Battle Report: Astra Militarum vs. Orkz (1,650 pts)

This battle report represents the first mission in a Campaign presently being put on at the FLGS.  It’s based on the Sanctus Reach campaign featuring the Red Waagh.  Generally speaking, it’s Imperium vs. Orkz.


It was a colder night than Colonel Wishart was used to.  Occupying a ridge overlooking his Company’s camp, there was little to protect him from the breeze.  He hadn’t quite decided what he liked better.  The sweltering jungles of the planet Hon’Dras, or the feudal, technophobic society present here on Alaric Prime.  The climate seemed fitting, given his reception here when he made planet-fall.

His own Company arrived well in advance of the remainder of the Cadian regiment presumably still en-route.  When asked where the rest of the fleet was Ulmar the Astropath simply shrugged and walked away.  What was once an organized regiment was now scattered through the warp.  Fortunately he knew had enough equipment, supplies, and personnel at his disposal to allow for a brief campaign.

“This campaign will be brief, if something doesn’t go right for us, and fast.”

The Red Moon laughed at the Colonel’s unease.  The Orkz had arrived a few days following the Expeditionary Force effectively blockading the planet.  It’s not clear what the Orkz were waiting for…  Perhaps the paltry ships left in orbit had been harassing their vanguard…?  It’s tough to say with those Navy yokels —

A star brighter than the rest appeared in the morning sky.  Was it getting brighter…?

He felt it before he heard it, crashing into the ground some miles from his current position.  Wishart wasn’t sure if the thunder he heard was from the impact, or the Knight Commander firing up the Hand of Steel and was wheeling about.  “Does that man sleep in his tank too?!”

Another impact!  This one closer.  Smoke trails and fire balls streaked the morning sky overhead…

3rd Platoon was awake, and running for their fox-holes.  Wishart did the same, running instead for his Command Vehicle.  As he reached the back hatch, he noticed the hardened 2nd Platoon making their way to their transports, leaving the local Magistrate’s keep.

There were more impacts than could be counted now, as the back hatch of 614 closed.   Wishart looked around the Chimera, now fully occupied.  Most of the squad was watching the firestorm erupting around them through the viewports.  Jenkins was particularly excited (and perhaps a bit impressed) with the pyrotechnic display outside the transport.

Gunnery Sgt. Mackenzie sat in front corner of the transport, the only crew member not crowding a viewport.  He lit a cigar, and with religious precision checked his ammunition.  There was ice in his eyes.

” ‘Ere we go…”


 

The Combatants:

Astra Militarum

  • CCS w/ Chimera, Autocannon, Vox, Melta, Tank Hunter USR & Bellowing Voice WL Trait
  • Pask Punisher, multimeltas, lascannon
  • Demolisher Russ
  • 2x Chimera Melta Veterans (4x Meltaguns total)
  • Veterans w/ Forward Sentries, 3x Plasma & Lascannon)
  • PCS w/ 3x Flamer, 1 Heavy Flamer
  • 2x Infantry Squads, 2x Autocannons, Voxcaster
  • Hellhound
  • Vendetta
  • 3x Armoured Sentinels w/ Autocannons
  • Aegis Defense Line

Orkz

  • Warboss w/ Mega Armour, bosspole, lucky stixx, attack squig, ammo runt
  • Weirdboy (ML2)
  • 30 Boyz, Nob w/ powerklaw, bosspole
  • 30 Boyz, Nob w/ powerklaw, bosspole
  • 10 Gretchin w/ Squighound
  • 10 Gretchin w/ Squighound
  • 6 Meganobz w/ 3x Kombi-skorchas, 3x Kombi-Rokkits
  • Battlewagon w/ Deff Rolla & Big Shoota (used as dedicated transport for MANz)
  • 15 Stormboyz, Nob w/ powerklaw, bosspole
  • 10 Warbikers, Nob w/ powerklaw, bosspole
  • 3x Deffkoptas w/ 2x Bigbomms & 3 TL-Rokkits

Deployment:

The Guard Camp at rest.  Infantry Platoon is largely within their Aegis line.  Pask and the Demolisher opposite them.  The sentries always preferred camping better, and are positioned in the woods.  The mounted veterans are on the far right, taking advantage of the keep.  Sentinels and Hellhound loitering in the middle of the Board.
The Guard Camp at rest. Infantry Platoon is largely within their Aegis line. Pask and the Demolisher opposite them. The sentries always preferred camping better, and are positioned in the woods. The mounted veterans are on the far right (off picture, but you can see the corner of the Bastion there…), taking advantage of the keep. Sentinels and Hellhound loitering in the middle of the Board.

Ork Turn 1:

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHH!

Strapped to whatever kind of space-debris floating around the Space Hulk Red Moon they can find, the Orkz deep-strike from orbit onto the table, in a cataclysmic inferno.

The battlewagon deep-strikes right next to the Knight Commander Pask himself.
The battlewagon (with Meganobz & Warboss inside) deep-strikes right next to the Knight Commander Pask himself (just off-camera to the right).

Most of the Orkz scatter minimally, but 3 gretchin die to dangerous terrain for dropping into cover, and the Deffkoptas mishap by scattering onto one of the Chimeras located around the Bastion.  They’re relocated to the far-side of the Board.

Knight Commander Pask, he who never sleeps, identifies the Wagon readily, and engages with Multi-meltas and Lascannons on the side-armour.  The wagon explodes with a fabulous explosion, but fails to do any significant damage to any of the occupants or gretchin surrounding.  (The campaign scenario allowed for D3+1 of the Imperial Guard units to have both Interceptor and Skyfire!  I wound up giving to the infantry platoon, sentinels, and obviously Pask’s Leman Russes)

The Sentinels also opt to open fire as the meteorites come crashing into the fray, knocking 3 bikers off of their jury rigged harnesses, killing them.  The other bikers seem astonished to have not achieved some form of surprise, and fall back.  They stay on the table however!

The Orkz opt not to shoot much, but the Weirdboy lights off a Killbolt, and immobilize the Hellhound, and strip off one of the autocannons from the sentinels.
The Orkz opt not to shoot much, but the Weirdboy lights off a Killbolt, and immobilize the Hellhound, and strip off one of the autocannons from the sentinels.  He draws Perils of the Warp in doing so, but only suffers a power-drain (and takes a wound).
Uhhh, sir?  We might have a problem here!
Uhhh, sir? We might have a problem here!  (Stormboyz are located off camera to the left)
Hate to tell you son, but we're not without our own problems!  Hang in there!
Hate to tell you son, but we’re not without our own problems! Hang in there!
Perhaps today might be a good day to die!
Perhaps today might be a good day to die!

Astra Turn 1:

All sectors now under attack, the Guard contribute to the flames.  Chimeras Hull Heavy Flamers contribute to 17 ork deaths across the board, with the Hellhound turning its turret around roasting another 6.

Wishart orders his Chimera crew forwards, to commit the Orkz to the flame.  The Sentries contribute also, completely wrecking the unit leaving around 8 orkz still standing.  The Weirdboy is brought down with a Lascannon.
Wishart orders his Chimera crew forwards, to commit the Orkz to the flame. The Sentries contribute also, completely wrecking the unit leaving around 8 orkz still standing. The Weirdboy is brought down with a Lascannon.
The Veterans by the keep follow suit, roasting many orkz, raking down more with the lasgun arrays.
The Veterans by the keep follow suit, roasting many Orkz, raking down more with the lasgun arrays.
The Infantry platoon in the middle clears away one unit of Gretchin, executing a standard firing drill to perfection.
The Infantry platoon in the middle clears away one unit of Gretchin, executing a standard firing drill to perfection.  Pask kills two Nobz in Mega Armour, while the Demolisher cannon on his comrade misses the target completely, yet still kills one more of the bikers who are still retreating.

After the first turn, the Guard lead the Orkz 2-0, having two of their characters (the Weirdboy, and Runtherd) but the Orkz are going to get some stomping done in the next turn, and it won’t stay this way for long…

Orkz Turn 2:

The bikes fail to regroup, and can’t even get a favourable result on the mob rule table (they were fishing for a 2 or 3, but couldn’t get it!)  This time, the bikes fall back off the board, still 6-7 strong in number.

The Orkz, furious with their casualties upon their arrival, wreck all three transports on the charge.  The Stormboyz block the exits one of the Veteran’s Chimera’s, and they have to improvise using the escape hatch below and the driver’s viewport.  They were shaken up trying to leave their transport, and will be useless the next turn.

Wishart and his command retinue escape the back of their transport without many problems, despite staring down about 7-8 extremely angry orkz.

Rokkits from the Deffkoptas finish off the Hellhound...
Rokkits from the Deffkoptas finish off the Hellhound…
Wishart and the Company Command Squad escape their wrecked transport
Wishart and the Company Command Squad escape their wrecked transport.
The other Veterans manage to bail out of their transports also, but their situation is more dire...
The other Veterans manage to bail out of their transports also, but their situation is more dire…
But the Infantry Platoon behind the Aegis gets the worst of it, as 4 Mega Armoured Nobz plus the Warboss come crashing through their lines, killing 15.  They did not suffer a single wound during that assault...
But the Infantry Platoon behind the Aegis gets the worst of it, as 4 Mega Armoured Nobz plus the Warboss come crashing through their lines, killing 15. They did not suffer a single wound during that assault…

Four units were destroyed by the Orkz on that turn, but one of their own characters ran off the battle, presumably to look for other, softer  ‘Umies to stomp.  Orkz take the lead, 4-3.


Cpl. Teagarden’s voice was ringing in his earpeace: “They got the fuel tank!  Everyone out—” 

Wishart did not need to be told twice.  Chimeras weren’t built like they were used to, and after this one slewed to a halt having its track removed he already had one foot out the back door.  He staggered out the back, choking back lungfuls of air thick with promethium smoke.

Looking over his shoulder, he found the remainder of 3rd Platoon hopping over the back end of the Aegis Line, being escorted away by some monstrosities the size of dreadnoughts, weapons slick with gore.  He called out to urge them to stand and fight, but it looked like they were already taking up a defensive position near the cliff face.  Good men.

Hitting the Com-link, he brought up third squad in 2nd platoon, positioned nearby…

“Third’s clear!  Hit the camp with everything you’ve got!”  He could hear his own voice echoing in their Vox-caster in the distance.  2nd responded instantly, a burst of blue plasma erupting through the backdrop of red flame.  Wishart thought he saw a few of the monstrosities go down in a massive explosion, but that was not his concern right now…

The Orkz were practically on top of them now, having over-run the Chimera.  Mackenzie had hauled the autocannon out of the back of the Chimera, and positioned it precariously on a rock, but was gunning away regardless.  He could hear heavy autocannon fire coming from beyond 2nd’s position; the Sentinels were driving the mob towards his position!  Before he could call in for support, the Orkz reached their line…


 

Astra Turn 2:

The guard are basically scrambling at this point, trying to stack up enough wounds to cause the Orkz to re-evaluate this whole “WAAGH” thing, and perhaps really put their lives into perspective.

Pask and his Leman Russes, combined with with the Plasma Veterans who were ordered to “Fire on My Target!” bring down 3 more Meganobz, making things very lonely for the Ork Warboss.

Sentinels are covering the CCS’s butt right now, and rake down 4 that lingered near the Chimera.

There's still a lot of Orkz for 5 Guardsmen to kill.  The Orkz linger around the Chimera, but pass their morale check...
There’s still a lot of Orkz for 5 Guardsmen to kill. The Orkz linger around the Chimera, but pass their morale check…

The remainder of the veterans by the keep try to whittle down the number of Stormboyz, and wind up killing their Nob, and causing them to run off the table.  Now, to take care of the other 23 rampaging greenskin behemoths…

The melta-veterans of 3rd Platoon gun down the Stormboy Nob, and cause them to break.  They run off the table.
The melta-veterans of 3rd Platoon gun down the Stormboy Nob, and cause them to break. They run off the table.

The BossNob from the Mega Armoured Nobz is worth 1 VP for the Guard, the Stormboy Nob is worth another, and they keep pace to go in front 5-4.

Ork Turn 3:

The assault continues.  The Warboss hops the Aegis wall to make a run at Pask and the Demolisher, but needs a heroic roll (boxcars, effectively) in order to get into assault.  He does not.

The remaining melta veterans, whose transports were mauled so badly, are assaulted and wiped out.

The last stand of two thirds of Second Platoon.  They are thoroughly routed.
The last stand of two thirds of Second Platoon. They are thoroughly routed.

The Orkz burst among them very suddenly, but the Guardsmen had drawn steel and responded quickly, abandoning the heavy weapons in favour of quickness.  Wishart drew his laspistol, and armed with his sigil of command (The Dictator Stick), proceeded to have at the Orkz.  They were persistent, but the Veterans moved among them, attacking weak points in their muscled bulk, not relying on strength, but used the Orkz chaotic momentum to bring them down.  

Wishart was struck by one Ork, easily two feet taller than the rest.  They made eye contact, battle swirling about them.

The Nob tested the machinery on his klaw, crudely grafted in lieu of his right hand, and lunged at Wishart.  The Colonel tried to bring his pistol to bear, but tripped over a freshly killed Ork.  Off balance, Wishart felt his personal refractor field hum to life, the jaws of the klaw closing around his right arm.  Holding him aloft, but failing to close on his arm, straining against the field…

2014-07-16 20.05.54

 

The pain was intense… Conciousness started to fade, spittle from the Nobz’ hearty laugh evaporating against the refractor field…  He could hear him laughing… 

A flash of movement caught his attention.  Gravity took over.  Wishart crumpled to the ground, but was able to see Jenkins lose an arm for his efforts.  Wishart scrambled around, looking for any type of weapon.

A loud, single shot rang out.  The Nob looked confused, a fresh hole spraying black gore like a fountain.  He crumpled to the ground, still laughing, as if it was some cruel joke.

Wishart looked up, and found Mackenzie, still smoking his cigar, back on his Autocannon still precariously mounted on a rock nearby.


The Orkz take 2 victory points for having routed the two squads of veterans, but the Guard take 1 point for killing the Nob.  The game is tied 6-6.

Game Conclusion:

The game separates into several smaller skirmishes, but the larger ones have been concluded…

Pask guns down the Warboss.
Pask guns down the Warboss, bottom of Turn 3.  From here on in the Guard are on mop-up patrol, the bulk of the Orkz having already been routed.

Once the Warboss goes down, the fight is sucked out of the Orkz.  In their defense, they continue to come at the Guard lines, now reformed, but without the equipment to do any damage.  The Guard continue to pick them off until the game concludes.

Astra Victory, 9-6 after 5.5 turns.

2014-07-16 20.40.06


“This is Vendetta Gunship Oh-Five-Tree… We’re in your A.O., enjoy the show.  Gotcha five by five… *klick*”

A nicer sound in the Comlink he had never heard.  Wishart looked over the battle scarred camp, some of the meteorite impacts were still burning.  He could see the hawk-like shape of the gunship swooping low, carving up some of the remaining Ork resistance with its Lascannons.

His Company was lucky this day.  

“Hell, I was lucky this day…”

The Orkz were routed around this camp, but based on the chatter over the comlink, it appeared this was a planet-wide affair and not about to be wrapped up quickly.  Once the Orkz found a way to get their heavy equipment planet side, and it was only a matter of time, things would get a lot more interesting…

Not that they weren’t interesting already… Second platoon took heavy casualties in the assault, but survivors were coming in about hourly, having fled for some cover.  Some were grievously wounded, and still they came back… but so would the Orkz… and more of them…

” ‘Ere we go, indeed…” Wishart sighed…


2014-07-16 20.37.41

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5 thoughts on “Battle Report: Astra Militarum vs. Orkz (1,650 pts)”

  1. I’m quite enjoying reading all of your battle reports, but especially this one with the narrative “fluffy” parts!

    1. Thanks! I’m hoping to get another campaign on the go to restart my writing somewhat. We’ll see how that goes, I’ve been less than diligent as of late 😦

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