A Green Christmas II: This Time It’s Farcical! Epic Space Marine Battle Report

Seasons greetings all! It’s becoming increasingly clear that with the onset of age, the passage of time speeds up to frankly alarming proportions. I’d swear blind that not five minutes ago Dan & I were raising a glass after a cracking game of the GW classic Space Marine (where the Redeemers Space Marine Chapter fought a valiant action against the villainous Ork hordes of Waaaagh-Bozzhog), and then I check the calendar and discover it’s actually a YEAR.

I know. Shocking. And HIGH time we remedied things.

Back in January, my Redeemers got themselves all tidied up and based, and organised into a 4000pt force and not long afterwards I got busy with the hot glue, cardboard and drinking straws and turned a piece of Christmas present packaging into a majestic Leviathan superheavy command vehicle for the Hazzard 1977th Imperial Guard regiment..

As it stands, said Leviathan is the the sole Epic scale member of the 1977th, so it would be the Redeemers going to bat again with a token measure of Guard support.. The list looked like this:

Special Cards:

Medic – 50pts

Warlord Titan – Rocket Launcher, Laser Blaster, Chainfist, Quake Cannon – 900pts

Imperial Guard Leviathan – 350pts

Company Cards:

Space Marine Veteran Company – 850pts

Space Marine Devastator Company – 1000pts

Land Raider Company – 600pts

Support Cards:

Whirlwind Detachment  – 150 pts

Terminator Detachment – 300pts

Scout Detachment – 150pts

Grand total – 4350 pts

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The Redeemers Strike Force 01
Now, as some of you may recall, we screwed the maths up a little last time out, so we were determined that this time we were going to get things right, so army cards were checked, double checked and checked again for good measure – this time before the beers came out. For WAAAGH-BOZZHOG, Dan was able to bring out all three of his painted up Ork clans, plus the mighty Slasher that had wrought so much carnage last time out:

Special Card:

Slasher Gargant (Snapper, Chainfist, Observation Turret) – 600 pts

Clans:

Goff clan w/ Gutrippa, Bonecruncha, 2 Lungbursta squadrons & Skullhamma Battle Fortress – 1200pts

Evil Sunz clan w/ Gobsmashas, Mekboy Dragster, Bowelburna, Spleenrippa & Nobz Warbikes – 1150pts

Bad Moon clan w/ 2 Weirdboy Battletowers, 2 Braincrusha squadrons, Squig Katapults – 1400pts

Grand Total – 4350pts. And this time we’re sure.

Terrain:

We rolled up a health mix of terrain, including several towns – too many, in fact for the buildings we had supplied in the box so we broke out some of the home made sci-fi terrain we made earlier on in the year (which never made the blog- might have to remedy that) to fill in the gaps. This worked out quite nicely – the Orks would be rushing to loot the vast giga-storehouses of Hazzard’s finest export moonshine, certainly a mission which would require the Redeemer’s immediate attention!

For what seems like the first time in living memory, Dan won the deployment roll off and opted for the southern table edge with a greater concentration of objectives, leaving the Redeemers slightly on the back foot – but not to worry, the Emperor’s finest would save the day and ensure that Imperial liquor cabinets would not run dry on this most festive of occasions! First to 50 Victory Points would be the winner…

Imperial Deployment & Plan

Bugger, I wanted that side! Right, never mind, a Marine is nothing if not adaptable.. looking at the terrain and bearing in mind the experience of the previous game, my rough plan was to get the Leviathan, Devastators, Warlord and Whirlwinds into position and firing as quickly as possible to whittle down the Ork numbers and counterattack with the Veterans and Terminators when the time was right. Scouts would sit on the backfield objective and protect the Whirlwinds while the Land Raiders would act as a fire brigade.

To this end, I placed the armour and the Leviathan covering the open ground on the right flank, Devastators would advance to capture objectives 2 and 3 and plaster fire into the oncoming hordes. I debated what to do with my Veterans and Terminators and eventually decided on something audacious – Veterans would charge forward onto Objective 6 and use that either to springboard an assault or pull back in a fighting retreat onto the Devastator’s guns, while the Terminators would ambush any unwary stragglers. With this rough plan in mind, the Redeemers and the PDF crew of the Leviathan finished their final weapons checks and turned to face the enemy..

Ork Deployment & Plan:

Haha, for once the dice gods favour me! Right, my basic strategy with this army was three pronged – Evil Sunz would loop around and charge in, pinning the main enemy unit in close combat, before pulling out and leaving the central column of heavier but slower moving Goffs to finish them off. Meanwhile the Bad Moons and the Slasher wold provide covering fire and if any close combat targets of opportunity presented themselves, the Slasher would take care of them. Following this, Bad Moons deployed onto the hill with orders to advance onto objective 7 and 5, while the Goffs would charge “hey diddle diddle, straight up the middle” with the intent of pulverising any Imperial unit foolish enough to stand in our way, and the Evil Sunz would secure Objectives 2 and 3. From there – we’d see what happened..

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The armies deploy..
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Bad Moons hold the Ork backfield objectives and provide covering fire with the Slasher in support
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Goffs mass in the centre, Skullhamma to the fore
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Evil Sunz prepare a flanking charge

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Redeemers Veterans and Terminators, with the Medic, realising they’ve massively misjudged deployment..
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Imperial centre – Whirlwinds prepare to rain fire on the greenskins, Scouts ready to move up to secure objective 8 and protect the artillery while the Warlord gets set to stride into the fray!
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Imperial right flank – Land Raiders and Leviathan anchor the flank while the Devastators prepare to secure objectives 2 and 3
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The view from the Imperial lines… ulp!

Turn 1:

The Imperials won the initiative and forced the Orks to move first. This was somewhat intimdating as the Bad Moons and Slasher grabbed three objectives on the Ork right, while the Evil Sunz floored their throttles and hurtled toward the towering peaks of Objective 3, and the Goffs bellowed a mighty WAAAAAAGH, charging through the buildings in the centre towards the hated humiez!

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Evil Sunz deploy forwards, capturing objectives 1 and 2 and contesting 3
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The Goffs emerge from the Ork centre..
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Bad Moons roll forward onto Objective 7 to lay down covering fire
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A sea of red and green…
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Land Raiders swing out to spring the trap – but will it be enough?
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The Leviathan picks it’s targets…
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Veteran Company take a gamble and charge forward to capture Objective 6 with Terminators in support
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Devastators scale the hill to capture Objective 3
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Whirlwinds bring the pain to the Bad Moons, destroying infantry and Braincrushas
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Leviathan adds it’s Doomsday Cannon to the fray
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Why I hate ball rounds: Pt 1- Before…
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Pt. 2: After…
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Pt. 3 – Dan reminds me that I have – had – a Medic in there, giving everyone a 5+ save
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Imperial firepower pounds the Bad Moons
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The Devastators ready themselves for Orkish assault
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In the open ground in front of Objective 2, Imperial Land Raiders engage the Orks
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And in the End Phase, these two muster up vital Orky psychic energy to unleash the next turn…

Turn 2:

The turn began with a mighty WAAAAGH and the roar of greenskin V8s as the Orks won the initiative and opted to move first. A wave of red and green engulfed the Devastators on the commanding heights of Objective 3 – hunkered down on First Fire orders, the Marines grimly zeroed their sights, waiting until they saw reds of their enemies’ eyes..

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Evil Sunz swamp the Devastators on Objective 3
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Goffs thunder forward toward the Imperial centre
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Forging ahead, the Skullhamma plows into one of the Terminator detachment’s Land Raiders.
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Bad Moons and Slasher lay down covering fire
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Imperial artillery lays into the Goffs, felling ten stands of infantry – the boyz push on regardless!
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The Warlord turns his laser blaster on the Bad Moons, killing some unwary boyz while the Goff Nobz take down his remaining Void Shields
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Evil Sunz assault into murderous fire from the Devastators
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They steam in hard, but the Devastators still hold the hill!
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Meanwhile, the Skullhamma demolishes a Land Raider in the woods..
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..before the Terminator infantry (on advance orders) destroy it in turn. That’s what you get for messing with a man’s ride.
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At the end of Turn 2, the marines hold 5 objectives, the Orks 3 – Imperial fire has detroyed the Skullhamma and broken the Evil Sunz, who are forced to fall back, but the Veteran Company is almost entirely wiped out. So the score stands Orks 24 VPs, Imperials 38!

Turn 3: 

The initiative stayed with the Orks for this one, who opted to move first. The Evil Sunz assault had been a costly failure, but with unexpected good fortune on the other flank – wiping out an entire company of valuable Redeemer veterans – would we be able to refocus and redeploy to take advantage?

 

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Evil Sunz fall back to regroup and rally on Objective 1
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Belly gun reloaded, the Slasher fires another lethal ball round – direct hit, straight to the plasma reactor! The Warlord erupts in a pillar of nuclear fire
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Hunkered down on first fire orders, Bad Moon Weirdboy towers lash the Redeemers, finishing iff the Veterans in the ruins and killing a couple of Devastators – it’s not over yet!
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The Imperial right flank, buttressed by the Leviathan, grinds forward, wiping out the Evil Sunz survivors and reclaiming Objective 1
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As Turn 3 comes to a close, the destruction of the Warlord and the proximity of the Goffs in the gulley to Objective 3 has flipped things around again – Orks now lead 37 to 28!

Turn 4:

With the Warlord down, the Imperial left flank was reduced to a few stands of Terminators, but equally the Ork left had crumbled and the Bad Moons had taken heavy casualties to the point where they were perilously close to breaking – even at this stage, it was anyone’s game!

The Orks won the initiative and opted for a bold, aggressive strategy..

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The Slasher barrels forward to destroy the few remaining vehicles of the Veteran Company and capture Objective 6
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Goffs close assault the Whirlwainds and the Scouts charged with protecting them (note the large smoking crater where once had stood a Warlord Titan…
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Goff Gutrippas against Whirlwinds – not a chance
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Scouts fight valiantly but are overwhelmed and outnumbered
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With the Imperial forces out of position, the charge of the Goffs and the Slasher has pushed the Orks up to 46 VPs, but the Goffs suffer just enough casualties to break them, putting the Imperials on 45…

Turn 5:

The Imperial side won the initiative and opted to go first – with the remaining Orks running wild, only an equally aggressive strategy could pull things back!

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Land Raiders burst through onto Objective 4, laying into the remaining Bad Moons
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The remaining Scouts fall to Goff Nobz and armour, and the Orks capture Objective 8
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Imperial fire cripples the Bad Moons, finally breaking them…
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And as the Devastators recapture Objective 3, it’s all over! 59 VPs to the Marines, 46 to the Orks.

Conclusion:

What a game! Right until the end it could have gone either way, especially after the Warlord disintegrated (as he seems wont to do every game).. and the ballsy charge of the Goffs and the Slasher almost swung it. Had the Evil Sunz assault gone better it would have been all over for the Marines, but Dan admitted to getting to unfocused, trying to capture Objective 2 as well as carry the assault. A bit more concentration of force would have enveloped the Devastators and most likely annihilated them. And what the hell was I thinking putting my entire Veteran company in the warehouse?? I may as well have left them at home!

The Goffs are a weird bunch, clumping infantry and tanks together means something very hard hitting but at the same time hard to position right, and it was only really Turn 4 when they were in position to do something significant – and by then they’d suffered enough casualties to have broken. Dan’s going to try mounting them in Battlewagons next time… ulp.

Most Valued Player for Dan was undoubtedly the Slasher, 600 pts but chewed it’s way through 1850 pts of Marines and Titan – nearly half my force! For me, I was impressed by the Leviathan, it’s long range cannon let me put the hurt on the Bad Moons from the opposite end of the table, and in the end that helped push us over the line.

So while we mourn our Veteran brethren and Warlord (and Scouts.. and Whirlwinds.. and Dan managed to kill a stand of Terminators to break them too..) the Leviathan leads a battered taskforce of Land Raiders and Devastators to secure the remaining precious stocks of Luna Luceat liquor. The Imperial Festive Season must go on!

Happy New Year everyone, stay thrifty into 2018!

 

 

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40k Mashup! 8th Ed meets Rogue Trader.. in 1/72!

Just over a month ago, Games Workshop – the company everyone loves to hate – rolled out the all new, super shiny new 8th edition. But this year also marks the 30th anniversary of the book that started it all – dear old Rogue Trader

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Thanks for stealing my childhood, you bastard

Those of you who recall this mighty tome will remember the scenario included towards the end (and may even recall the cut out counters supplied to play it with – yes, I’m serious!) – the now legendary Battle At The Farm!

For those not familiar with the arcane legends of the late 1980s, the Battle At The Farm was a surprisingly in depth scenario detailing the invasion of Rynn’s World, the untimely snuffing out of all but a fragment of the Crimson Fists chapter of Space Marines, with the fifteen surviving Marines and their leader Commander Pedro Cantor running afoul of an Ork patrol led by the devious Thrugg Bullneck and his sidekick Thrugg who have hidden a cache of jewels in the ruined farmhouse that the Marines have holed up in…

Now, despite buying the Rogue Trader book in 1991, I’d never actually fought this battle, and as it turned out neither had Dan, and so with GW making 8th edition core rules available for free online, we cobbled together some DIY Marines and recruited some Orks in from Da Skooderia to make up the forces we needed. In addition, I had my first dealing with blue modelling foam to make Bultha’s Rise (the low hill featured in the Ork deployment zone) and Dan attacked foamboard with scissors, knife and glue to create the farmhouse itself – shout out to Mel The Terrain Tutor and Luke’s Affordable Paint Service for their sage advice on terrain construction and painting (If anyone’s interested in seeing how we made them, let us know in the comments).

So, the order of battle:

Marines: 

Pedro Cantor – Marine Major Hero, power armour, refractor field, power glove, 2 bolt pistols

14 Marines – power armour, boltgun, bolt pistol, knife

Marine – power armour, missile launcher with plasma shells, bolt pistol, knife (and as events would show, serious visual impairment)

These were organised into 3 5-man squads, each posting a sentry. Pedro Cantor was  independent.

Orks:

Thrugg Bullneck – Ork Hero, flak armour, plasma pistol, bolt pistol, chainsword

Hruk – Ork Champion, flak armour, boltgun, boltpistol, knife

19 Ork Boyz – flak armour, boltgun, knife

These were organised into 4 5-ORk squads, one led by Hruk with Thrugg as an independent character.

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Marines cluster in the farmhouse ruins
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There’s trouble brewing…
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Two squads rush to form defensive positions, while Pedro leads the third squad in a flanking manoeuvre through the orchard.
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First turn’s firing – the only weapon in range is the missile launcher, area effect weapon needing 3+ to hit…  FAIL!! To hit ANYTHING!!
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Ork turn 1 – led by Thrugg, the whole force advances through the scrub towards the farmhouse, apart from Hruk’s squad who peel off to deliver a flanking manoeuvre of their own – no firing as everyone is busy charging (well, advancing) forwards…
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Marine firing turn 2… “Humie hates da trees, boss. Stay away from da trees”.. Crimson Fists missile launcher operator failing to cover himself in glory!
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Inside the farmhouse.. “HE’S RIGHT F**KING THERE! WHAT’S YOUR MAJOR MALFUNCTION MARINE?!?”
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Ork turn 2 – with bolters mostly out of range, Thrugg leads a sweeping advance while Hruk’s ladz try sumfink sneaky like..
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I said mostly out of range – one squad fires, downing a sentry – first blood to da Boyz! (Note – we were using Rogue Trader statlines, Toughness 3 and a 4+ save… Marines die pretty easily in this edition!
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Marine turn 3 – right hand  squad moves into the outbuildings to try and thin out the green horde… 
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Success! Sort of – one Ork Boy downed, as humanity’s finest finally hit something.
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Even a stopped clock gives the right time twice a day… and for once the Marine missile launcher accomplishes something!
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Pedro leads the left hand squad through the orchard.. 
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Ork turn 3 – Thrugg leads the way, icing a Marine with his plasma pistol, while the rest of the Orks advance
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Marine turn 4 – deciding caution is the better part of valour, the remaining defenders begin a tactical withdrawal
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Hruk’s squad falls as the Marine flank attack led by Pedro Cantor pumps them full of bolt fire
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Losses from the plasma missile prove too much for the Ork squad to take, fleeing the field (as per new 8th ed rules)
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Ork turn 4 – with bolters now in range, the boyz slow to fire their weapons, taking a toll on the defenders (including missile launcher)
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A Crimson Fist flees! The shame!!!
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Marine turn 5 – It’s lonely in the farmhouse now… the remaining three (!) defenders prepare to sell their lives dearly…
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But have no fear, Pedro Cantor is here!
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Marine bolters cause more casualties, and more Orks flee the field
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Ork turn 5 – Down to one last mob and Thrugg, but so close to victory, the remaining Orks wheel to face the Marine flank attack, dropping two Marines and wounding Pedro!
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Taking advantage of Thrugg’s distraction, another Ork flees the field
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Bellowing his defiance, Thrugg charges Pedro but super accurate overwatch fire from the Marine commander downs the Ork warboss!

And that’s that – with both Hruk and Thrugg out of commission, the Orks have no more chance to win the game. A wounded Pedro Cantor and his five remaining Marines have carried the day – just!

All in all a thoroughly enjoyable game, but 8th still suffers from the curse of IGO UGO… however there is a pleasing element of granularity with the weapons and statlines… in any case, we’re going to refight this soon using the prototype rules from “Future Force Warrior” – Apocalypse: Earth’s sci-fi sister game and see how that stacks up. Meanwhile, props to GW for making these rules available for free and happy gaming!

I’m Dreaming of A Green Xmas… Epic Space Marine Battle Report

The hive world of Hazzard, deep in the galactic south. A friendly and hospitable place, kept prosperous by it’s trade in lethally potent liquor to keep Imperial citizens in a state of blissful stupor.. and home to the Redeemers chapter of the Space Marines.

In the depths of winter, the world celebrates Emperor’s Mass – an ancient custom venerating the day that The Emperor (referred to in ancient Terran texts as Jesus, Santa Claus and Charlie Sheen) was born. Legend has it that on the Eve of this holy day, angels of the Imperium bestow gifts on every pious boy and girl…

But this year something wicked and evil grins on the horizon – licking it’s lips at juicy prey. The vanguard of a mighty Ork invasion force, WAAAGH-BOZZHOG, has made planetfall and an elite Redeemers strike force rushes to meet it…

2950 pts:

Space Marines:

Devastator Company – 1000 pts

Land Raider Company – 600pts

Special Card: Warlord Titan (Rocket Launcher, Laser Blaster, Chainfist, Quake Cannon) – 900 pts

Support Card: Terminator Detachment – 300pts

Support Card: Whirlwind Detachment – 150pts

Orks:

Slasher Gargant (Snapper, Chainfist, Observation Turret) – 600 pts

Goff clan w/ Gutrippa, Bonecruncha, Lungbursta & Skullhamma Battle Fortress – 1100pts

Evil Sunz clan w/ Gobsmashas, Mekboy Dragster, Bowelburna, Spleenrippa & Nobz Warbikes – 1150pts

(yep, straight away – in retrospect neither of us can drink, wargame and add up!)

Deplyoment:

Marines

I won the deployment roll and decided for the southern edge – that allowed me to deploy the Whirlwinds straight into the ruins of the Emperor Ascendant and onto objective 3. A task group comprising the Terminators and Land Raider company would take and hold the Astropath tower (objective 8). Two detachments of the Devastator company would deploy into the town front and centre, securing objective 2, while HQ and the third (Blue) detachment would rush forward and secure objective 4. The Warlord would deploy in between with the idea of supporting both groups and capturing the relay station (objective 1)

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Marine deployment along the southern edge, viewed from the western end.

Orks

Stuck with the northern table edge, I had slimmer pickings, so I decided to abide by the great Orky concept of concentration of force! Seeing as I had basically three manoeuvre units – the Sunz, the Goffs and the Slasher I kept things simple, massing my force on the western side of the table.

With their huge speed, the Evil Sunz would loop round the town and charge the astropath tower (objective 8), while the Slasher and the Goffs would pound up the middle, capturing objectives 1, 6 and 7 in the process and then administering the coup de grace to whatever Imperial forces were  unlucky enough to survive the Sunz onslaught!

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Ork deployment – Evil Sunz, Slasher, Goffs

Turn 1

Orks won the initiative, surging forward like a green tode. The Evil Sunz gunned their engines and raced forward, a motley collection vehicles enveloping the town in a flanking movement and making for the Astropath tower, while the Goffs uttered an almighty WAAAAGH and hurtled forward waving bolt pistols and knives in a furious onslaught. The Slasher moved forward in a somewhat more considered fashion, positioning itself strategically to cover objectives 6 & 7.

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The green tide rushes forward!

On the southern edge, Land Raiders gunned their engines and rolled forward to secure objective 8. Hulking Terminators leapt from the transports into cover while their Devastator brethren deployed in perfect formation from their Rhino transports to grab objectives 2 and 4.

 

Meanwhile, the Warlord lumbered into position between the two task groups

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Ineffectual firing from both sides took out a few Evil Sunz battlewagons and the Mekboy Dragster, but nowhere near enough to make a dent. The Imperials hunkered down for the inevitable onslaught next turn..

 

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Dispositions at the end of Turn 1 – Orks 15VPs, Marines 20VPs

Turn 2

Marines won the initiative and with pretty much the entire force on First Fire orders, we hunkered down and let the green tide come on..

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Evil Sunz orks envelope the task force guarding the Astropath tower (objective 8)
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First Fire defensive fire orders take a toll on the onrushing orks, but it’s not nearly enough..

For the most part, turn 2 concentrated on the Ork rush, Evil Sunz orks engulfing objective 8 causing heavy casualties to the Land Raiders and Terminators. Elsewhere, the Devastators picked off a couple of Goff lead tanks, the Whirlwinds stripped a power field off the Slasher and the Warlord and Slasher engaged in a fairly ineffective exchange of fire.

At the end of Turn 2, Orks lead 24VPs to 21.

Turn 3

We issued orders before checking initiative, having possibly gone A Beer Too Far – I banked on getting initiative and managing an orderly withdrawal, inflicting casualties on the Evil Sunz and luring the Goffs onto the guns of the Devastators and Warlord. Objectove 8 would fall, but we would regain it later.

That was the plan.

Then Dan won the initiative.

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Evil Sunz slaughter the Land Raiders and Terminators in close combat

The Slasher, on First Fire orders, pivoted and fired a ball round into the Devastator detachment holding objective 2:

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Before..
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After.

As their infantry engulfed the defenders on the Astropath tower, the Evil Sunz battlewagons charged the Warlord!

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Hoping for a miracle…
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….nope.
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The Imperial left flank comes to a sticky end

The Orks now held Objectives 1, 6, 7 & 8, as well as breaking the Terminators and the Land Raiders, putting them on 29VPs, but incredibly, the Devastators and the Warlord had caused enough damage to the Goffs to break them and the defenders of objective 8 had sold their lives dearly enough to break the Evil Sunz.. the Marines were on 39! 1 more and it would be an Imperial victory!

Turn 4:

Things were going to the wire this turn. A sole surviving Rhino sped off from the ruins of objective 2 to claim the empty objective 5 while the Orks were forced to swing their offensive to the left. The shattered remains of the Goffs moved to close assault the Warlord while the Evil Sunz regrouped and gave fire support and the Slasher loosed another ball round at the Devastators on objective 4.

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Surviving Devastator Rhino from Blue Group takes Objective 5
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Whirling melee as entire surviving Goff clan assault the Warlord
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Another ball round, another building gone, and the Devastators are one casualty away from breaking..
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After massacring the Goff infantry, a Nobz stand gets lucky – they penetrate the reactor and the Warlord explodes, wiping out everything around it..
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Apart from these guys, who dust themselves off, ready to head back to camp for a squig vindaloo and a fungus ale

Amazingly enough, however, my quick thinking Rhino crew had saved the day, taking me up to 44 VPs – despite the enormous casualties he’d inflicted, gutting my force, Dan could only muster up 37. An Imperial victory!

But to the sole surviving Devastator detachment and Whirlwind battery, as they faced the remains of two ork clans and an undamaged Slasher, I’m sure it didn’t feel that way…

A great game all round, kudos to Dan for playing Orks like they were meant to be played and damn near pulling off a win despite our poor maths! After a brief reflection and a deep resonant belch, Dan declared he accepted the result but felt he’d earned a moral victory, and frankly, I have to agree with him. The pride of Hazzard was well and truly mauled, with only three Whirlwinds, four Rhinos and seven infantry stands remaining against four stands of Nobz, five of boyz and a fully functioning Slasher. The Redeemer’s PR department have their work cut on this one!

Tune in again soon for more of our Epic tomfoolery, and here’s wishing you all a very happy Christmas and New Year!