| Formation | Content | Costs | Totals |
|---|---|---|---|
| 1 | HQ | 500 | 500 |
| 2 | Tank Company (9 LR,1 V) | 650 | 650 |
| 3 | Tank Company (9 LR,1 V) | 650 | |
| + Hydra | 50 | 700 | |
| 4 | Storm Troopers | 200 | |
| + Valkyries | 150 | 350 | |
| 5 | Super Hvy. Platoon (Shadowsword) | 200 | 200 |
| 6 | Sentinels | 100 | 100 |
| 7 | Artillery Battery (Manticore) | 250 | 250 |
| 8 | Artillery Battery (Manticore) | 250 | 250 |
| Total | 3000 |
| Formation | Content | Costs | Totals |
|---|---|---|---|
| 1 | Great Gargant (inc Warlord) | 850 | 850 |
| 2 | BB (4 gunwagons) | 150 | |
| 1x suppazapp | 50 | 200 | |
| 3 | BB (4 gunwagons) | 150 | |
| 1x suppazapp | 50 | 200 | |
| 4 | BB (4 gunwagons) | 150 | |
| 1x suppazapp | 50 | 200 | |
| 5 | Big BB (8 gunwagons) | 250 | |
| 2x soopaguns | 100 | 350 | |
| 6 | Big BB (8 gunwagons) | 250 | |
| 2x soopaguns | 100 | 350 | |
| 7 | Fighta-Sqwadron | 150 | |
| 2x fighta-bomma | 100 | 250 | |
| 8 | Warband (2N,6B,2G) | 200 | |
| 6x gunwagons | 210 | ||
| 1x gunfortress | 135 | ||
| 2x soopaguns | 100 | 595 | |
| Total | 2995 |
Report by: Simon.
Rich setup the table, it being his home game. We dug out the old 2nd
Edition buildings and so a city battle was the order of the day. I
chose the right long table side as my edge, and so we began to place
formations.
This is where the game started to go wrong for the Orks, I know the game hasn't started yet, but as you can see the IG setup on only one flank, and the poor warlord gargant was definitely not in the right place, neither was half the Ork army. Only three suppazzap squads starred across the city to meet the IG advance.
Orks won the strategy roll and prompty bought a soopagun barrage down on the sentinels, manticores and tank company. This was prompty followed by the flyboyz trying to hit the tank company and failing miserably. Now the IG's turn, que the manticores trying to destroy the supazzap squads, though despite disrupt they managed to do very little damage.
The reminder of the turn for the Orks was moving the supazzaps in
for pot shots and advancing the warband, gargant and other soopagun
mob closer to the action.
The IG went all out to destroy the fragile Ork force directly in
front of them. Which they managed successfully, breaking two of the
three sniper squads as well as denting the exposed soopamob. The HQ
unloaded into a building and dug in.
The final insult to the Orks was the shadowsword destroying the
gunfortress and so killing half the warband while they tried to rush
down the road.
In the end phase the IG cleared all their BMs, while none of the broken Ork units rallied, great.
Now, here was the second failing for the Orks. The warlord tried to
be clever and engage the HQ, there was one chimera within 15cm. It
didn't work. In fact the gargant was broken, with 12 DC and 10 power
fields. The soon to die soopamob fired one last volly.
The tank companys rolled forwards, and the sniper squads disappeared
under the imense firepower.
The depleted warband struggled to get within engagement range, only
to be hammered by a manticore barrage. The flyboyz entered to try
and inflict some damage, but faded out rather ineffectually.
The end of the turn finally arrived, and it wasn't looking good for
the Orks. Broken formations littered the battle field, and very few
rallied. It took the warlords reroll to rally the gargant. The IG
once again removed BMs and looked convincingly in the lead.
Now the IG had to win the game, and the Orks had only to stop them; long ago the chance for an Ork victory had been lost.
The IG won the strategy roll, and unloaded fire on the remaining sniper squad. The Ork flank pretty much collapsed.
The warlord, enraged by his failing attack decided it was time for
revenge, charging the IG HQ in the building he inflicted 7 kills and
a further 5 for difference in combat resolution. The IG supreme
commander was killed and they fled the building and the
objective. The gargant moved on to the objective to try and claim
something.
The flyboyz made their presence felt as they commanded the sky uncontested. They managed to inflict significant damage on the Storm Troopers (who had be hit by a sniper squad on turn 1 and so already reduced). Not much else happened, the tank companys unloaded on the gargant lacking any other targets. The sheer weight of firepower breaking the gargant for the second time in the game.
Checking victory conditions, it was 0-0, so the Orks were holding on just. Nothing much rallied for the Orks, the IG contiuned to consolidate. The gargant managed to rally, thankfully.
The Orks only had three formations unbroken, one of which was the flyboyz. The gargant tried something clever again, failed the initiative and his reroll and was left out of range of the IG break their spirit, but he fired anyway in defiance. Nothing much died, but they were reduced.
It was now that the IG spotted the chance to win, with no unbroken
enemy in their half except the gargant, and it being the break their
spirit goal both tank companies and then the shadowsword unloaded on
it. One fire broke out. Then the last sentinel (the other three
destroyed in the turn 1 soopa barrage) which had finally rallied end
of turn 3 moved in for a pot shot to put a blastmarker on the
gargent and break it.
It actually hit as an added bonus, caused damage and got a critical
so two fires raged
with only one point of damage left on the broken gargant.
With nothing left to do, we began the end phase. My two remaing sniper squads rallied, both reduced to one gunwagon; denying the IG 'they shall not pass'. The gargant failed to rally, but now had to roll for the two fires, with only one point of damage left the 'break their spirit' was almost surely the IGs. Alas, a 5 and a 6 ensured the warlord remained, shouting from atop his burntout wreck of a gargant. The remains of the Ork Army was in ruins, only the flyboys remained untouched.
Well, it ended 0-0, the flyboyz had successfully thwarted the IGs
plan to capture the blitzkrieg, the defiant warlord stopping break
thier spirit and defend to flag; and the lone rallied gunwagon
stopping they shall not pass.
For the Orks, well the lack of any functioning formations hampered
any attempt to take objectives and the result was a desparate
attempt to hold on.
Victory Points, well the Orks had broken and reduced the Storm
Troopers (350) and the Sentinels were reduced (50), that was
it. Total 400VP. For the IG, it was quicker to work out what wasn't
counting, the rallied but reduced sniper squads (2x 100) and the
flyboys (250). Total 2550 VP. A total disaster in terms of fighting
units, but this game isn't about killing your opponent.
The concentration of force the IG put together, against the weaker support elements of the Ork army spelt disaster early on. The shadowsword paid for itself many times over, crippling the mounted warband and almost destroying the gargant. All I can say as the Orks is that I'm damn pleased there wasn't a turn 5.
| Richard | 2550 VP | 6 | 3 | 400 VP | Simon |
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