As promised, here's the batrep
…Priority Theta…
Segmentum Command
-Astropath: Jacobus Tull IX
-Segmentum: Tempestus
-Sector: Loki
-Imperial Colony: Badlanding
984.M41
The threat of the recent ork incursion into the Loki sector has been greatly miscalculated. What was thought to be a negligible increase in ork pirate activity by what we believed at the time were several disparate ork factions has been in actuality a calculated probe of our system defense networks. At 21:03 Terran standard time, monitoring station 429B detected a massive surge of warp energy of an unknown origin. At 21:14 a distress signal was received from the merchant lighter Pax Glorum indicating they were under heavy ork attack. System defense ships responding to the distress signal found no trace of the Pax Glorum and were subsequently attacked and destroyed by a massive ork capital ship.
The ship responsible for these attacks was believed to be the flagship of Warlord Snagrod, the Arch-Arsonist of Charadon. The description matches that of a ship engaged by imperial fleets in 4 separate encounters. After receiving and analyzing pict data naval intelligence in Bakka later confirmed it was indeed Snagrod’s flagship. At 23:19 the imperial frigate Flame of Purity reported warp signatures of an estimated 400 ork ships entering the system before all communications with the frigate were lost.
A portion of the ork fleet has split off from the main force and is massing for a direct strike on the colony of Badlanding with Snagrod potentially leading the ork’s vanguard himself. Lord Governor Rawls has ordered the planetary defense forces to aid in the immediate evacuation of Badlanding’s primary colonies. System ships and commercial transports have been requisitioned for the evacuation.
A small force of Astartes of the Crimson Fists chapter has arrived in low orbit and will escort the refugees out of the system, performing boarding actions as required to slow any ork attack on the civilian fleet. The majority of the Crimson Fist chapter is still engaged in final stages of the Pranagar Crusade and will be unable to reach the Loki sector for an estimated 3 months. Imperial Guard regiments in San Leor and Dragina have been dispatched but the battle groups will take several months to arrive. The call for aid fell on deaf ears in Bakka as the majority of Battlefleet Kainen is still in the early stages of reforger.
Rogue trader Enoch Valum as a “favor” to Lord Governor Rawls has assigned his personal army, the mercenary Brotherhood of Nod to defend key manufactorums and refineries until imperial reinforcements arrive. It is no secret that Valum has significant investments in the promethium and tiberium refineries of Badlanding and his generosity was not unexpected. The Astartes strike cruiser Vulkan’s Wrath has pledged aid to the defense of Badlanding. It had been returning to Bakka for re-armament after a successful purgation of the Agrax sector but is now in the process of making its way in-system and the Salamanders will make planet fall within the hour. It is rumored that the forgefather himself will be among them.
After lengthy analysis Segmentum Command believes Snagrod wants to take Badlanding as a staging point for an eventual attack on Rynn’s world. This cannot be allowed to happen as the Crimson Fists current deployment in the Pranagar Crusade has left the planet unable to repel an all out ork invasion. It is believed that the Arch-Arsonist wishes to avenge the damage wrought by the Crimson Fists during Voltigern Crusade of late M40 which left ork systems in the Loki sector devastated.
Current approach vectors indicate that Snagrod intends to take the industrial and manufacturing portions of Krugerport intact so that he may re-fit and re-arm his forces. We believe this to be the case because of the large portion of ork roks and landing craft that have been detected amongst the ships that split off from the main ork fleet. Most of Snagrod’s mass drivers and other ships capable of orbital bombardment have held at the edge of the system protected by a large number of escorts and have set their focus on raiding shipping lanes.
The Brotherhood of Nod has been ordered by its rogue trader master to defend Krugerport to the last man. With the imminent arrival of the Forgefather and his Salamander brethren it is their collective duty to hold Krugerport until reinforcements arrive. Emperor be with them.
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Scenario:
This will be an attack/defend scenario with the imperial side defending against an attack by the orks. The defenders will have the advantage of being well dug in. The attackers will have the advantage of intelligence as to the strength and location of the imperial defenses. Orks will have the first turn.
The brotherhood of nod and salamanders will have access to the following strategic assets:
-Heroic Stand
-Vital Objective
-Obstacles OR defense line (not both)
The orks will have access to the following strategic assets:
-Replacements
-Orbital Bombardment
-Precision Strike
-Da Big Waaaagh
Objectives: There will be 3 objectives placed in the imperials deployment zone. They will be placed a day prior to the game along with the deployment of half of the imperial forces. The 3 objectives will be as follows: a tiberium reasearch station, a satalite uplink node and a salamanders artifact known as the song of entropy.
Points: Each Side will have 5000pts
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Special rules: Recon, Headhunters, Shunt, Real Wrecks, Real Explosions
Recon: The orks have a low cunning that imperials tend to forget about. They have carefully selected a section of Krugerport and studied the forces defending it in great detail. Half of the imperial side’s forces must be deployed the day before the start of the game. The imperial side must also show a detailed list for all forces deployed on the table. This is to give the ork players a chance to carefully plan their strike with a basic knowledge of what they will be up against and where the objectives will be. A recon image of the deplyoment will be taken.
Headhunters: Each player will choose an
HQ independent character or special character to represent them on the battlefield. If the model the player has chosen to represent them is killed, they will be placed on their side and they become an objective.
Shunt: Vehicles may elect to ram a wreck out of their path. A vehicle that wishes to ram a wreck out of its path must elect to do so, similar to a tank shock or ram. It then rolls
2d6 for how far it may move, if it makes contact with the wreck it will be moved out of its path in whichever direction seems logical. Fast vehicles may use
3d6. Skimmers may not shunt/ram wrecks.
Real Wrecks: Vehicle wrecks will be counted as difficult/dangerous to both infantry and walkers and impassable to vehicles unless they elect to shunt/ram it out of their path.
Real Explosions: If a destroyed explodes result is rolled on the vehicle damage table, simply remove the vehicle in question. Do not place a crater.
Game Length: The game will last 6 turns.
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Battle Report:
Turn 1
orks:
The first orks struck fast. Deffkoptas turbo boosted into position for their scout move and proceeded to hammer the imperials with rokkits before plunging head first into them with buzz saws. One deffkopta opened fire on the ogryns causing a wound. Another deffkopta assaulted the count as leman russ vanquisher (nod robot) destroying the vanqisher cannon and stunning it. The lootas in fired a massive salvo from their battlewagon and blew off the basilisk's earthshaker cannon. Lobba batteries opened fire and a massive salvo killed 3 marines from a salamander devastator squad. Lootas fired on a chimera and wrecked it.
Imperials:
The imperials first turn went very well for them. 2 drop pods of sternguard combat squaded and set upon the ork battlewagons, wrecking one and exploding another. A manticore salvo hit the mob of kans and dreads stunning the hell out of them and slowing their advance. It also wrecked a truck carrying a mek with
kff and some ard boys. A deadly accurate mortar strike hit the lootas killing 5 of them and sent them fleeing towards the board edge. The obelisk of light lit up the nobz who had bailed out of their exploding battlewagon and killed 4 of them.
Turn 2
Orks:
The orks second turn saw a slow advance from the mob of kans and dreads. The warboss on bike and a trukk full of nobz advanced as far as they could towards the imperial position. A deffkopta hopped back down into the canyon for cover. The mega dread advance rapidly through the canyon. The meganobz moved up to support the battered nobz. A warboss and his nobz assaulted the sternguard who had wrecked their battlewagon and ripped them to pieces. The mekboy junka fired its las grot bomb at the squad of veterans killing 8 and sending them running. The lobba battery opened up on the autocannon heavy weapon team and sent them running off the board. A combined assault on the sternguard and drop pod decimated the sternguard and blew up the drop pod, clearing a path on the bridge. The mega dread opened fire on the sternguard squad with its killkannon and killed all 5 of them.
Imperials:
Reserves arrived. A drop pod of sternguard landed next to the tiberium research facility to help bolster its defenses. 2 landspeeders deepstruck, one landing near the warboss and his nobz, the other near a battlewagon full of lootas. The first one flamed the warboss and his nobz causing a single wound, the painboy was obviously quite skilled. The second landspeeder opened up on the battlewagon full of lootas and wrecked it. A stray manticore strike landed beside the bridge wrecking a deff dread. Ogryns opened fire on the warboss on bike causing a wound. Straken's command squad fired 4 krak grenades at the warboss killing him. A well placed lascannon shot wrecked the ork skorcha that was getting dangerously close to imperial lines. Plasma cannons from the armored sentinel managed to wreck a killa kan. The obelisk of light open fire on the remaining nobz, wiping out the squad and sending the warboss running.
Turn 3
Orks:
Reserves came on, a deff dread and 2 skorchas. The ork side used their replacements asset to replace the unit of nobz and their battlewagon. The mob of dreads and kans continued their advance across the bridge. A small squad of nobz dismounted their trukk and opened fire on straken's command squad. Several deff dreads marched through the canyon. The maga dread got within striking range. The mekboy junka roared up to support the nobz advance. The mobs of boys began their march toward the enemy lines. The orks called in their orbital bombardment targeting the deathstrike, devil dog and obelisk. It failed miserably and did nothing. The lobbas open fire on the ogryns killing 3 and sending the rest fleeing off the board. The lootas opened fire on the landspeeder that had wrecked their battlewagon and wrecked the hell out of it. The maga dread fired on the drop pod but failed to do any damage. The nobz and the warboss assaulted the landspeeder and wrecked it. The small squad of nobz assaulted straken's command squad killing all 4 of his veterans. The deffkopta assaulted the armored sentinel doing nothing. The maga dread assaulted the drop pod wrecking it.
Imperials:
The last of the imperial reserves arrived. A hellhound, devildog a squad of assault marines, 2 dreadnoughts and a landraider full of assault terminators with librarian. The deathstrike missile finally managed to launch striking the big mek junka. An amazing amount of ork luck saw it only causing a single weapon destroyed result and killing 1 ork boy. The devil dog managed to explode the mega dread. A well placed lascannon shot from the devastators exploded the junker killing one burna and causing the big mek and his burna boys to bail out. They ended up being pinned. The landraider opened up on the nobz killing 2 and sending the squad running. The combat continued between the deffkopta and the armored sentinel. The nobz managed to kill straken moments before the salamander terminators were able to intervene killing the nobz and consolidating towards the bridge.
Turn 4
Orks:
The boys continued their advance. A second squad of nobz dismounted their trukk infront of the salamander terminators. A deffdread managed to scale the canyon and got into position to attack a veteran squad. The skorchas roarded up the center bridge. Ghazzkull called his whaaagh and his meganobz and ard boys closed in on the salamanders. The battlewagon of nobz roared on to the bridge. The lobbas opened fire on the salamander assault squad killing 6 and sending them fleeing off the board. Lootas opened up on the salamanders rhino and wrecked it. Ghazzkull, the maganobz and the ard boys assaulted the sternguard, killing all but vulkan he'stann. The small nob squad assaulted the terminators killing 3 before being wiped out.
Imperials:
The hellhound drove into position and killed all the burna boyz leaving only the big mek standing. The predator drove down the slope to get a better firing positon. Lascannons opened up on the big mek but his
kff kept him safe. A lascannon from the devastator squad wrecked a skorcha. A lascannon struck the deffdread and immobilized. The dreadnought opened fire on the big mek, it's assault cannon managing to get through the
kff, killing the big mek. The obelisk of light opened fire the battlewagon, exploding it and pinning the nobz. The dreadnought moved forward to aid vulkan he'staan.
Turn 5
Orks:
The orks declared their Big Whaaaagh allowing them to double their fleet move. One of the boys mobs advanced towards the voice of entropy, the other charged up the canyon towards the salamanders predator. The big mek charged up the ramp towards the remaining terminators. The remaining skorcha drove past the kans and ignited the veterans squad, killing 8 of them. The lobbas opened fire on the marines holing the voice of entropy but the salvo scattered of the board. Grot riggers on the deff dread managed to fix it's mobility issues. The big mek charged the terminators killing both of them. The ork boyz charged the predator failing to cause any damage. Vulkan finally fell at ghaazkull's hands. A killa kan assaulted the armored sentinel.
Imperials:
The hellhound opened fire on the nearest mob of boys killing all but 3. The landraider and devastators opened up on the other mob of boys, also reducing their numbers to 3. The librarian assaulted the big mek killing him. The game ended early due to time constraints.
Automatically Appended Next Post: We couldn't really figuer out what the song of entropy would be so we decided it was a weapon hidden underground. We used the space marine statue and put a small hatch infront of it sorta like the stature marks its location.