Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Monday, May 6, 2024

On The Painting Desk: Kill Team - Octarius Boxed Set


I have been playing a lot of Kill Team with my local Gaming Guild this year and last year.  I had primarily just been using old Warhammer miniatures, but also picked up and painted a few Kill Teams in the last few years as palette cleansers.  I painted up the Corsairs, Hand of the Archon, and some Sisters of Battle.  Through all of these games, I had been bumming tokens and other brick-a-brack for the game from others.  I didn't expect the popularity of Kill Team to go away, so I decided to bite the bullet and get the Octarius boxed set.  It was pretty cheap.  However, from that boxed set there was a decent amount of "stuff" to paint up.  This ranged from barricades, widgets, terrain and two new Kill Teams!

I got to work on it pretty fast so I could clear the work out of my queue.  This had not really been on my Goals and Objectives for 2024.  I wanted to keep it freed up for a larger project later in the year.  What exactly was still a bit unclear.  

The first thing I painted up was the 6 barricades.  Nothing special, just some quick primer and some Speedpaints to get them done and ready.  I needed them pretty quick for some games!  I also primed the Widgets via brush, but didn't bother painting them beyond that.  The Prime would help me know which widgets were mine! 

You can see a barricade in action in this game!

From there, I assembled the Kill Teams.  I had to make some decisions early on, and here are some of the key ones.  For the Vet Guardsmen, I decided not to use all the fancy guys I could.  I went with a Vet Sarge, two vet guardsmen, a Medic, a Spotter, a Hardened Veteran, a Melta, a Plasma, a Sniper, and a Zealot.  I skipped out on a few of the special dudes.  Controversially, I had to do some conversion work as some of the gunners re-used parts from others, so it was tough to get the load-out I wanted.   

For the Orks, I also made some controversial choices like skipping the Power Klaw on the Nob, ditching the Comms boy, and skipping the Burna.  Instead, I used like 4 standard Kommando Boyz.  Orks have gotten a LOT bigger than when I started with them in 1st edition- RT days! 


Then, I managed to get a sunny, warm-enough day and got them all primed with Grey Seer from a spray can.  This was the Orks, Vets, and the Octarius scrap terrain.  From there, I followed my usual approach of Dark Grey wash and then dry-brushed with white.  This was to prepare them for a good Speed painting! 


I decided to start with the Vet Guardsman.  After all, the Siege Perilous campaign I was part of was Imperial vs. Chaos.  Sure, my Orks were Blood Axe mercenaries and have been since 'Ere We Go days, but I figured the Imperials might get used first.  Plus, they were much more uniform in color and would be easier to batch paint.  

I actually started painting their boots, and just kind of worked my way up the models as I went.  A slightly different approach to how I usually paint.  I typically start at the lowest level, i.e. exposed skin;  and then work up from there.  Since they don't really have any exposed skin I figured this approach was as good as any.  I pretty much made up the color scheme as I went, using the Armypainter Speed Paint colors I had.  These guys took me about 10 hours to completely paint, wash, paint the base, and seal.  The bases came-out way too dark though, but I am not going back to fix them.  These guys are perfectly usable in games now.  


Next, I turned my attention to the Blood Axe boyz.  I figured I would tinker with the Ork terrain as I went along too.  Again, I didn't really start off with a color scheme in mind.  One of the fun "ideas" about Blood Axe boyz from first Edition was that they tended to wear camo colors, but combinations that weren't very effective!  I liked that idea, but was not sure I could pull it off.  Plus, my older Ork boyz were a combination of Bright Blue and Light Grey.  I figured I might want these new ladz to blend in with that force a bit.   


These guys were a bit of a bear to paint.  They are much bigger than the Vets, and they have a lot of stuff going on with them.  A simple speed paint ended up painting the boyz themselves, and then their packs.  It was like painting two different models there was so much going on with their packs!  These guys will fit in just fine with the rest of my Ork Boyz.  

The only parts left to do were the terrain bits.  Honestly, an air brush would have made short work of these, but I don't have one.  Therefore, I decide to brush the majority of it with Speedpaint using Fiery Orange and Grim Black for the bulk of it.  I could have really gone into detail, as these scrap piles had a ton of it.  Ultimately, I decided that I didn't need terrain to overshadow my minis, so I skipped most of the finish work. There is too much detail and I question if "scrap piles" was the best choice for a starter box.  Something that you could paint easier might be a better choice in the future.  Something like crates and barrels, craters, or rock spires maybe?  These were a bit of a chore and slowed down my ability to just play some games.     


There you go.  All the terrain done and ready to game with! 


Final Thoughts

Well, there you go!  That wrapped up my Octarius Boxed Set.  I think the whole thing took me about two months from purchase to finishing the painting on it.  Of course, I am an experienced painter who has spent a lot of time learning how to paint quickly, and who has most of the proper tools.  

As a place for a beginner to start on Kill Team who hasn't played miniature wargames before?  I am not sure this is a great place to get started.  The minis are awesome, but not that easy to paint or assemble.  The terrain is mostly big pieces, but not easy to paint.  The play mat will tear in a matter of days playing and would be better served with a folding, thicker board.  You know, like a Blood Bowl board.  The basic rules are solid and not too complex, and the way they introduce the rules via scenarios is good.  However, each Kill Team has a lot of special rules with individual models often having something unique about them.  

Is this a good place to start wargaming?  Without a mentor or local gaming group?  Probably not.  If you do have a local store, group, or a fellow experienced gamer though it is a pretty good value.  

Could I make a better starter box to attract existing gamers and be good for complete newbies?  Nope.   

Until next time.         


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Monday, November 6, 2023

Battle Report: Restless Stars- Operation: Hemlock

 

Restless Stars is my unit-vs-unit generic sci-fi skirmish game.  Today, my Skumgrod and I are using it to fight a battle in our ongoing and open ended Operation: Hemlock campaign.  This campaign takes place on a homebrew campaign setting in the Warhammer 40K universe circa 5th edition of so.  Despite it taking place in the Warhammer 40K universe, we are using all sorts of games to play-out the campaign.  

Big Boss Nobsplitta peaked out the window of the Mek Shed he was holed up in.  Explosions rocked the area, and the sound of jet engines filled the sky.  Smoke filled the air and made seeing difficult, but he knew the Oomies were coming.  He licked his lips in anticipation of the fight. 

The boyz had landed on this pile of rock and dirt a while ago.  At first, it had been all fun and laughs as they zoomed around on their buggies and Truks just krumpin' all the Oomies they could lay their hands on.  They got all the way to the gates of a big Oomie camp full of slaves for the takin'.  Then, the serious fightin' got started.  Since then, the Oomiez had been the ones having all the laughs.  

Now, he and his fellow Nobz and boyz had been pushed all the way back to the edge of the Big Bloo.  The tin kanz they used to get across from Skarbashz island were no where to be seen.  The only way back there was to swim, and Nobsplitta and his boyz never bothered to learn how.  They had intended to make take over this pile and lord of the Oomie slavez.  It had been a good plan, but Skarbash had failed to deliver on his end of the deal.  Never trust a Morker.  

The Oomiez had hit them with tanks, artillery, bombs, and whatever else they could find.  Most of the ladz had managed to survive holed up in their bunkerz and hutz.  Well, enough had anyway.  The Oomiez had rolled up in their trakz, and now they had to go the rest of the way sloggin'.  This was going to be Nobsplittaz chance to get in some good laughs now.  He and his boyz were still plannin' on rulin' this place, but it might take a bit longer and some 'arder fightin' than he first thought. 

However, there was no place left to fall back to.  It was now or never to show dem Oomiez who was boss of these shakz, and why not now?  

Across the gloom, movement caught his eye.  He squinted and leaned into the peakhole.  Yup, movement across the rubble all right.  Oomiez.  Time for some fun.  He smiled to himself for the carnage ahead. 

Forces: 

For this battle, we changed it up a bit and decided to go more infantry heavy! 

Taskforce: Sword

PDF Command Squad
- Regular Infantry
- Squad Support Weapons     
- Small Size
- Leader

PDF Infantry Squads
- Regular Infantry

Militia Refugees
- Irregular Infantry

Panther's Claws Space Marines
- Elite Infantry
- Armored
- Rapid Fire

Scout Cars x 3
- Regular Mounted
- Squad Support Weapons
- Fast

Ork Defenders

Ork Nobz Squad
- Regular Infantry
- Armored
- Leader
- Combat Weapons

Big Bangerz Mob
- Irregular Infantry
- Armor Piercing
- Rapid Fire

Stomperz X 2
- Irregular Infantry

Basherz x 2
- Irregular Infantry
- Fierce
- Combat Weapons

Killa Kanz x2
- Irregular Infantry
- Armored
- Squad Support Weapons

Dakka Dakka 
- Irregular Infantry
- Rapid Fire

Mission
In the center of the board is a Adaconite spire.  The continued war effort of the Orks on Baron's Rest depends on maintaining access to the Adaconite here.  It is just the tip of the proverbial iceberg, with the Adaconite leading deep beneath the ground.  With this resource, the Orks can continue to build weapons of war and keep their tenacious hold on Baron's Rest.  The force that is touching the Adaconite at the end of the game wins.

In addition, the battlefield is covered in the dense smoke and fog of battle.  LOS is restricted per the rules for this complication. 

Set-up
The terrain is set-up with a scattering of scrap, walls, and buildings.  Both sides set-up 6 inches in from their edge.  

The Imperial forces from their left to right are 1 Scout car, PDF Troops, Command Squad, Militia, PDF Troops, Panther's Claws, 2 Scout Cars.



The Orks on the other side from their own left to right are, Dakka Dakka boyz, Stomperz. Killa Kan, Basherz,  Big Bangerz, Nobz Mob, Stomperz, Killa Kan, and Basherz.  


You can see the Adaconite spire in the center of the board. 

Maneuver Phase: 
Both sides tentatively move up in the smoke, dust, and fog that hangs thickly across the Mek Shedz.  Both sides are hampered by command and control issues.  The Imperial Refugee Militia refuses to move during the opening of the battle.  As the Killer Kanz seem to have trouble on the Ork side. 



The Imperial right flank has some success as the Space Marines and Scout Car manage to eliminate a bold, forward operating mob of Orks with shootas, sending their last scrambling back to safety.  However, the Big Boss starts making his way to the objective under the cover of the Big Bangerz guns.



The Scout car on the Imperial left scoots forward aggressively, but can not see the Killer Kan he his heading straight towards due to the fog.  In addition, the Ork boyz with shootaz on the Ork right have a good firing position on the objective.  



The Imperial Command Squad boldly leads the way and gets to the Adaconite spire first, bravely urging his troops forward.  The Killa Kan on the Ork left sees one of the Scout cars and opens fire, cauing 3 hits.  The Ork Big Boss also manages to get to the Adaconite Spire, but on the opposite side as the Imperial officers.  The Big Boss is followed by a horde of Basher boyz.  

The Ork right flank is hampered by command issues and the fog, failing to do much against the Imperial troops moving in. 

Battle Phase: 
The Panther's Claws open fire on the Ork Big Boss on the Objective and whiddle his forces down.  The Scout Car on the Imperial left manages to see and hit the Killa Kan for serious damage.  In return, the Ork Boss comes around the objective and lights up the scout car for some damage.  The Killa Kan also charges it, but in a fierce close range firefight, the Killa Kan is destroyed when the commander of the Scout Car manages to hit it with a Krak grenade up close.  



On the Ork left, the remaining Killa Kan manages to destroy another Scout Car with accurate fire from it's weaponry.


The remnants of an Ork Basher squad breaks from the objective and attacks an Imperial PDF infantry unit.  The fighting is close and upfront, with 3 Orks taking out 5 PDF troopers.  Firing from the last Killa Kan on the Ork left fails to damage the last Scout Car, while the last Basherz unit surges forward. 


End Phase:
The Last Scout Car devastates the Ork assault on the Imperial right, sending the few Basher survivors fleeing.  The Panther's Claws break cover and try to make for the objective, but they are under the (unreliable) guns of the Big Bangerz.  The Imperial Command Squad at the Objective is reinforced as the Militia finally move up and take positions to defend the Adaconite spire.


The Killa Kan forces the Scout Car on the Ork left to withdraw after damaging it.  On the other side, the Stomperz open fire on the other scout car, but barely scratch it.  The Big Bangerz start chittering excitedly about the enemy Space Marines in front of them and in the open, but fail to fire!  

The Panther's Claws get into position at the base of the Adaconite Spire, but they are exposed.  They trust in their armor.  Imperial PDF troopers on the left fire on the Ork Stomperz, and kill a couple.  



The Ork Killa Kan comes around the corner, and fires into the Space Marines with its big gun and tears the squad up.  In addition, fire from the Ork Dakka Dakka boys put paid to the Space Marines and render them combat non-effective.  The Ork Stomperz also return fire on the PDF troopers and take out a few.  

Finally, the Ork Boss turns the corner and attacks the Imperial Militia up close and personal.  He loses his Painboy, but in exchange he kills three Oomiez and sends them running for safety.  That leaves him and the Imperial Commander holding the Adaconite spire. 


Conclusion: 
The battle for the Adaconite Spire is a draw! 

The squeal of jet engines roars over the battlefield, and both sides have to hastily jump for cover.  Cluster munitions rain down on the field of battle, but when the smoke clears the Adaconite is still standing in No Man's Land between the battling forces.  Neither side was able to successfully take control of the vital resource.   

With heavy fighting in the ruins of the Ork Settlement, Commander Brusilov orders the troopers of Taskforce: Sword back.  He orders the PDF to fall back and encircle the shanty town.  He then calls forward his artillery to begin bombarding the city, and to flatten it.  PDF Heavy Bombers from North Ammoriss proper also join the bombardment, as do local strike fighters.  

The last bastion of the Ork on Baron's Rest was slowly being pounded into a crater. 

Well, the second time I have had a big Restless Stars battle that ended up inconclusive.  Next time, I think we will give Xenos Rampant a go.  Perhaps we can get a more decisive result with those.  I also  printed up a 6mm Imperial force for a big climactic battle, BUT I have been having some issues with the Ork side.  Therefore, the big field battle has been delayed.  I will keep you posted on how that progresses. 


Until next time! 


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Monday, June 12, 2023

Battle Report: Aeronautica Imperialis - Operation: Hemlock

 


This is a game using the Forgeworld Version of the Aeronautica Imperialis rules. 

Warboss Skarbash looked across the crude map of Da' Deff Islands, and he did not like what he saw.  The Imperium was closing in on the last island he possessed.  More and more of his materials were being cut-off, more of his boyz were not coming back, and the Oomiez kept getting more loot to keep fighting.  

He had managed to break out of the bubble and regain some control of the Approaches.  This gave him and his Nobz some breathing room.  It was a long way from pushing the Oomiez out of the way though.  His submersible fleet had mostly been sunk, his wet navy was thwarted.  The only thing keeping the Oomiez from attacking him now was his Air Boyz.  

He had to put a stranglehold on Imperial logistics.  That was where the Oomiez were winning.  The only way he could strike at them was air power.  He had all ready started attacking the Oomie shipping with his fighters, now he needed to neutralize their air re-supply. 

The Orks are trying to intercept and destroy incoming Imperial supplies by interdicting them in the air.  As a result, the air craft have been placed into a convoy system where Imperial interceptors could act as their protectors.  

Forces:

Ammoriss Air PDF
4 Thunderhead Airships
3 Arvus Landers
2 Sentry
+ Skystrike Missiles
1 Sentry Eyes

Ork Air Waaaagh!
3 Ork Fightaz
1 Fighta- Bomma
1 Dakka Jet

Mission:
This is a Convoy Raid mission per the rules found in the Airspace Compilation. The Defender earns VP for every transport that manages to escape the board edge.  

Set-Up:
The game is played on a 6x4 board.  The Convoy is set-up in the center of the board.  The Arvus are in front, followed by the Thunderheads in a diamond pattern.  They are flanked by Sentry's and the Eyes is tailing.  They are at low-altitude around 2 to 3 and speed 3.  The Sentry's are flying top cover at Alt 5.   

The Orks can come in from any board edge.  They choose to clump up the fightas and Dakkajet one of the long edges, coming in fast, at mid-altitude 3 and 4.  The Fighta-Bomma is coming head on from the escaping short edge at slow speed and mid-altitude 2.   


I am breaking up the game into three phases, rather than discussing each turn.  The Maneuver phase is the actions leading up the engagement.  The Combat Phases are when the shooting is going strong.  The End Game are the turns that lead to the key conclusion of the battle.   

Maneuver Phases: 
The order to "Break, Break, Break!" comes over the Imperial Vox, and all the aircraft start to break up.  The Ork fightas curve in on the convoy and it is all too easy to catch them.  Big Dakka rounds start spraying the air.  The Sentry's arc in to intercept and they trade shots ineffectively with the Ork aircraft.  Arvus designated green goes down into the ocean below trailing fire, but a chute is spotted. 


As the Imperial craft continue to scatter, Fighta 1 catches up to Arvus: Red and knocks him out of the sky at close range, the pilot is killed in the barrage.  The Ork Fighta-Bomma is tagged and starts to smoke while one of the Thunderhead Airships also looks worse for wear.  The Sentry Eyes also manages to snap a Pict of Fighta 1 to help I.D. where the Orks sortied from.  However, the initial assaults is over, and now the Ork planes will need to maneuver to get back into the scrap. 



Battle Phase: 
It looks like the Imperials may have busted past the Ork trap, but Fighta 2 leans into his guns and blasts Arvus : Blue into a fireball.  No survivors.  Sentry 2 tries to get revenge, but fails to hit the Ork craft.  


The End Game:
Imperial forces are almost to their air defense umbrella.  

Fighta 2 swoops in on the damaged Thunderhead and leans into the triggers.  The blimp crumples in on itself and falls straight into the ocean below. The crew manage to bail-out before it is too late. The Orks desperately swarm the Thunderheads, and manage to riddle them with shells, but the big airships manage to keep going.  



With there last desperate effort spent, the Orks peel off and head for base.  


Conclusion: 
Let's go to the VP board.  I had three Thunderheads escape and damaged a Fighta-Bomma for 24 points, and I lost 3 Arvus and a Thunderhead, with two more damaged for 31 VP.  Orks win!  

"Colonel Brusilov, a report from Commdore Miles of Taskforce: Chalice," the adjunct saluted smartly as he handed Colonel Brusilov a data-slate.  If Miles sent an official Data-slate it was not good news.  The Colonel absently saluted back and opened the key messages

++++Code Level: Magenta++++

Colonel Brusilov,

Ork air activity has been increasing, and the Ammoriss PDF has been unable to quell them.  Re-supply to Baron's Rest can not be guaranteed.  

Orks are staging out of forward positions in the Approaches from captured Drill Rigs in the Ammoriss Sea.  I am co-ordinating with Vice Admiral Travers from Taskforce: Thorn to re-take these Rigs.  Once secured, we will be able to commence with re-supply as planned.  Until this is complete, re-supply can only be conducting via surface Naval convoy.  

This will impact your ground offensive on Baron's Rest.  With the Emperor's Will, we shall prevail. 

Respectfully, 
Commodore Miles

++++++

The rest of the attachment was the hard equation of logistics matched with the facts of war.  The Colonel had been in service to the Throne long enough to keep his composure in front of the soldiery.  He signaled for an adjunct, and handed them the data-slate.  

"Please be sure to forward this to the Office of Strategic Intelligence at Imperial Tower.  Please have it marked 'Urgent'," He tried to turn his attention to the coming offensive, but the lack of re-supply and the growing loss of air superiority made focusing on the coming thrusts difficult.  

See you at the next Operation: Hemlock battle report! 

 


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Monday, May 8, 2023

Kill Team: Games Workshop- Kill Team Photo Dump

 

My local gaming group has been very interested in playing Games Workshop's Kill Team game system.  Therefore, that is probably my most played game of 2023.  Personally, I tried to get off the GW band wagon around the end of 5th edition or so.  However, I had played the game since Rogue Trader days.  I have a reasonable number of Orks, Eldar, Space Marine, and even Imperial Guard armies.  Therefore, playing games of Kill Team is a rather low effort affair for me.  Other people have the rules and I have all the models I need.  Plus, the others tend to have more than 1 team, so I can try out their cast-offs too.  

I don't normally write-up my reports for the Kill Team games I play as those days at with the gaming group can be kind of tough to write much of anything down.  However, I do try to grab a few photos now and then.  Therefore, this thread is dedicated to my Kill Team photos, interspersed with some thoughts on the game.  

My first 40K miniatures and Rogue Trader Eldar vs. my most recent Corsair Kill Team Eldar

 I ended up going out and buying a Corsair Kill Team because I was under the impression from Blood Bowl that the set may have the rules for the team in it.  Wrong, wrong, wrong.  It is funny to me that if you buy a Blood Bowl team it has the basic rules to play the game in the box, but Kill Team doesn't.  That made me a bit made, so I have not bought a Kill Team box since.  Plus, I am not convinced yet that I want to pay $5-$7 per plastic mini yet for future boxes.  This was one of the reasons I moved away from GW games. 

Ork Sneaky Gitz try to get into position while Da' Boss holds the objective

The game itself is refreshing in the sense that Games Workshop is really trying to modernize the core rules of their games and bring it inline with modern trends.  There is no more clunky BS and WS charts as an example.  Hand-to-Hand is a bit more interesting with the parry, crit, and dice comparison rules.  These are just two examples.  It really does much more modern than I was expecting.  

However, there are a few trends I am not a fan of.  The first is the "bespoke" movement tools and converting all movement and ranges into a symbol.  Next, is the crazy amount of tokens used in the game.  Another gripe is the use of "Hit Points" which I can not stand in wargames.  

Whether I like or dislike a change their is no doubt that the game is designed to appeal to a more modern wargame audience.  Their is an obvious effort in this game to make the game balanced, even if the end result makes it feel a bit gamey.  

RT and 2nd Edition Eldar hit the table

At this stage, the rules still hold together fairly well.  However, I typically only use the Compendium teams which are stripped down versions.  The special Kill Teams are loaded down with all sorts of special rules and exceptions.  Typical GW, but it is what the market wants.  

If you think about Narrative, Gamist, Simulationist spectrum, this game falls squarely on the "gamist" side of things.  The basic Kill Team had no campaign rules so their is no reason NOT to fight to the last man.  I have won a few games with all of my guys dead, but I won on Objectives.  That is clearly a Gamist take on things. 

Ork Boyz move on the objectives

There is no doubt that the new terrain and models are top notch in looks, quality, and visual appeal.  Of course, the inevitable scale creep has happened, and that is just a sign of the times.  With the increase in quality though is an increase in cost as well.  

Stickin' in da boot! 

I have no issue playing Kill Team with my local group.  To me, the game still takes just a tad too long, but that is mostly us jabbering instead of playing!  The rules core rules are pretty straight forward, and the Command Points to trigger special rules for each "turning point" or action is fun.  The Objectives are balanced, even if sometimes they don't make sense narratively, they make sense for a close game.  Plus, there are more than enough factions and Kill Teams to keep it interesting.  You never are exactly sure who can do what across the board from you! 

One of the few times my Corsairs hit the board, and I was not even playing them! 

Overall, I am satisfied with my games of Kill Team.  I am especially satisfied as I am not the one buying and providing the rules.  I am happy to let others take the lead on this one.  If I also had to keep up with the rules updates and faction updates, I would probably be less inclined to play.  It seems like a new boxed set with new rules is coming out every 6 months, and that is a pace I can not keep up with! I couldn't even get the new models painted and ready to play fast enough!  However, since I have a ton of models and not buying the rules I am happy to play what the other folks want to play. 


As an added benefit, we have attracted more new players to our little corner of the gaming world thanks to Kill Team.  We have grown more playing Kill Team than we did playing Castles in the Sky, Historicals, and other games.  It helps that we have been much more consistent in our game nights too.  That growing player base is enough of a reason to keep pulling the game out and putting in on the table.  

Sure, I am agitating to play some Force-on-Force in 15mm, more 28mm Ancients, and we are playing games of Castles in the Sky pretty regularly.  However, nothing seems to be able to attract eyeballs and players than Kill Team.  That right there is reason enough to keep playing.  



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Monday, February 13, 2023

Restless Stars: Operation Hemlock- Pushing back the Greenskin

 


As part of the ongoing Operation: Hemlock we will be having a big battle between the the Orkz and the North Ammoriss PDF on Baron's rest.  

The Ork gangs had come pouring out of the Green Zone and onto Baron's rest for much of the year.  However, their advance had been halted at the gates of Camp Hope(Less) by the combined Refugee Militia and North Ammoriss PDF.  It had been a hard fought slog, but soon the tables were turning.  The PDF halted the Ork onslaught, slowed the rate of Ork reinforcements using combined arms strategy of Land, Sea, and Air.  Then, they hit the Orks hard!  

Thankfully, the Ork resistance had been mostly scattered, with the Orks infighting with each other almost as much as with the Human defenders.  This allowed the Imperial forces to strike hard at the Ork camp with heavy bombers, off-shore bombardment, and even a Space Marine raid to blind them of the approaching PDF columns.  

Colonel Brusilov looked over the holo-map in the back of his command Chimera.  The ground forces were in place.  A wall of armored steel had been slowly pushing down to Look-Out Pointe, the last bastion of Ork resistance on Baron's Rest.  His line had been encountering scattered Ork mobz out in the deserts, and snapping them up.  Only scattered and disorganized rabble had opposed him.      

He was sure the Orks must have been alerted to his troops' presence.  Despite the mountain top of Look-Out Pointe being several hundred feet lower now, it still commanded the land and Sea approaches.  The dust cloud his armored columns were kicking up alone would be visible for miles.  Brusilov was confident that it didn't matter.  This time, he had the firepower, the armor, and the numbers to push the remaining Orks back into the sea.  The battle for Baron's rest was about to end, and the Battle for the Greenzone was about to begin.  

Forces: 

Taskforce: Chalice

PDF Command  

  • Regular Mounted
  • Traits: Blast, Leader

PDF Troopers

  • Regular Infantry
  • Traits: None   
Refugee Militia

  •  Irregular Infantry
  • Traits: None

PDF Mobile Troopers

  • Regular Mounted
  • Traits: Big Unit

Ragnarok Tank

  • Regular Infantry
  • Traits: Big Brute, Heavy Weapons, Slow

Ragnarok Tank

  • Regular Infantry
  • Traits: Big Brute, Heavy Weapons, Slow
Waaaagh! Skarbash

Ork Nob Trukkerz
  • Regular Mounted
  • Traits: Big Unit, Leader
Ork Basherz
  • Irregular Infantry
  • Traits: Fierce, Combat Weapons
Ork Stomperz
  • Irregular Infantry
  • Traits: None
Ork Big Bangerz
  • Irregular Infantry
  • Traits: Armor Piercing, Rapid Fire
Ork Kartz
  • Irregular Mounted
  • Traits: None
Ork Dread
  • Irregular Infantry
  • Traits: Power Armor, Squad Support Weapons
Ork Bikerz
  • Irregular Mounted
  • Traits: Rapid Movement, Squad Support Weapons
Mission
This will be a simple "Secure the Area" scenario.  Instead of rolling 3d6 on the random scenario generator, we decided to just make this a general smack down.  Winner take all! 

However, we did roll up the "Dawn" complication.  Therefore, as the game moves along, Line-of-Sight will increase.  

The Location is pre-set in these battles to be the Outdoor: Desert World. 

Set-up  
We will be using a full 6 foot by 4 foot table.  

In addition, we are using the normal terrain placement rules.  In this case, the Orks are the defenders so they get to set-up the terrain per the guidelines found in the rules.  Due to the size of the board, we will be using 6 pieces of terrain.  

We divided the board into 6 rough 24 inch by 24 inch areas, and placed the terrain around the board like this: 

1- Large hill
2- Dune
3- Rocky area
4- Dune
5- Ruined Walls
6- Rocky Area

The Imperials choose section 1-3, with the Orks in section 4-6.  



The Imperials anchored each flank with a Ragnarok.  From left to right we have the Ragnarok, Mobile Troopers, Troopers, Commander, Militia, Ragnarok.  The Orks from left to right on their side are Bikerz, Kartz, Trukkerz (Nob), Dread, Basherz, Big Bangerz, and Stomperz. 
 

Turn 1: 
The Orks start activating units.  However, it is still night time, so LOS is only 6 MU.  The Ork Kartz manage to dash forward at full speed and get and early jump to the middle of the board.  The Ork Warboss follows on their flank, but lets them lead the charge.  Ork Foot troopers also surge forward on the right flank.  

Imperial troops also move forward in the center, with the Imperial command squad and Armored Unit taking cover behind the dunes by the hill.  The two Ragnaroks also rumble forward on each flanks, very slowly.  

All other units are rattled or confused with their orders and stay put, shaken. 


Turn 2:
The sun continues to rise, and LOS is now 12.  

Ork kartz move forward and fire at the Armored Fist in cover, but only serve to kick up dirt and debris into the air.  The warboss also drives forward shooting, this time the Imperial command squad takes a hit.  The Ork foot soldiers continue to surge forward, with the  Basherz getting into some cover. The Big Bangerz, Kan and Bikez all rally for next turn.

The Imperial Commanders return fire, and take out 2 Effectiveness Points for the Ork Warboss, but the has a Big Unit with him.  The Armored Fist lay into the Kartz, and take out 4 Effectiveness points, but they avoid being Shaken.  The Ragnarok on the Imperial left trundles forward, but can not see any targets.  The one on the right stops as the commander tries to figure out their orders.  The Troopers rally themselves, but he militia is less lucky.  


Turn 3: 
The sun is still rising, giving 18inches for LOS. 

The Ork Boss crashes his trukk into the enemy Arrmored Fist squad, and piles out into the attack.  Both sides lose two in the attack, and the warboss and his troops fall back.   



The Kart cuts across and tries to screen the Imperial Commander.  Meanwhile, the Bikerz get moving and head up to support the main melee.  The Kan rushes forward, while the Runtherderz yell ineffectually at the Big Bangerz.  The Basherz take cover in the ruins, while the Stomperz get confused and mill about in cover.  

On the Imperial turn, the command squad tank shocks the last Kart, and crushes it beneath their APCs treads.  The foot troopers rally and rush up the road to defend their commanders.  However, the two tank commanders are still unsure of their orders and targets.  The Militia is still milling around their deployment point.  



Turn 4: 
The sun has risen enough to make LOS 24 inches.  

The Warboss shouts to the Kan to take out the Imperial Boss.  The pilot enthusiastically fires his heavy weapons into the exposed APC.  Bolt rounds and rockets lash out and blow the Imperial commander and his squad into atoms.  From there, the Ork warboss moves to take cover behind the hill.  The explosion of the PDF tank causes confusion in the Ork lines, and everyone else is shaken. 

The Imperial Troopers and Armored Fist squad fire at the Ork Dread, recognizing the threat, but its heavy armor shrugs off most of their fire power.  A few auto-cannon rounds damage it reducing it to 8 Effectiveness points. It avoids being shaken.  The rest of the Imperial troops rally at the loss of their officers. 

Turn 5:
The sun has risen enough for a 30 inch LOS.

The Ork warboss again tries to assault the entrenched Armored Fist squad, but the Imperials hold the trenches and force them back, and shaken.  The Orks lost three Effectiveness vs. the Guards 2.  The dread's heavy weapons try to dig them out next, but fails to cause any damage thanks to cover. The Stomperz and the Big Bangerz rally. 

The right most Ragnarok fires on the Dread, and hits it for 3 Effectiveness point loss, but fails to shake it!  The troopers on foot, target the Orks in the ruins, and manage to take out two, despite range and cover.  Fire from the entrenched Armored Fist reduces the Warboss to 1 Effectiveness.  The Ragnarok on the right catches the Bikerz in confusion and opens fire on them, reducing them to 4 effectiveness.  The Militia move up behind the Ragnarok.    


Turn 6: 
LOS is now 36 inches.  

The Big Bangerz move up and fire at the entrenched Armored Fist squad, but fail to cause any damage.  The Dread manages to reduce them 1 more Effectiveness point.  The Stomperz rush out of cover and attack the Ragnarok up close and personal.  They manage to reduce it 3 Effectiveness, but lose 6 in the process.  They fall back from the tank, but are not shaken. 


The Imperial forces are shaken by the ferocity of the Ork attack, and are all shaken! 

Turn 7: 
LOS is now 42 inches. 

The Dread moves forward and fires at the troops in the open, killing 1.  The Big Bangerz open up on the Armored Fist Squad, and their heavier artillery is enough to finally kill the troops dug-in by the hill.  The Stomperz move and shoot ineffectually at the Ragnarok.  The last Basherz rush towards the Imperial lines. 

The Imperial forces see the threat coming, and rally across the line.  Only the Ragnarok on the right flank is still shaken.  

Turn 8: 
The Basherz rush into the Imperial troops, and kill 4 before they are put down with bayonet and las-bursts.  The Dread opens up on the Ragnarok, but the shells bounce harmlessly off its armored hull.  The Big Bangerz are out of range, and try to move up but are shaken.  


The Imperial forces rally and target the Orks coming through the rock field on the flanks.  They unload, and reduce them to 2 effectiveness points and shake them despite the cover and range.  

Conclusion: 
Ultimately, it is a draw on the plains of Baron's Rest, as both sides take heavy casualties, but remain in the fight.   No one is able to secure the area.  However, the Imperial forces held a slight edge in Effectiveness Points remaining 33 to 20.  


Colonel Brusilov watched the battle play out across the southern reaches of Baron's Rest.  His troops engaged across the line, but he was disappointed to see no new break throughs develop.  He had used a mix of Imperial Guard, PDF, and Militia in a combined arms approach.  The losses of PDF and Militia were easily replaced from North Ammoriss.  However, replacing the losses of his experienced Guard troops was another matter.  

In retrospect, his next attack he would use his own Imperial Guard forces as the spearhead, while PDF and Militia forces held the line.  Another possibility was to call on elements of his other Taskforce commanders to help break Ork resistance on Baron's Rest.  That meant using air power or naval bombardment to pin down Ork forces before sending in his troops.  He did not relish sharing the victory with them, but they could not move onto attacking the Ork held Green Zone until they had been expelled from Baron's Rest completely.   

I took command of the Greenskins, and I was very disappointed in the performance of my Bikerz and Big Bangerz.  They kept failing their Command checks.  I tried to use my Boss has a battering ram, but my skumgrod wisely kept them in cover to improve their saves.  I had better luck when I used the Boss as a way to boost key units Command rolls.  However, once I wised up it was too late to make the difference.  The Dread was my star unit, and its heavy armor and squad support weapons were an excellent combination.   

My skumgrod's unit of the match was the Regular Mounted unit that he made a Big Unit.  It dug into the dunes, and that made it hard to dig out of.  The extra armor made a big difference when I tried to kill them.  The Ragnarok's were a bit disappointing due to bad command rolls, but they were hard to hurt and when they passed they dealt out the pain.  My Bikez, Dread, and Big Bangerz were the best antidote to these units, but only the Dread managed to get to a place to engage them.  

Meanwhile..... (Bonus Kill Team Action!) 

While Ork forces were being engaged by elements of Taskforce: Sword, Space Marines from the Panther's Claws deployed from their forward operating position in an attempt to raid the Ork camp for key pieces of intel.  Previously, the marines had successfully raided Look-out Pointe.  They expected only a token force of defenders, while the bulk of the Orks went out to the big scrap.  

However, Boss Skragthumpa was not convinced that everything was as it seemed.  He held his warband back.  Maybe it was because he had a scrap with one of his peers, maybe Mork gave him a vision, or maybe he was just a kunning Blood Axe?  Whatever the reason, he and his boyz were there when the Space Marines came rolling in hot.  

The Ork encampments on Baron's Rest had been turned to scrap and ruins by the Ammoriss Air PDFs heavy bombardment.  In addition, artillery from taskforce: Sword had sighted in on the scrap compounds and been steadily raining shells down on them. The two forces came to blows around the remains of the Mek Shedz, called Skrap Alley.   


This was a Kill Team mission where we had to look for intel in scrap piles.  You one a VP for every pile you searched as an action.  Each of us had a scrap pile in our deployment zone, and there were 4 others outside, going across Skrap Alley.  We had identical terrain, mirroring each other.  

As the orks, I chose the aggressive strategem that let me run a model out ahead.  Therefore, I quickly took got a boy across to one of their scrap piles and looted it before the beakies could get there.  As we traded the targeted my boyz, but I concentrated completely on the objectives, not even bothering to shoot back.  

By the end of the second turn, I had lost three boys, but had a VP lead firmly in hand.  He would have to be very aggressive and lucky to unseat me.  Despite taking a beating, I managed to delay and contest enough objectives that he was unable to catch up to me blitzed lead.  


There was barely any shots fired by my side, and my Big Shoota stayed silent the whole game.  However, in the late game we did get into some close combat, and close firefights.  I wounded Marines enough to keep them from getting to their objectives; but not enough to kill them.  

At the end of the day, Boss Skragthumpa was killed, along with all his boyz.  In return, they killed 1 marine, and wounded two others.  More importantly, the sacrifice kept the Pather's Claws from getting the intel on the Ork war machine they were after.  They withdrew with their mission incomplete, as the alarm rang through the Ork camp, summoning more boyz to Skrap Alley to fight. 


A minor set-back to General Brusilov's plans on Baron's Rest. I hope you enjoyed this snippet of Kill Team action woven into this larger battle report.  

Conclusion: 
In the Kill Team game, it all came down to careful Objective play.  I had it pretty well in hand by the end of the 2nd "turning point" of the battle.  However, my opponent still put up a stiff fight, and it went down to the wire.  There is something strangely dissatisfying about winning a game by losing all of your troops!  

I have been building up some 6mm Forces for a climactic battle for Baron's Rest.  I have also been working on some Imperial Subs for Aquanautica Imperialis and some targets for an Aeronautica Imperialis fight.  Those might help swing the final battle for Baron's Rest.  Afterall, if the Orks can impact the supply lines back to North Ammoriss, they might be able to hold out!  


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