As promised in the last battle report, we thought we would try out a few games of Kill-Team to mix things up a little from the bigger games. These games represent behind enemy lines special missions, with marine units attempting a number of dangerous raids.
Two missions were selected:
1. Fuel Dump raid: The marines must destroy an Ork fuel dump using demo charges. If they are successful, all Ork vehicles at that location will start the next campaign turn immobilised on a 4+ (roll for each vehicle)
2. Plasma Generator raid: The marines must destroy a plasma generator captured by the Orks using delayed fuse demo charges. If successful, the resulting blast will destroy D6x50 points of Orks at that location.
I took the standard Kill-Team rules from Battle missions and made the following customisations:
Deployment: Surprise Attack. The Orks deploy anywhere on the board more than 12 inches from the table edge. The marines come in from any table edge on turn 1. The objective is in the centre of the table
Army Points = 300 (up from 200). This was to give each of the three marine players 100 points to play with
The marines would also get first turn (to represent the surprise attack)
To avoid 300 points of effectively fearless Orks (as each model is an individual unit) we decided any Orks within 3 inches of a casualty would need to take a break test (rallying automatically at the start of the next turn)
Lastly, I didn’t give the Orks any Universal Special Rules – they were just there to represent garrison troops
Mission 1: Fuel Dump Raid
The fuel dump was located deep within the ruined factories of Forge Precinct Omega. Guarded by numerous Orks it was further protected by crude barricades thrown up by the greenskins.
View from the North
Warbuggies also patrolled the area, along with two nobz (one in Mega armour)
View from the South
With a roar of bike engines the marine raiding force attacked. Bikes, tactical marines, Sternguard and a terminator attacked from the North, Northeast and East
The initial volley of fire was mostly ineffective, although the dangerous rokkit buggy was stunned
In the Northwest corner a flamer-toting biker gunned toward the Orks
Two Sternguard fired Hellfire and Dragon shells into the hapless Orks. The Ork gunners in a nearby tower were quickly killed or suppressed
The tower gunners were finished off by frag missiles fired by a relentless marine
Despite the losses, the Ork forces were still largely intact and the greenskins quickly closed on the marine forces
As the Orks moved through the rubble chocked streets, they began to bunch up, and the flamer-biker really began to earn his points
Close combats began to break out as the Orks closed into assault range. Despite their attacks, the greenskins found themselves outclassed by the elite raiders
The high toughness of the bikes vs. the low strength of the Orks meant the marines could shrug off most attacks without even needing to save.
To avoid being picked off piecemeal, the Orks mounted a strong assault of their own at the edge of the fuel dump
A lone biker approached, seemingly into certain death..
…however, the flamer he was carrying meant otherwise. With a burst of fiery death the fight went out of the Orks. Their morale broken they fled into the ruins, leaving the marines to plant their charges uninterrupted.
Marine Victory!
The Ork forces will have some problems now as their fuel supplies run low in next campaign turn.
Ouch! The marines certainly showed why they are elite forces. The Orks were shot to pieces and hacked down where they stood. Even though they outnumbered the marines force by 28 models to 10, they broke and ran as soon as they lost 50% of their number.
Mission 2: Plasma Generator raid
The plasma generator was housed in a hardened silo surrounded by Orks and barricades.
The Orks had heard the explosions in the distance as their fuel dump went up and were on alert, taking cover and manning their guns
A mega-armoured nob kept the boyz in line as the sound of bike engines grew louder
Get em boyz!
This time the marine raid attacked from the North, East and West. Bikers gunned forwards to engage the Ork defenders
The first volley of melta-fire blasted the weapons off both buggies, removing them as a threat.
This time the Orks were more ready, taking the fight to the marines.
Despite cutting down a tactical marine, the Orks found the Sternguard heavy going. The veteran marines cut down Ork after Ork, their armour seemingly impervious to the greenskins
Rokkit fire from the silo cut down an advancing Sternguard.
Retaliatory fire from the missile launcher silenced the Ork gunners and sent the survivors fleeing down to ground level
Despite a constant stream of Orks charging into combat, the higher initiative of the marines and their superior armour saw them cutting down Orks like machines. Some marines were shrugging off 9-12 attacks per turn without harm
One Ork nob managed to cut down 2 marines (including the relentless missile launcher), but the Ork morale was now wavering as the casualties mounted
When the mega-armoured nob was shot down by a melta-biker, the Orks lost their only remaining heavy-hitter before he could even swing.
With the defending Orks either dead or out of position, the marines planted their charges on the plasma generator and withdrew to their waiting transports
Minutes later the sky lit up as the generator went critical, taking a further 150 points of Ork forces with it
Marine Victory!
Woof! The marines really showed their class there and the Orks showed why they only cost 6 points each…
Full credit to the marine side, their tactics (and cursed armour saves) really won the day. Kill Team was a blast – very cinematic with individual models really making an impact.
As we move into the final turn of the campaign, the deadlock at the Forge Precinct may now be broken thanks to the actions of the Kill Team. Depleted and reduced in mobility, the Orks are now on the back foot against a resurgent marine team…..