had stormed in. Og had no need to yell at his boyz, because they were already leaping on the attackers. The fighting was frenzied and bloody, and Og was too busy hacking up the Scouts to try to figure out who was winning. After the action had thinned a bit, he spotted the black figure and moved to square off with him…
In the assault on the building, the Orks and Assault squad went at the same time because of Frags, but the Scouts had to go last. Because we couldn’t tell who was base-to-base or anything, we just let everyone have all their attacks, and split the Ork hits evenly between the Marine Squads. The Ork result was a bit better than average—30 hits, 12 wounds. 2 Assault Marines and 4 Scouts died. The Assault Squad, led by the Chaplain, scored 18 hits (with re-rolls) and 10 wounds, of which only 1 was saved. 9 dead Orks—brutal. The Scouts killed one more but then failed their morale check and failed to break off, so were hacked down as they were trying to get away. The orks made their morale check thanks to the leadership of the Warboss.
In the Orks’ phase, there wasn’t a lot of thinking to do. The Kan fired its big shoota at the Devastators but couldn’t kill any. The Trukk mob moved to assault them and fired their sluggas on the way in, but all wounds were saved. As they climbed the hill to assault the Devs though, they must have lost some momentum, because they failed their Waaagh! test…. The Devs beat down 2 Orks, while the Trukkerz managed to kill 3 and Grotnutz only managed to kill one. The Devs held the line. (Dang!) The Slugga mob assaulted Tac 1 and 2 at the same time, killing 3 marines but losing 3 boyz. In their frenzied state, they didn’t mind the losses, making their morale check (rolled a 2!)
In the fight in the building, Og and 6 Boyz faced Cervantes and 4 Assault Marines. Now that the first turn was over, the Orks no longer got the advantage of fighting from cover (which meant they had an initiative advantage) but the Assault squad no longer got to re-roll misses. Cervantes killed 2 boyz and the Assault squad killed 2 more. Og and his 2 remaining boyz killed 2 marines, and passed their morale check.
The close combat carnage carries on…
In the fight outside the building, the Trukkerz took a few lumps but overcame the Devs and consolidated into combat with Tac 1 and Tac 2. The tacticals killed 2 slugga boyz but lost one more of their own. The Boyz again passed their morale check, rolling a 4. They must have been encouraged by the arrival of the Trukkerz… Inside the building, Cervantes laid-low 2 boyz and the assault marines took care of the last one, but no wounds could spill over onto Og (fortunately). He was growling something about “all da ladz gettin’ in da way” when he decided to take matters into his own hands—4 hits, 4 wounds, 1 save, 3 dead assault marines. “WAAAGH! Take DAT, and DIS, and KOP DIS TOO, ya yella tinboyz!”
In the Orks phase, the battle outside raged on. The marines struck first killing 3 slugga boyz, while the Orks retaliated by killing 5 marines (Grotnutz accounting for 3 with his Klaw). The last Slugga boy tried to leg-it but was cut down by a quick bolter burst. The Marines held their ground, though only 3 from Tac 1 remained…
Cervantes got the drop on Og and wounded him twice before he could extract himself from the pile of bodies around him. “ERRRR, ya fights like a git, tinboy, cumpin me inna back when I wuzn’t lookin. Now ya’s gonna feel me choppa!” Og struk back, hitting twice and wounding twice, but the armor saved the first chop. The second was a massive stroke that nearly took the Chaplain’s arm off at the shoulder, except that the ceramite armor held just enough to wedge the choppa in good. Cervantes, ignoring the pain, stepped back and wrenched himself from the grip of the Ork Warboss, disarming the confounded xeno leader.
“Oi, dat’s a good ‘un, tinboy. Whatcha name, blackie, cuz I gotta put it on me banna when I tell da ladz about ‘ow I crumped ya!”
“The name is Cervantes, Ork, and don’t expect a fight. I intend to end this quickly.” The chaplain wouldn’t honor his xeno foe with the dignity of a salute. Immediately he sprung into a whirlwind of attacks. The first and second smashed apart the big shoota that the Ork was using to parry. The Warboss, quite nimble for his size, dodged the third. But his fourth strike caught the big Ork off-guard and nailed him “roight inna bonce.” Cervantes, looked contemptuously on the large body for a moment, and then strode over to what looked like a control console. Little did he know, as he was placing melta bombs, that Og was starting to come around ("an Ork doesn't get ta be Boss by 'avin a thin skull now, eh?")....
The last members of Tac 1 fought as only Marines can be expected to. Mobbed by twice their number of Orks, they sold themselves dearly, each taking one with them as they went down.
“Dat does it, ladz, let’s git outta ‘ere.” Grotnutz and his remaining 3 boyz lept back into the Trukk and sped off, looking for some other ladz to bring back to the scrap. They picked up a mekboy who was climbing out of a Kan.
“Don’t gotz me toolz, kin ya giv me a lift?”
“Shur, ‘op in.” The mekboy jumped in the back and scrambled to find a handhold as the driver slammed on the gas, accelerating rapidly in a cloud that was as much an oily plume as it was dust. Grotnutz loved the feel of the wind in his topknot. “Go fasta, ya stooped puke, or iz I gonna ‘av ta let dis mekboy tinker wiv it?”
“NAR!” yelped the driver. “Iz me pride an’ joy, Boss!” The driver found another gear, to the delight of everyone.
Though this was an incredibly bloody Draw, the Chaplain held the building as the last Orks were fleeing, so we figured it was at least a campaign victory for the marines, though a costly one.
I had no idea that the marines would assault a full squad of 16 Slugga Boyz and a Warboss in a building. I would have considered it suicide, but that massive first charge led by the chaplain and the initiative/strength/armor advantage that they carried for the ongoing rounds was instrumental in their claming the building. In fact, had Og simply failed to hit or wound in his last turn, the 3 assault marines would have claimed the objective for an outright win. It makes me think twice about some of my assumptions on Orks in combat.
Everyone should go to the General Discussions thread and read the 40K Votewar IV final round—Blood Angels vs Orks. I was thinking by the end that maybe the Orkses could lose a scenario like that. Now, I am almost positive that the Blood Angels list would have given the Orkz a helluva time, and probably could have prevailed. Slugga Boyz tend to be overrated, and their value dwindles dramatically when they don’t get a charge. Now, if they were S4, that might be very different…
this man deserves a medal.... good report again. i enjoyed reading it. if there were ever a bloddy game that was it. good job.
by the way hoe long did it take you to write that?
Once again another outstanding battle report.
Why use science and education when ignorance and superstition will work just as well.
awsome battle report! i always look forward to these. tell me though. what allowed the rines inside the building to reroll thier wounding?
also, when you consolidate back into close combat do you get the charge bonus?
PM me about Aurora Prime Vassal fights! Willing and ready!
Originally Posted by AlbinoAlien
The chaplain allows re-rolled "to hit" rolls on the first round charge, not "wound" rolls...although statistically, in this case, I think the results would be about the same.
I don't believe that consolidating into a new combat yeilds any charge bonuses. There weren't any in this batrep, for sure. Am I wrong?
Edit: These batreps are fun but getting to be a chore. It takes me hours to construct them, far more time than playing them actually does... but all for your amusement! I know how much I appreciate reading someone else's well done batrep. It keeps me stoked between games!
just one thing i saw, you say you consolidated back into the trukk? im pretty sure you cant get out one turn and back in the same turn. of course it might have been that you cant get in and then get back out, but just something to double check.