Cheaphammer 40k FINALE! – the 2nd Ed Revival Project : Battle For The Bridge

And lo, it has come to pass – ALL DA LADZ against Dan’s thin red (well, black) line of Space Marines in the climactic game from the 1993 2nd Ed box set Battle For Armageddon mini campaign.

On the Marine side – two tactical squads of Space Marines, each comprising a Sergeant with bolt pistol and chainsword, a Marine with a missile launcher, a Marine with flamer, and 7 Marines with bolters. For the Orks, it was the Dread, twenty Boyz armed with bolt pistols, axes and stikkbomz and no fewer than FORTY Gretchin, all armed with autoguns – quite the horde!

Forces were organised as follows:

Marines (all Space Marines have Mk7 power armour, bolt pistol, frag and krak grenades):

Squad Raphael (red shoulder pads):

Sergeant Raphael – bolt pistol, chainsword

3 Space Marines – boltgun

1 Space Marine – flamer

Squad Mephisto (blue shoulder pads):

Brother Mephisto – bolt pistol, chainsword

3 Space Marines – boltgun

1 Space Marine – Missile launcher (targeter, frag and krak grenades)

Squad Lazarus (grey shoulder pads):

Sergeant Lazarus – bolt pistol, chainsword

3 Space Marines – boltgun

1 Space Marine – flamer

Squad Cleon (cream shoulder pads):

Brother Cleon – boltgun

3 Space Marines – boltgun

1 Space Marine – Missile launcher (targeter, frag and krak grenades)

MarinesDone

Orks (All Orks and Gretchin wear flak armour):

Da Krusher – Ork Dreadnought armed with two power klaws, heavy bolter and lascannon.

Grugnat’s Mob – ten Orks armed with bolt pistols, axes and frag stikkbomz.

Snikbog’s Mob – ten Orks armed with bolt pistols, axes and frag stikkbomz.

Grit’s Mob – ten Gretchin armed with autoguns.

Grot’s Mob – ten Gretchin armed with autoguns.

Scumbo’s Mob – ten Gretchin armed with autoguns.

Fergit’s Mob – ten Gretchin armed with autoguns.

OrkzOnParade

The Marines got points for wiping out as many Greenskin mobs as possible, while the Orks got a 5 point bonus for getting a mob of six models or the Dread into the Marine deployment zone. Game length was four turns.

Turn 1

To everyone’s surprise, the Orks won the first turn and barrelled forward, Gretchin screening the boyz who were hugging the available cover until they could get within bolt pistol range.

Gretchin fire patters ineffectively off Marine power armour..
..meanwhile, Da Krusher’s lascannon stabs out and downs a marine from Squad Lazarus
Marines hunker down and fire wherever possible, bolters and frag missiles downing an Ork and 7 Grots

And with a Leadership of only 5, it should be no surprise that Scumbo’s Mob break and run for it

Turn 2

This time probability reasserted itself and the Marines scored first turn.

Squads Lazarus and Raphael venture out into the open, hoping to close the range and bring their flamers into play
Krak missile from Squad Mephisto smashes into Da Krusha, sending it out of control – it promptly barrels into the nearest unit, the Gretchin of Grot’s Mob!
Marine fire take its toll on the Greenskin horde…
But humie isn’t having it all his own way! Da Boyz close the range to the exposed Marine combat squads, and three of humanity’s finest fall to bolt pistol fire.

Turn 3

Once again, the Marines won the first turn and the missile launcher teams desperately pumped bolter fire and frag missiles into the oncoming greenskins, while the flamer teams attempted to manouevre in to use their devastating short range weapons to better effect..

Marines pump fire into the oncoming horde, but will it be enough?
Seeing Da Krusha out of control, missile launcher teams focus on thinning out the greenskins with frag missiles.. this proves to be a mistake, as the pilot promptly has a change of heart, wheels around and barrels into the Marine lines, vapourising a brother with its’ lascannon.
“It’s too much!” Gretchin take shelter in a ruin after losing seven of their squad to Marine fire

Turn 4

First turn passed back to the Orks and the boyz burst from behind the screen of Grots to engage the Marines at point blank range!

“WAAAAARRRGH!”  Boyz charge forward, gunning down Squad Lazarus in a hail of bolt pistol fire
It gets up close and personal in the games’ closing moments..
Gretchin blaze away with their autoguns as da boyz get stuck in! Meanwhile, Da Krusha savages Squad Mephisto

 

The weight of fire batters through the Marine power armour..

 

Squad Mephisto marines fall to assault saw and power klaw!

 

Greenskins rampage across the battlefield, overwhelming the remaining Marines!

At the end of the turn, we totted up the points – Orks 4, Marines 1 – a solid win for the Greenskins!

Dan owned up to a lack of concentrating fire on single mobs, as he caused a solid amount of casualties but not actually wiping out or seriously damaging complete units. I did get pretty lucky with Da Krusha’s lunatic rampage not just taking down three Marines from Squad Mephisto but also taking him squarely into the Marine deployment zone! However if Dan’s flamer teams could have gotten in range, or if he’d finished off Da Krusha with a couple of extra krak missiles, things could easily have gone the other way..

So if you’re keeping score, that’s 2-1 to the Orks, so a Greenskin victory in this mini campaign! Props to Dan for a brilliant job on his Marines (whatever he may claim to the contrary) and being a gentlemanly and sporting (if perennially unlucky) opponent.

This project has been a blast, but it doesn’t have to end here – we’re toying with adding a few bits to make these forces 8th ed legal, and just maybe to take them on a pilgrimage to Warhammer World itself, for a game on the hallowed tables themselves! A great way touch base with the roots of what got us into this hobby in the first place.

Till next time, stay thrifty out there, yo 😉

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