Orks vs. SM [1000] Diego Ra Campaign IV - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Grotstompa's Avatar
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    Orks vs. SM [1000] Diego Ra Campaign IV

    CAMPAIGN AT DIEGO RA: BATTLE #4

    Background
    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. 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 has plundered the tombs.

    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.

    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. The Telyportas are critical for the Orks’ supply and reinforcement from the planet. 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.

    In the third engagement, Chaplain Cervantes led a force against the telyporta control station in a quick strike. Catching the Orks by surprise, they stormed the building and rooted out the Orks before planting enough melta charges to ensure that there would be no more reinforcements from planetside. Cervantes recounted a duel with an Ork Warboss and was certain that he had killed the xeno, but tapes from orbital scanners showed a single lifeform escaped the control building just before it was demolished….

    Mission
    With no more reinforcements arriving from the telyporta station, the Marines now had to clear the area and establish a perimeter around the tomb access point. This would be a clear-cut cleanse mission—control table quarters. We decided to up the ante a bit and take it to 1000 pts.





    We played on our 4’ x 4’ table, again re-arranging the scenery. We chose a small hill with a tree cluster to indicate the tomb access and placed it near the center of the board. The marines would have to clear-out the Orks in order to establish control of the area. Marines won the strategy roll and elected to deploy first. The Orks set up in the opposite quadrant, alternating with marines in the placement of units as usual. The Orks won the roll for first turn.



    Turn 1
    All Ork mobs pushed forward through or around the ruins of an old building, flanked by the Kanz. The Warbikes zoomed straight at the nearest enemy unit on the tree-covered hillock immediately in front of them. The Buggy moved out to draw a bead on Dreadnaught Turo, while Grotnutz’ Trukkerz made a fast move into the next quadrant in hopes of flanking the enemy. Led by Og Da Boss, the Orks concentrated all of their firepower on Tac 1 in the Trees. Six Rokkits, 5 twin-linked Big Shootas, and 6 Big Shootas were just enough (with slightly favorable rolls) to mow down the entire squad. The Buggy missed Turo, adding to it’s consecutive-turns streak of doing absolutely nothing.



    The Tac Squads were somewhat caught out of position and moved forward to get a better field of fire. The Devastators also moved to get a better angle. Turo moved up just slightly to get in range of the Buggy, who he gauged to be the immediate threat. His assault cannon rent it into oblivion. The landspeeder likewise hosed-down a Slugga Mob with pure, unadulterated firepower and dropped 5 “aspiring Nobs” while the others observed an object lesson on “How to become a Skarboy.”



    Turn 2
    The Ork’s newfound fondness for Dakka was evidenced by the mounds of shell casings as virtually the entire force moved forward and methodically concentrated their fire on Tac 3. The rolls were not quite as favorable this time, but it was still enough to cut down all but one marine, who hastily retreated from his ill-considered position in the trees. Rokkits from one slugga mob missed the Landspeeder, however. Meanwhile, Grotnutz ordered the inevitable charge and the Trukk mob roared around the Ork building, skidding right up to Turo and unleashing a wave of green berserkers. Turo flattened two boyz before Grotnutz rendered him inoperative with some well-paced strokes from his power klaw. Grotnutz and his boyz consolidated into nearby Tac 2, ready to start some static with the “beakies,” none of whom happened to be wearing Mk6 helmets…



    The marines’ situation was looking decidedly grim when Chaplain Cervantes decided it was time to “assert himself a little.” He counter-charged the Trukk boyz, smearing them all over before they even got to strike. Tac 2 offered the assault marines a few butt-slaps for that one while the assault squad was consolidating back behind the tree-hill. The lone marine from Tac 3 rallied and decided he liked the Devastators vantage point, so he stayed. The landspeeder continued to hose down the Slugga mob, killing five more “aspiring Nobs” while the others decided the Boss ought to know that someone “ad a bigga shoota den ‘im.” (They fell back but made a lucky roll and mobbed-up with the Shoota Boyz—well, next turn…good seguey…).



    Turn 3
    “Wut’s dat you say? Dey gotz mo’ dakka den I do, eh?” Boss Grotstompa crumped a boy just for the suggestion. “If dey gotz mo’ dakka den da bikerz, den I’ll ‘ave ter cum see fer meself…now start shootin, ya gitz!”
    Og Da Boss ordered the Bikers to deal with the Landspeeder while he ordered an all-out attack on Tac 2. They poored firepower on the Marines, killing 4, and the marines voluntarily failed their morale check to fall back out of charge range (doh!). The bikerz riddled the Landspeeder and sent it crashing to the ground.



    Tac 2 rallied and moved back onto the hill behind them, in front of the devastators. The lone trooper from Tac 3 failed his Last Man Standing test and decided to go back to get some reinforcements. The devastators could just barely pick-out one of the Killa Kanz in the distance, and ended him with 3 well-placed Krak Missiles. Cervantes and his retinue again counter-assaulted, jumping from behind the tree-hill to shoot the other Kan. Since the plasma pistol did nothing, a charge from the Vet Sgt was required to take it out. Cervantes added a Krak grenade for good measure, then ordered them to consolidate away from the Orks on the hill. The scouts, who had worked their way around and into the building they infiltrated behind, popped off some bolt pistol shots at the bikerz just to draw their attention away from the main action.



    Turn 4
    The Chaplain and Assault squad had really evened things up, but were precariously exposed, having just missed being able to consolidate into the Orks. Who says Orkses can’t get lucky? The charge by the Slugga mob was the inevitable result, and after a little bit of softening up from big shootas and rokkits, the marines were on their heels. Nevertheless, the marines had the initiative to get their hacks in. The Slugga boyz destroyed all the marines, but lost five of their number before consolidating as far back into the trees as possible. Elsewhere, the bikers were appreciative of a new target and hammered a couple of Scouts who were exposed at the windows.



    It looked like the Orks might have this thing in the bag, until the Marines reminded us why they are, well, Marines. The survivors of Tac 2 joined the Devastators in laying down a deadly hail of bolts and Frag missiles on the tightly packed (oops!) Slugga mob. When the smoke cleared, only 4 boyz remained. They looked at each other and decided to leg it. On the other side of the woods, the scouts took steady aim and fired rapidly with their pistols, happy to see at least one biker punched off his hog.



    Turn 5
    Without much else to do, the remaining Ork forces got busy deciding “’oo ‘as da most dakka.” The scouts were the beneficiaries of all this firepower, and before long, only one Scout was left. He decided the building was too stuffy (despite all the recent perforation) and ducked out the back door.



    End
    At this point the Marines conceded, unable to capture more table quarters than the Orks, and nobody in line of sight to shoot at. This was a surprisingly tight game, again demonstrating why the Assault Squad with Cervantes are easily capable of winning a battle all by themselves. Poor deployment really hurt the marines in this battle, and the Orks also benefited from a good start, using their firepower effectively to eliminate the Marines’ frontline units one at a time.



    Not sure where this leaves the campaign yet, but there should probably be some kind of last-ditch effort on the marines part lest they suffer the wrath of the Administratum for incompetence…

    Last edited by Grotstompa; July 13th, 2006 at 21:26.
    4 bionic bitz for Og "Da Boss" Grotstompa
    40 grots stomped
    400 boyz killed in action
    4000 light years of "Ere we go, Ere we go, Ere we Go" without a break
    $40K spent on GW

    I'm a SM commander with about 20 service studs in my head.


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  3. #2
    Advocatus Diaboli Rork's Avatar
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    Nice report. Really like the maps, clear and concise (something GW seems to forget about ).

    marines voluntarily failed their morale check to fall back out of charge range
    You can't choose to fail a morale check. If a unit takes enough casualties, it must always make the test, you can't just say you're failing it.

    (BGB pg 47)


    Having an army and not owning a rulebook is like owning a car with no steering wheel.

    Quote Originally Posted by amishcellphone
    <3 rork. He does all the arguing so I don't have to.

  4. #3
    Senior Member AtlantianWarrior's Avatar
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    Once again a great report. Well it looks like the orks know what they are doing. If the marines come back, I believe they will be in for a real big fight.
    Why use science and education when ignorance and superstition will work just as well.



  5. #4
    Member neoviper's Avatar
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    if you could choose to fall back, then black templars would have a huge advantage, as they take a test everytime one of them gets killed by shooting

  6. #5
    Senior Member Grotstompa's Avatar
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    They did away with the voluntary fall-back rule? Since when?
    4 bionic bitz for Og "Da Boss" Grotstompa
    40 grots stomped
    400 boyz killed in action
    4000 light years of "Ere we go, Ere we go, Ere we Go" without a break
    $40K spent on GW

    I'm a SM commander with about 20 service studs in my head.


  7. #6
    Senior Member Reflex's Avatar
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    Quote Originally Posted by Grotstompa
    They did away with the voluntary fall-back rule? Since when?

    4th edition.

  8. #7
    Senior Member AlbinoAlien's Avatar
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    Finally! ive been waiting for another one of these reports for ages! once again a great job on the whole thing!
    http://www.librarium-online.com/foru...d.php?t=104497
    PM me about Aurora Prime Vassal fights! Willing and ready!

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