Sunday 30 March 2014

4-Orbital Relay - Battle Report

The mission card was a Strategic card called Orbital Relay. It was a standard Kill points game with an bonus objective worth 5 Points which was in the Defenders (Ultramarines) deployment zone.

Edd wanted to play 1500 points.

The orks were not allowed to use Warbosses as per the reward for Edd winning the last game.

The Deployment was done Diagonally. Edd won the initial roll and let me deploy first.

Deployment Orks
I deployed a Wagon, then a mob of Boyz, then a Deff Dread, then another wagon in the middle, followed by another Dread, Mob and a final Wagon the other flank.
Ork Deployment
More ork deployment!
Deployment Ultramarines
Edd only deployed 2 rhinos and a devastator squad and held everything else in reserve. He hid completely out of sight.

Turn 1 Ork
The Orks just charged forwards

Turn 1 Ultramarines
The Devastators did a single hull point on a wagon! A rhino and its tactical squad moved to a ruin.
The Ultramarines bunker into a ruin near the Relay

Turn 2 Ork
The Orks just charged forwards. No targets were in range.
The orks had nothing to do so they tied this ultramarine to the back of the wagon!

Turn 2 Ultramarines
The Land Raider, Vindicator and stormtalon arrived from reserve. Calgar and his tactical squad guard were inside the Land Raider.

The Landraiders multi-melta killed a dread and the land raider and the tactical squad with Calgar reduced the mob of 30 boys down to size. Else where, the other unit of Boys took some wounds.


The Tact squad in the rhino got out and got shelter in a ruin.

Turn 3 Orks
The Killkannons went to work. 2 of the 3 shots hit bang on. Calgars Tactical squad were reduced to a single model and Calgar.




After a direct hit from the killkannon, Calgar and one marine are left.
Another tactical squad was reduced to 3 models and due to some epic Snap shoting by these 3 (5 kills from 6 shots!) made the Orks fail a charge against them.


Before the killkannon...
...and after!
Turn 3 Ultramarines
The Storm talon moved and opened fire on the larger unit of boys along with plenty of tactical marines and Vindicator. This second mob only had about 12 models left.
The Land Raider and Calgar finished off the original unit of Boyz with shooting.

The unit of 3 Marines left standing, quickly ran into a Rhino and headed back to secure the objective.

Turn 4 Orks
The Orks at this point had all 3 Wagons alive, 1 Dread and a unit of 12 Boyz. The Boys got into a Wagon ready to rush for the objective. The killkannons had pretty much ran out of targets which their AP3 templates would hurt and were left to shoot the Vindicator and Tanks, but failed to do any damage.

Turn 4 Ultramarines
The Ultramarines has Calgar and a single tactical marine in the Land Raider, a Stormtalon, 2 rhinos, a full squad of tactical marines, a unit of 3 marines in a Rhino, a Vincidator and a Devstator squad. They had not lost a single kill point yet!

The Ultramarines clearly had revenge and wanted to empathically prove their dominance. The Landraider damaged a Wagon with Melta Fire. The Storm Talon and devastators killed the last Dread.


The Devastators scout out the battlefield


Turn 5 Orks
It was pretty grim at this point. The orks in a last ditch effort to try and save the game charged the objective. A Wagon rammed a Rhino moving 13” (due to red paint job!) however the ram inpact failed to destroy the rhino. The killkannons open fired but due to the Marines using ruins very effectively they didn’t cause as much chaos as they perhaps should have.
RAM THE RHINO!!!


Turn 5 Ultramarines
Calgar got out of his Land Raider alone. He clearly wanted to show the greenskins a feat of strength to raise his profile even higher. He assaulted a Wagon and with his ‘Titanic Might’  and blew it up. Annoyingly the Big Mek inside, my warlord for this fight got hurt by the exploding Wagon!

Calgar uses his 'Titanic Might'
Elsewhere a Wagon was Killed by the vindicator.

Turn 6 Orks
It was hopeless, but in true Orky style I came up with an amazingly awesome plan. It involved charging a wagon really fast getting a few orks out and then hoping I could kill 3 tactical marines holding the relay.

This didn’t work. No Marines died and the Orks were hopelessly left out of cover!

Turn 6 Ultramarines
Calgar charged the Big mek. The rest of his army killed the last Wagon and a all the boys bar a Single Ork Nob!

Calgar crushed the big mek in combat .

The game still continued to turn 7!

Ork Turn 7
Another Mork (maybe Gork) plan came into the orks mind. If my single Nob made it into combat with the tactical squad, survived the attacks, and then killed them all and could hid in cover, I could be cheeky and claim the objective and linebreaker!
The nob made it into combat but was killed before he could Klaw any beakies…

With that death the orks were tabled.

Scores
Urm… Total Ultramarine Victory!


2-2 now in terms of victories, however the Ultramarines have the advantage as they have 2 strategical wins compared to the Orks 1 Logistical win.

Should Edd win a 3rd Strategical battle, he can choose to end the phase of the campaign and force a major confrontation.

There is hope however for the Orks. We have agreed that I can use some experimental rules I have devised for my warboss, Ferotous.

The Armies

Orks
2 Big Meks – Kustom Force Fields
2 units of 30 Boys
2 Dreads
3 Wagons – (killkannons, kannons, rokkits and big shootas)

Ultramarines
Calgar
3 Tactical Squads (2 with Rhinos)
Stormtalon
Vindicator
Devastators (4 Missiles)
Land Raider

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