Today's game was the follow-up event, seeing an escalation to 750 points (776 in actual fact), with my forces attempting to take back my Warboss from within one of the Thunder Guards camps situated behind the main lines. The narrative we built was that the Warboss had been taken back to a second line post where the big guns (in this game a matching set of Earthshaker and Medusa guns) were kept to fire on the frontline or other targets of opportunity. The camp had been established in the ruins of Port Hynde, a small tech/industrial outpost brought to ruin during the fighting. The Thunder Guard had set up a camp to bring some new recruits up to speed on the line (giving them a taste of the front from the safety of the second line), with Sharpe passing on some hard earned lessons. As it happened, the camp was being visited by Major-General (Margrave) Chretzo Sigenandus, to look in on the troops and see how the interrogation was progressing.
Ghaz meanwhile had built up a small raiding party and sent them down from the hills and through the ruins and sewerage works, under the command of another, up and coming, Boss. Their mission was to steal into the camp under the cover of darkness, silence the big guns, recover the Warboss and if the opportunity presented, take down Sharpe and the Margrave.
I took the same list as last time:
- Warboss with three Nobz as bodyguard toting Big Choppas and a Klaw;
- Two large mobs (20 Boys) of Sluggas (Ray lent me one of this painted Zulu Ork squads so I could field a fully (or near enough) painted force)
- A mob of Shootas (10 Boys)
To this, I added my Killa Kans and the Deff Dread I have been working on, as well as added 'Eavy Armour to the Boss and Nobz.
|Waaagh the Orks - ready for battle (Ray gave me a lend of some of his Zulu Orks so I had a near fully painted force - the Dread and Shootas are still WIP)|
- A large Blob Squad (30 Guard) which Sharpe joined (again sporting a Lord Commissars stats and having a Warlord Trait which granted him the ability to issue one Order per turn)
- Two units of Melta toting Vets
- A Platoon Command for Sharpe (which he abandoned for the Blob squad)
- The Margrave and his mixed weapons Command team
- Three Heavy Mortars
- The crew for the two big guns
- 10 Sentries
For game purposes, none of the big guns nor Heavy Mortar gun crews would start with their weapons, instead being deployed behind the guns near the tents. We had also agreed that I would be operating under raid conditions; in effect, we settled on using the old Night Fighting and Raid rules, This meant Ray had 10 Sentries (we discussed later we could have trimmed this down) which operated independently of each other and for the first two turns would be able to 'see' 2D6. Rays main force would start inside the barricades without an ability to act until the Raid alert was triggered. This would happen if one of the Sentries saw my Orks, I shot a weapon, or I lost an assault. I was able to deploy in a horseshoe around Rays centred forces. In effect, I was so close the Raid rules weren't really used, as I had first turn and was able to steal a march on Ray and get onto his lines in turn 1.
|The guns are silent as the sun sets - a folly, the young, inexperienced crews taking life easy on the second lines. Sharpes been brought in to shake them up a bit, and bring some experience to the force with his Vets|
|Sharpe (centre right) giving a rousing speech to the new blood, watched on by his Veteran Command element, with the Margrave walking in (centre left), and the Veteran Squads on watch on each flank.|
|One of the Mortar crews keeps on eye on my (WIP) Warboss who I am here to recover|
|I deployed around the camp, with one flank taking my Kans and the Zulu Orks, the opposite flank having the Dread, Shootas and Warboss (with Nob bodyguard), and my final Slugga Mob heading up the centre|
|My Boss took a wound from Overwatch on the way into silencing his first sentry|
|Deploying so close along the long edge flank, I was able to jump into the first line of unmanned weapon pits and silence the sentries within and consolidate deeper into the line|
|The sentries behind the wall started to fire on the advancing Zulu Orks|
|Another sentry hugs cover and awaits his chance|
|The kidlett wanted to play too so she got the dice bucket and started going to town with them|
|Overwatch - so much sigh. Sharpe, the clear-headed Veteran orders his charges to steady themselves and unleash on the charging beast! 45 rounds later....|
|Pop - down drops the Warboss, with a carryover wound onto one of the Nobs. The 4+ armour upgrade wasn't enough - next time I'm stumping for the 2+. That's two Bosses down in two games - Ghaz will not be happy.|
|The Nobz complete the charge and set about doing in for the 'Oomies, smashing 10 down in the first round of combat. Unfortunately, with the Margrave watching on, the new bloods are fearless and stand to, ready to go another round toe to toe.|
|In response to seeing his Veteran buddies torched by the Dread, another Sentry lurking amongst the sandbags uses a Krak grenade to finish off the Deff Dread - those bloody Krak grenades were the bane of this game.|
|The Boys though were able to smash both gun crews and a few more new bloods|
In Rays turn, he brought both the Margrave and his command, as well as Sharpes command element into the fray against the Boys in the centre. The combined assault of the Margrave, two command elements and Sharpe and the remaining new bloods left only two Boys, who promptly failed their Morale roll but were unable to break off and were dragged down and killed. The Earthshaker gun also got its first round off of the match, having been crewed at the end of the last turn.
I was sullen and moping by this point, ruing not taking out the gun crews earlier. I wanted to call it but Ray suggested I see what the Zulu Orks could do. The dice were with me and I got enough on the roll to make it into combat with the Earthshaker crew, losing a Boy to Overwatch on the way in. I consolidate the Boys into cover.
|My wounded Warlord, a prisoner following our first game, remains in the hands of Imperium, destined for some Ratlings cook pot it seems.|
Next game we plan on a larger fight, more towards the front lines - either a full on attack by my Orks on Rays front line (narratively serving as a diversionary attack while this raid took place), or else a full attack on my camp by Rays forces. That Earthshaker shot that Ray got off in turn 3 will need to land somewhere, only time will tell its impact! In either scenario, Sharpe and the Margrave will have to be absent, though on my side the big man himself Ghaz may finally put in an appearance.
In other news, I finished off the Chaos lads I had shown as WIP last time out and started on the Shoota Boys and Deff Dread used in today's game. They need finishing off and then its a toss up between the last 20 Slugga Boys or another unit of Chaos.
|Completed Daemon Prince, Renegade Guard, and Nurgle Lord|
|WIP Deff Dread, Shoota Boys and Casualty|
As ever, happy hobby all.