One word beforehand: If you feel offended by the fact that Death Korps and Orks play side by side against Black Templars, please don't read this.
We wanted to play a bigger game and the Black Templar player was the only one able to fiel 3000 points. I even invented some background, so please continue.
Zeit: 23-05-11-1400
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Alarming news from the front: There are rumors about Friendly Fire from Units of the Black Templar. The Colonel said: "THESE ...!! Their interpretation of "Kill the Green Ones" is flying rodent gak! Instead of shooting the Orks they're shooting at us, just because we wear green!"
Rearward troops began to color their uniforms in brown but the expeditionary army on the front was already in the crosshair of the Black Templar and they were eager to kill everything as commanded. It was said to kill them, perhaps the Death Korps became Renegades?!
Surprisingly, the Orks were totaly happy about it: "New Green Friends! GREEEEN!" With these words they ran past the Imperial Soldiers towards the Black Templars. We were OK with this, this way we had a living, green protective barrier in front of us.
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Players: Arabist and his friend, each with 1500 points of the Black Templars from Arabist.
Garthor with 1500 points of Orks
doubleT with 1500 points of Death Korps
Everything painted! Targets: Primary mission target was a relais on the platform in the center. For the Death Korps this was maybe the possibility to contact some command that would inform the Black Templars about their mistake.
Secondary targets were a smaller relais in the woods, an anti-air gun, a small bunker and a big bunker.
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Situation: In front of us we saw 6 tanks. On the left side on a hill stood a Razorback. It was supposed to have 6 Marines on board. In front of the hill was a unit of Marines with Neophytes. They were commanded by a Champion of the Emperor and accompanied by a Dreadnought.
To the right of them was a fear inducing sight: A Land Raider, probably full with a huge unit of Marines under the command of the company commander Hellbrecht. Next was another Razorback, followed by an Achilles. Another fear inducing sight!
On the far right was a Predator and a Vindicator behind a big unit of Marines.
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Our own situation: The artillery was in position on a secured hill, Bunker Hill. In front of them, holding the anti-air gun was a unit of autocannon teams. The colonel had some soldiers organize some comfy garden chars and spend the day sitting right next to the artillery - from here he had a good view over the battlefield. The Master of Ordnance had a great view, too, but he too was allowed to sit back and relax a view times to smoke a cigar with the Colonel.
In front of Bunker Hill was a loud and noisy unit of Orks with heavy weaponry.
To the right of the hill were the Grenadiers, ready to head towards the forrest. They were accompanied by a unit of infantry and their command. In front of them was another unit of Orks. Because the Imperial soldiers were a bit sceptical about their "new friends" they decided to let them run in front and to wait what would happen.
In the center was a big close combat unit from 3 combined squads. They had bayonets (count as pistols and close combat weapons) and a flamer for each squad. The unit was accompanied by a commissar and the Quartermaster with the medical servitor (Feel no Pain).
Directly behind the 35 men were some Orks in cans. One of them was the Big Boss and they were accompanied by a crazy doc.
To the right of the 35 men was another unit of Orks. Behind them was a unit of the Death Korps. Next to a ruin was another unit waiting to climb to the top. They were accompaned by anoher platoon command squad. To the far right was a loud and noisy unit of Orks on bikes. Far behind them was a unit of Gretchins.
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Round 1 – Black Templars Right from the beginning there was a lot of respect - if not fear - for the orks on bikes. The command couldn't decide how to face this danger, though, because they had also a lot of respect for the huge close combat unit on the other side of the platform that would need some attention.
For the beginning, they settled for a slow movement towards the enemy with only few repositioning. Only the big unit on the left decided to run towards and into the woods. Meanwhile, the other units shot at the orks - which were a very good protective barricade from my point of view.
On the other hand ... a lot of shots didn't even reach us, so we felt rather safe.
On the right side they couldn't quite agree wether to flee or to block the path of the bikers. Anyhow, on this side they reached better results with the dice and made the unit of orks running:
At the end of his first turn he killed some orks and only two Imperial soldiers that by chance found themselfes under one of his templates.
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Round 1 – Death Korps and Orks The horde is runnung. The fleeing orks managed to get back into the game and went towards the enemy. On the whole line, troops marched forward. Well, the orks ran and the disciplined Imperial soldiers marched forward. My guys at the ruin tried to climb into the first floor of the ruin ... double one, obviously they had fear of heights.
While a lot of the orks were a living protective barrier for me, the killacans used my close combat unit as a protective barrier themselfes.
The roaring sound of the artillery was heard all over the battlefield. While the Colonel enjoyed a cool beverage, the Master of Ordnance commanded the artillery to fire at the unit in the woods. "His" shot was a hit, but even these scatter, but only 4 inches, which were nullified completely by his
BS. Bull's eye! The Heavy Mortar, for which I can reroll the scatter dice, immediately scored a hit with the same template:
The Thuddgun scattered and nearly hit the orks.
The bikers drove forward - but only so far that the Templar couldn't attack him. Behind them the Gretchins dared to follow them. But now the bikers shot at the Marines, whereupon the Marines run toward him - 1 inch.
I totally forgot about my 4 grenade throwers in the infantry units and the grenadier unit ...
The autocannons also score some hits in the forrest, the Templars don't seem to roll well when rolling for their cover saves.
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Round 2 – Black Templars The ork player fittingly said about a discussion among the Tamplars: "The bikers do what they do best." They cause fear and distraction.
Additional forces were send: In the back of the bikers - and directly in front of me - the Black Templars shock troops landed without scatter. Later they shot at my unit and killed nearly everything with their two flamers: 1 commissar, 1 watchmaster 3 veterans - including the standard bearer - and 9 soldiers were killed. The officer and his remaining melta gunner miraculously didn't flee but stood in the charred remains of their comrades. The commissar would have been proud - but then again ... this is expected of the officer!!
Missing: 14 Death Korps soldiers:
The 2nd shock troop tried to land between my unit and the ruin but he scattered directly into my unit and rolled to find out that they would come late.
What else happened? Well, just moments ago there was a unit of orks on the dark arear:
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Round 2 – Death Korps and Orks The Colonel stood up and took the binoculars - he had to watch this! For the first time he had the Engineers with their Hades Breaching Drill under his command. Their action now would help him decide wether or not the engineers would see more action in the future. And what a performance ensued ...
No scatter!
The engineers calculations were perfect and they ascended directly under the Land Raider of the command unit. The mighty drill head and the melta cutter worked on the bottom side of the Land Raider and ...
S10 + 6 + 4 = 20
The Hades opened the Land Raider like a can of beans. The +1 on the following roll of 3 made sure the Land Raider wouldn't move any further. The marines would now have to go by foot.
The colonel was laughing and sat back into his sunlounger. The engineers had prooven themselves as usefull even though they were still underground. Maybe they get another drill and some more engineers ...
The Master of Ordnance nodded but said: "Nice, but watch this!" He gave the artillery a signal and the barrels of the guns filled the air with thunder. They sent their greetings of steel and fire towards the Marines. "His" shot scattered but still hit some of them. The Heavy Mortar had to reroll for scatter and hit directly. But now it was time for the Thuddgun: Hit, slight scatter, hit again and again some scatter. The Heavy Bolter of the Colonel's veterans joined the storm of steel and explosion. It was devastating. It was pure overkill! All the cover saves he could throw didn't help him. The Champion of the Emperor was the only one still alive. Blind of rage he ran towards the orks that were closing in on him.
Meanwhile the Autocannons hat the Razorback in their sights. With two grazings shots and a direct hit they destroyed his weapon and immobilized him.
In the center the killacans ran past the Imperial soldiers toward the immobilized Land Raider.
To the right, the remaining infantry unit shot at the shock troops and were joined by the gretchins. They managed to kill 3 Marines! In the same time the close combat unit reached the platform and some even managed to climb it.
The orks ran into the forrest and attacked the Champion of the Emperor. They suffered losses without killing him but remained in combat.
On the right side, the bikes attacked the Marines in front of them that stood in front of the Vindicators dozer blade to protect him (some said, the dozer blade was just there to keep the Marines from runing away ...).
The orks suffered some losses but the Marines suffered a lot more.
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Round 3 – Black Templars Unease in the enemies command center. Over 30 cassualties, an immobilzed Razroback AND an immobilized Land Raider! The mission target in their own area wasn't taken, the mission target in the forrest was nearly lost, the main target nearly taken by the Death Korps and the big bunker is nearly taken by Gretchins. Additionally, they find out that the target on our side is indeed taken by standard troops as the heavy weapon team is part of the infantry platoon. It's not looking well.
One last chance: The shock troops should try to distract the enemy and change the fate. They try to jump in between the platform and the ruins but they scatter. There is a short moment of desperation and fear until they know that they will land on the platform. Everything went better than expected. This way they can attack the Death Korps that try to get the main target.
As expected, the command unit in the Land Raider left their immobilized vehicle. On the far left six Marines also left their immobilized Razorback.
The danger from the bikers nearly induce the commanders to make use of desperate measurements: "I want to shoot the bikers - even if they are in close combat and I might hit my own Marines. I have to kill the bikers!"
But instead they shoot at the close combat squad on the platform. The Death Korps suffered heavy losses even with the medical servitor in reach. But they don't run away.
Another shot at the Hades immobilizes the drill for the next round.
Yet another shot goes towards the now feared autocannons - but remains without impact.
The last shot causes 4 templates over the Gretchins ... Survivors? HAHAHAHAHA ...
In the close combat it gets clear that the Templars may shoot at the bikers again in the next round - the remaining four Marines were killed.
In the forrest the Champion of the Emperor is killed, too, and Hellbrecht and his unit run toward the killacans.
I thinkt the Templars made some mistakes in distinguishing their attacks so that he only killed one ork. The Big Boss hits back and ... kills Hellbrecht
Hellbrecht
No Hellbrecht
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Round 3 – Death Korps and Orks The engineers come out of their tunnel and look around. The colonel watches them and thinks: Their work was a success, so far. But that was mostly due to the Hades, which is now lying around uselessly. Even worse: The unit is only 5 men strong. But the enemy doesn't now about the melta bombs.
There's nearly no movement. On the left the grenadiers and the infantry run towards and into the woods. On the right side I forget to move my infantry.
The artillery has no good targets right now. The Thuddgun uses this turn to reload. On the right side we shoot at the shock troops again: One marine dies. The bikers attack the Vindicator and destroy him.
The engineers show again what they are good for: The melta bomb destroys the storm cannon of the Land Raider.
Close Combat!! That's what they are here for: The close combat unit gets +1 attack, another +1 for their bayonets (count as pistols and close combat weapons). Their flamers and the commissar with energy sword join in. All these dice ... and only three marines die. Still the Death Korps consider themselves as invincible!
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Round 4 – Black Templars Desperation?
After quite some consideration the Marines bring their remaining Razorback to the platform and 6 marines climb up to the Death Korps - maybe this changes the fate. The Predator shoots at the bikers and only three remain. Three bikers, that's not very dangerous, right? RIGHT??
The shock troops on the right side decide to jump onto the ruins.
In the woods it's going good for the Templars: The Dreadnought kills 9 grenadiers and 3 infantry soldiers. The remaining grenadier watchmaster loses his mind in the charred remains of his comrade, turns around and runs away screaming, passing the lieutenant. The lieutenant only shrugs and doesn't move an inch.
The 6 marines from the immobilized Razorback wanted to run to their "own" mission target, the small bunker, but now they were angry about the melta bombs and shot at the engineers. One engineer dies and the remaining phone the Colonel ...
In the center, the remaining Marines lose against the cans and die.
On the platform the 6 fresh Marines join the combat. A lot of Imperial soldiers die but the Marines suffer some losses, too.
The Imperial soldiers still decide to run away, whereupon the commissar executes the watchmaster and restores leadership, moral and order.
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Round 4 – Death Korps and Orks BOOM! The Master of Ordnance orders a shot at the Marines that killed on of the colonels beloved engineers. Two Marines die, four live on. But not for long: BOOM! The heavy mortar shoots, scatters, rerolls and ... Bull's eye. All remaining Marines are killed.
CHARGE! The bikers think that the unusually colorfull Achilles looks quite quite and decide to attack it despite it's size - or because of it'S size?? Well, they do it! They destroy the Achilles!!
WAAAGH! The cans decide to join in on the fight on the platform. Together the Green guys kill some Marines.
All grenades and shots at the Dreadnought didn't do anything, though ...
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Round 5 – Black Templars There's nothing much to tell you here: In the close combat both the Marines and the Death Korps lost a lot of men.
One of the bikers is killed and only two remain. Now, two cannot be of much danger, right? RIGHT?
The two Marines from the shock troop jump from the rion to the big bunker. They cannot get the mission target (only standard troops can) but now it's safe to say that we cannot get it. In an act of sheer hate, the Land Raider shoots at the Hades Breaching Drill and destroys it - finally.
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Round 5 – Death Korps and Orks BOOM! The artillery joins in a concert of steel of fire and finally destroys the Dreadnought in the forrest.
In the close combat on the platform, the commissar kills the remaining Marine - the fight is won!
Now the funniest part:
The two bikers decide to charge the Land Raider, hit it and ... BOOM! The Land Raider explodes.
No Orks or Death Korps were harmed during this scene.
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Results! Remaining troops on the table:
- Templars: One mobile Razorback and two Marines from the shock troop unit.
- Orks: 4 cans
- Death Korps: Company command, heavy mortar, thuddgun, autocannon squad, one infantry squad and the Quartermaster survived without any losses! (492 points, so nearly 1/3 of my list)
To be fair, I have to say that this is mostly due to the orks taking a lot of the cassualties.
Luckily enough, they never attacked or shot at my Quartermaster. I think he thought he was attached to the unit. But he was only following the unit.
The Hades was a lot of fun. I think I need one or two more.
The bikers caused a lot of fear and pain again. They really stood up to their reputation and I fear them as enemies.
The close combat unit is a good choice. It's ok to change their lasguns for laspistols to get +1 attack.
I think I have to sacrifice some minor dice for my scatter dice or something like that. They are unbelievable good.
Several times I forgot to shoot my grenade throwers. I also forgot about some items my units had. Or orders ...
Bunker Hill:
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At this point:
Thanks! To Garthor, the ork player, who helped me from time to time with some rules.
Thanks! To Arabist for the invitation to the game on a really cool table. And a big thumbs up for all his awesome painted Black Templars. Truely a beautiful army and I hope to fight on his side next time instead of against him.
And greetings to Arabists buddy! It was a good game!
And finally:
Thanks! To all my readers on this board! I hope you enjoyed this battle report.