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2015/04/07 12:56:42
Subject: The Raid on Kastorel Novem - game 7 finale complete
Following on from my Anphelion Project campaign (IA4 2nd ed) http://www.dakkadakka.com/dakkaforum/posts/list/628950.page I decided to run Raid on Kastorel Novem (IA8 v1) even though I have a sneaking suspicion its being updated by FW as we speak!
A Lexi summary can be found here:
Spoiler:
In 952.M41 Waaagh! Garaghak had invaded the Kastorel-Novem Sector and transformed its capital, Kastorel-Novem, into the Ork base of operations and manufacturing world by enslaving the local population. Garaghak had much bigger ambitions however, and in 988.M41 began assaulting the Forsarr Sector. Worse still, the Greenskins were backed by heavy weapons, Stompas, and Gargants due to the mechanical genius of Garaghak's trusted lieutenant, Mekboy Buzzgob. Determined to stop Garaghak with a surgical strike on his base of Koastrel-Novem before he could cause anymore damage, the Imperium deployed elements from 4 companies of the Raven Guard under Shadow Captain Korvydae while the Departmento Munitorum provided the 181st Elysian Droop Troop Regiment of the Imperial Guard.[1a]
The campaign itself has 7 missions overall including two Apocalypse games. The winner of each standard 40k game gets strategic assets for use during the Apoc games.
I would use my Goff Ork warband as the Orks, my Mordian Iron Guard proxied for the Elysians and my Space Wolves as the Raven Guard.
I began with mission one which sees the Elysians making initial planet fall around a Gargant construction site overseen by Buzzgob and his forces. Captain Xhyst leads the Elysian drop.
I set-up the terrain with a Gargant centrally placed under construction and several Ork buildings and scrap littered about.
The Elysians would attack from a manifactorium complex to the West.
Mission: Drop Zone X – Sword Force assault.
Objectives: Annihilation kill point game.
Game length: 6 turns
IG Psychic powers: N/A
Ork Psychic powers: N/A
IG Warlord trait: Warlord and unit can reroll 1s in shooting.
Mission special rules: None bar deployment restrictions below.
Deployment: The Orks deploy first in this game with only troops being allowed to deploy infield. Everything else starts in reserves and comes on from a random board edge.
The Elysians then roll a 3+ for their units. On a successful roll they can deploy units up to 24” from the left hand side of the board. Unsuccessful units start in reserve.
Elysians take the first turn with no initiative seize.
Deployment
Spoiler:
As dawn breaks, all is eerily quiet around the Gargant construction site with scans indicating no Ork forces present.
An under-construction “Stompa” class Gargant is identified by long range Elysian scout scans.
6.10am standard Terran sidereal. Gretchin “Grot” units are observed emerging from the Ork construction site and beginning works.
6.20am sidereal. Ork units are spotted by long range scouts emerging from bunker complexes. Several vehicles are noted amongst.
++This is Captain Xhyst. We have made planet fall 6.25am Terran sidereal. Platoon squads and Sentinel on station. Atmospheric interference has delayed a significant contingent of our forces. Proceeding to primary target with caution++
++Sergeant, give me Orbital pict feeds if possible.
“Roger sir, cycling up now”++
++Sentinel Alpha and Beta squad reporting. Moving to engage Ork forces now++
++This is Platoon Bravo, Ork forces sighted at bunker complex theta. Get to cover, move, move, move!++
Elysian command units sight Ork forces around the Gargant construction site.
End of Elysian turn 1.
6.32am sidereal. Servo-skulls pict capture Ork forces arriving in quadrant 4. Threat levels range from high to extremis.
Sentinel squads Alpha and Beta are engaged by several onrushing Ork mobs 6.35am sidereal.
++This is Captain Xhyst. Engage defensive protocols. We have multiple Ork contacts along our eastern flank. Lets teach these scum some lessons++
++Bravo squad taking severe fire from Ork forces! Medic, we need a medic!!!++
End of turn 1.
++This is Xhyst. Give me an Orbital feed Sergeant.
“Quality is dropping Captain, atmospherics are playing up again.”
What is causing that nonsense?!
“Unknown Sir”++
Gunship “Strike Eagle” arrives in support of Xhysts forces 6.37am sidereal.
Sentinel Alpha and Bravo move to engage Ork outflanking units 6.40am sidereal.
++This is Xhyst, all forces report in++
Servo-skull A3 captures Ork flanking units being routed by Alpha and Bravo. Damage assessment cannot be made at this time.
Strike Eagle confirms destruction of Ork transport unit at 6.43am sidereal. Multiple Ork threats emerge unscathed from the wreckage.
Servo-skull B3 pict captures Ork forces massing for assault to the south east of the Gargant site.
The Elysian left flank is attacked by multiple Ork units at 6.48am sidereal. Casualty reports cannot be ascertained due to communication interference.
End of turn 2
++Orbital feeds please Sergeant.
“Infra red only sir, other systems non functional”
What a surprise, go live anyway++
++This is Xhyst, those atmospherics seem to have cleared somewhat, we have reinforcements arriving imminently, For the Emperor!!!++
Strike Eagle continues its attack run 6.53am sidereal.
Sentinel Charlie after successful drop insertion engages Ork forces at 6.54am sidereal.
Servo-skull A3 captures Ork heavy weapon teams setting up in the theta bunker complex.
Despite drop insertion reinforcements, Ork designated “Buzzgob” and his bodyguard hit the Elysian defensive line at 7.00am sidereal.
Long range scans capture Ork forces all across the Elysian defensive lines soon after.
++This is Xhyst, primary Ork target codename “Buzzgob” has breached our lines, request immediate additional forces to my vector now!++
End of turn 3.
++”Captain Xhyst, this is Gunship Vulture. Copy that, repeat copy that. Moving to engage primary threat now”++
++”Sentinel Charlie and Squad Alpha also moving to engage”
Give him hell boys!++
Servo-skull B3 pict captures the destruction of the last Ork transport vehicle at 7.10am sidereal.
Servo-skull A3 captures Squad Alpha and Sentinel Charlie being assaulted by Ork forces at 7.13am sidereal. Bio signs go dark soon after on Charlie. Alpha is seen retreating soon after.
Battle rages amongst the Elysian lines as the Orks drive home their assault.
Bio signs go dark on Charlie 7.20am sidereal. Alpha is seen retreating there after under rout.
++Go to thermals Sergeant, how are we looking?
“Switching now sir”++
End of turn 4.
++”This is Strike Eagle. Extracting from grid. Returning to refuel and rearm. Back on station in ETA 15 minutes”++
++This is Xhyst, hold firm boys, we have air support returning and orbital extraction is en route++
Servo-skull B3 captures the final Ork flank push 7.30am sidereal.
Ork forces continue to take casualties as they pour into Elysian lines 7.32am sidereal.
Vultures feeds capture its final attack run to cut off retreating Ork forces and strafe the Gargant site.
Strike Eagle makes vector return at 7.35am sidereal.
++”Final Orbital feeds coming in now sir, lateral integrity degrading past this point”
Very good Sergeant, we have carried the day++
Captain Xhyst and the remaining Elysian forces make a stand against the last of the Orks7.37am sidereal.
++For the Emperor boys, give them hell!!!++
Vulture makes a final sweep of the Gargant construction site 7.40am sidereal.
End of game.
The game ends.
Spoiler:
The Orks had scored 6 victory points whilst the Elysians had scored 9, including first blood and slay the warlord. First victory to the Imperials!
Thanks for viewing as always. Hopefully have game 2 up this weekend.
This message was edited 12 times. Last update was at 2015/06/27 13:15:06
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
Thanks for all the feedback guys, its much appreciated. Glad you're enjoying it
Game two of the Kastorel raid sees Captain Gereks A company make planet-fall in the north as a screening force. However, as more Elysians landed, Orks began to flood into the area, led by Zhadsnark and his biker brigades. A series of running battles ensued. Could Gerek and his men hold the northern flank?
Mission special rules: None bar deployment restrictions below.
Deployment: Again this mission used non standard deployment rules.
Elysian troops and heavy support started in reserve.
Ork elites start in reserve.
In the turn they arrive every unit rolls and arrives from a random table edge determined by 1-6.
Deployment:
++Access historical database KN-DF-D1.
Begin visual feeds from all available data sets.
Limit playback to visual only.
**Accessing.....Ready.....**
Begin++
Spoiler:
“A” Companys servoskulls pict feed their successful drop at 2pm standard Terran sidereal.
Long range scans capture massing Ork forces to the south of A company's lines at 2.10pm sidereal.
Orbital assets come on station 2.20pm sidereal.
Sentinel Alpha digs in around a ruined Manifactorium, under fire from light Ork assets.
Company Command is assaulted soon after by Ork designated “Zhadsnark” and several mobile Ork assets.
Alpha moves to engage Ork assets at 2.24pm sidereal.
Sentinel Delta lays down suppressive fire into the Ork lines.
“A” Company engages primary defensive protocols force-wide. At 2.26pm sidereal, long range scans capture several Ork units fleeing in their wake.
End of turn 1
Ork reinforcements enter Grid kappa1 at 2.30pm sidereal. Threat level is assessed as high.
Sentinels Charlie and Delta are engaged by multiple Ork forces despite defensive protocols.
“A” Companys Command squad is surrounded and assaulted soon after. Reinforcement request is received at 2.34pm sidereal.
Orbital assets switch to infra red. “A” Companies lines are seen taking severe fire from Ork forces.
Sentinel Bravo, Charlie and Delta's bio signs go dark at 2.39pm sidereal. Energy signatures read as negative. “A” Companys Command bio signs register as critical.
Alphas bio signs go dark 2.40pm sidereal.
End of Ork turn 2.
Captain Faro makes planet-fall with Elysian weapon batteries and Veterans onboard Valkyrie “Wind Chaser”.
Grav drops report successful.
Faro begins attack run at 2.43pm sidereal on retreating Ork assets.
Contact with Command is re established soon after.
Their visual feeds capture them dug in around the Manifactorium complex under attack from several Ork assets.
Ork air assets enter Grid kappa3 at 2.50pm sidereal.
Thermal imaging from long range Elysian scans capture Grid kappa 2 and 3.
Windchasers flight signals are lost at 2.53pm sidereal. Captain Faros bio signs are negative. Veteran unit “Smokers” bio signs are intermittent.
Ork assets are seen moving towards the crash site at 2.55pm sidereal.
End of turn Ork 3.
Orbital assets feed images 3pm sidereal.
Elysian weapon batteries make successful grav drop soon after.
Contact is established with the “Smokers” at 3.04pm sidereal. Long range scans capture them digging in around the southern Manifactorium complex supported by automated weapon batteries.
Vendetta gunship “Ironarm” enters grid kappa2.
Its targeting protocols switch to air asset mode at 3.06pm sidereal.
Ork assets engage the Elysian weapon batteries as they cycle up to freefire mode.
End of Elysian turn 3.
“Zhadsnarks” forces converge on the Elysian defensive position at 3.10pm sidereal.
“Ironarms” attack run is unsuccessful as Ork air assets strafe the Manifactorium.
Ork weapons teams target “Ironarm” as it continues its aerial pursuit.
“Ironarm” switches to weapons free in pursuit of Ork air assets at 3.13pm sidereal.
Elysian automated weapon batteries take heavy suppressive fire but their line holds.
Orbital feeds cycle to isothermic mode and capture the northern battle zone 3.20pm sidereal.
End of turn 4.
Orbital feeds capture Ork air assets leaving combat air space at 3.23pm sidereal.
Multiple Ork units are seen rushing to Grid kappa 4.
Elysian weapon batteries cycle to weapons free mode.
“Ironarm” leaves combat airspace at 3.25pm sidereal in pursuit of Ork assets.
Elysian weapon batteries continue to engage onrushing Ork forces.
End of turn 5.
Ork air assets re enter combat air space at 3.35pm sidereal and begin to strafe the Elysian defensive positions again.
Elysian weapon batteries are assaulted by Ork forces at 3.37pm sidereal. All communications are lost at 3.42pm sidereal.
Orbital assets make a final scan of Sword forces combat area at 3.44pm sidereal. No bio signs are detected and all communication channels are dark.
“Ironarm” extracts itself from Sword forces combat zone and makes for high orbit at 3.45pm sidereal.
End of game.
The game ends.
Spoiler:
The Elysians are tabled on turn 6 with Ironarm being off the table in ongoing reserves.
Victory points stand at Elysians 2 – Orks 12.
The campaign now stands at one game apiece.
Game three should be up next week, thanks for viewing as always!
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/04/17 17:57:13
Subject: Re:The Raid on Kastorel Novem - game 2 up
Game three of the Kastorel raid sees Captain Xhysts force withdraw from the Gargant construction zone having come under sever attack. They would try and rendezvous with Dagger Force or regroup later on. Chased down by the vengeful Buzzgob, could Xhysts forces extract themselves or make contact with reinforcements in time?
Terrain sees the Elysians start in a central Manifactorium complex with the Orks attacking from an Ork camp to the left.
I was able to use my converted FW RoBG for this mission which suited very well.
Mission: Drop Zone X – Sword Force in retreat.
Objectives: Elysians must get 9 units or more off the board within the 6 turns.
Mission special rules: None bar deployment restrictions below.
Deployment: Again this mission used non standard deployment rules.
Elysians barring their HS units start in the middle third of the table.
The Orks start to their left with everything on except their Elites.
Reserves arrive via deepstrike etc etc.
Elysians deploy first and a roll off for first turn saw the Orks take it.
Buzzgob having been wonded in game 1 rolled on the casualty chart and got -1W.
Deployment:
++This is Captain Xhyst, begin extraction protcools. Time check: 6.30pm standard Terran sidereal. All units proceed to designated rendezvous zone. Air cover is inbound. Double time it Lads!!++
Spoiler:
Servo drones capture Elysain forces falling back to extraction point at 6.32pm sidereal. Ork forces are not grid vectored.
Long range scans register heavy Ork activity at 6.35pm sidereal. Multiple threats are detected ranging from low to very high.
Ork air assets are sighted enterting Grid 3 at 6.37pm sidereal. Elysian units continue extraction protocols.
++”This is Sergeant Edacas, we're taking heavy fire from Ork aerial assets, request back.....”++
++Sergeant, Sergeant!! Report, do you copy? Get me bio feeds from Ed's unit now trooper!++
”Bio signs are negative Sir, no readings registered. They're gone”
May the Emperor protect you lads++
Servo drones capture Ork fast attack units continuing to flood into Grid 1 and 2 at 6.40pm sidereal
Xhyst and the Elysian forces continue to fall back under fire and pursued by multiple Ork units 6.45pm sidereal.
Sentinel squad Alpha is engaged by Ork fast attack units at 6.50pm sidereal. Defensive protocols engage amidst the ruins of a Manifactorium.
Valkyrie “GreyGoose” leaves combat airspace at 6.52pm sidereal.
Realising retreat may be futile Xhysts units engage in a running firefight with the Ork forces.
Servo drones capture the Elysian battle line formation at 6.55pm sidereal. All assets enter target pririty mode and engage fire protocol Zeta.
++Hold here lads, we need to drown these Greenskins in lasfire and make them pay. Make every shot count!!++
Orbital assets vid capture Xhysts battle zone at 7.00pm sidereal. The Elysian line holds.
End of turn 1.
Ork air assets strafe the Elysian lines at 7.03pm sidereal. Multiple casualties are reported but their line holds once more.
Servo drones capture Ork units led by “Buzzgob” preparing to hit the Elysian lines at 7.05pm sidereal.
7.07pm sidereal. Vid feeds capture battle erupting across the Elysian defensive lines as the Orks drive home their assault.
Servo drones capture “Buzzgob” leading the charges.
7.15pm sidereal. The Elysian primary defensive line collapses. Vox comms record Captain Xhyst requesting immediate air support and all available forces to hold the line.
End of Ork turn 2.
Spoiler:
At this point the game was effectively over. With the loss of two of the Elysian platoons, Tauros and Sentinel units, they could not now get 9 units safely off the board. I played on however to see how it would unfold.
Spoiler:
Elysian reinforcement orbital drops commence at 7.17pm sidereal. Automated gun emplacements report all systems functional and cycle to weapons free mode.
“Storm Eagle” and “GreyGoose” re enter the Elysian battle zone at 7.18pm sidereal. Ork air assets are sighted and engaged two minutes later.
Despite horrific losses Elysian unit cohesion remains at 55%. Weapons free orders go live across their lines there after.
++This is Xhyst. Hold the line lads. Air assets are on station as are automated weapon batteries. These Greenskins know no honour. All units: Go Weapons free++
Orbital feeds capture Grids 1-4.
End of Elysian turn 2.
++This is Xyhst. Here they come again lads. For the Emperor!!!++
Servo skulls pict capture Ork light vehicle assets pouring fire into the Elysian lines as Captain Xhyst tries to rally their forces.
Elysian ground vox networks go dark at 7.35pm sidereal. Bio signs are intermittent or dark.
Orbital feeds capture the Elysian lines at 7.36pm. No bio signs or vox activity can be roused. Captain Xhysts signals are also dark. Orbital extraction protocols are issued 42 seconds later.
End of Ork turn 3.
“GreyGoose” extracts the Elysian automated weapon assets at 7.40pm sidereal and makes for Orbital burn.
“Storm Eagle” makes for high orbit at 7.42pm sidereal.
Orbital feeds capture the battle zone at 7.43pm sidereal. No Elysian bio signs are registered and Ork forces can be seen looting equipment at will.
End of game.
The game ends.
Spoiler:
The Elysians were able to extract 6 units by the end of the game but needing 9 the Orks won.
Thanks for viewing again!
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/04/18 14:49:23
Subject: The Raid on Kastorel Novem - game 3 now up
Thanks Warboss! I created it a while back. Game 4 will have a nice centre piece to watch out for!
Great Stuff as usual Ratius!
Not sure how you could have won that last one, Elysians largely on foot and all that.... never mind, keep yer heads up lads! For the Emprah!
Thanks Lap! Agreed, unfortunatley I dont have a dedicated Elysian force and am definitely lacking Valks/Vends and more Tauros's. Without them it was alwayas going to be hard for the Elysians especially when faced with such fast Ork units. Deffkoptas really can move!
So......
With that in mind I decided to refight the scenario with the Elysians going first this time.....
Game three of the Kastorel raid sees Captain Xhysts force withdraw from the Gargant construction zone having come under sever attack. They would try and rendezvous with Dagger Force or regroup later on. Chased down by the vengeful Buzzgob, could Xhysts forces extract themselves or make contact with reinforcements in time?
Terrain sees the Elysians start in a central Manifactorium complex with the Orks attacking from an Ork camp to the left.
I was able to use my converted FW RoBG for this mission which suited very well.
Mission: Drop Zone X – Sword Force in retreat.
Objectives: Elysians must get 9 units or more off the board within the 6 turns.
Mission special rules: None bar deployment restrictions below.
Deployment: Again this mission used non standard deployment rules.
Elysians barring their HS units start in the middle third of the table.
The Orks start to their left with everything on except their Elites.
Reserves arrive via deepstrike etc etc.
Elysians deploy first and a roll off for first turn saw the Orks take it.
Buzzgob having been wounded in game 1 rolled on the casualty chart and got -1W.
Deployment:
Spoiler:
Orbital data feeds capture the combat zone at 6.30pm standard Terran sidereal.
Servoskull 3A vid captures Elysian forces beginning their withdrawal from a Manifcatorium complex at 6.32pm sidereal.
Long range scans capture Ork forces entering Grid 1 and 2 at 6.40pm sidereal. Threat levels are assessed at medium to high.
Ork fast attack units are seen scouting ahead of the main battlegroup soon after.
Valkyrie “GreyGoose” initiates tracking and target protocols against Ork air assets at 6.42pm sidereal.
++This is Captain Xhyst. Initiate extraction protocols and defensive fallback procedures. We have less than an hour to rendezvous with Dagger Force. Double time it lads!++
Ork air assets survive GreyGoose's barrage and enter Grid 3 with scout forces at 6.45pm sidereal. Elysian close quarter protocols go live there after.
Ork scout units prepare to engage Elysian forces across their lines at 6.48pm sidereal. Captain Xhyst vox log records close fire protocols going live.
Orbital feeds capture the combat zone at 6.50pm sidereal. Ork forces continue to stream into Grid 3.
End of turn 1.
Elysian forces continue to fall back towards the Extraction zone. Sentinels Alpha and Beta move to engage Ork scout assets to buy time for their Comrades.
GreyGoose makes for Orbital burn 6.55pm sidereal.
“StormGulls” onboard feeds capture its initial attack run against Ork air assets.
Elysian automated gun batteries make planetfall at 6.58pm sidereal. All systems go live and cycle up to target protocols.
Sentinel Alpha and Beta continue to engage Ork scout units around the Manifactorium complex.
Ork scout units attempt to engage the Elysian lines at 7.00pm sidereal.
Orbital assets make a sweep of the combat area two minutes later.
End of turn 2.
++This is Xhyst. Continue to Extraction zone lads. Defensive protocols are holding and we have air assets on station.++
Ork designated “Buzzgob” and troops hit the Elysian battle lines at 7.10pm sidereal. The Elysian defensive barricades slows their progress significantly however.
Ork air assets are tracked leaving the combat zone and making for high altitude at 7.12pm sidereal.
++”This is Squad Charlie. Defensive protocols successful. Ork forces confirmed destroyed! Repeat Ork forces destroyed!!”
Well done lads!!++
End of turn 3.
++”This is StormGull. Beginning secondary attack run. Ork units in range and all weapon systems cycling to up”++
++Hold the line lads!! For the Emperor!!++
++”This is GreyGoose. We are back on station and beginning attack run”.
Good to see you back lads, give 'em hell!++
Long range scans capture Ork air assets re entering the combat zone in at Grid 4 7.20pm sidereal.
Orbital feeds capture the Elysian battle lines at 7.23pm sidereal. Scans indicate 75% force integrity.
Servoskull feeds capture Ork forces smashing into the Elysian lines at 7.26pm sidereal. Force integrity drops to 60% soon after.
++”This is Squad Omega. We have been engaged by Ork forces all across our perimeter. They are swarming all over th.....”++
Vox records indicate transmission loss at 7.30pm pm sidereal.
StormGulls vox signals and power readings go dark at 7.35pm sidereal. Bio signs are negative. Vox transmissions record Captain Xhyst denying a rescue mission.
++This Xhyst. My Command team has been surrounded lads. Get yourselves clear and to the Extraction zone.
“Sir we still have forces within your combat Grid.”
Get clear lads, thats an order!!! Go now! For the Emper....++
Elysian forces make final extraction and rendezvous at 7.40pm sidereal.
Orbital feeds make a final scan of the combat zone soon after.
Sentinel Alpha and Beta continue to hold the line against Ork forces despite extraction protocols. Their vox network continues to broadcast 22 minutes after Elysian extraction. Their service is noted in Imperial records in the Halls of the Praetor on Elysia for all time.
End of game.
Result:
Spoiler:
The Elysians managed to get 7 units off the table this time but again fell short of the 9 needed. The campaign now stands at 2-1 to the Orks.
Thanks for viewing!
This message was edited 3 times. Last update was at 2015/04/25 13:53:52
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/05/02 11:51:15
Subject: Re:The Raid on Kastorel Novem - game 4 now up
Game 4 of the Raid on Kastorel Novem sees the arrival of the Raven Guard to support the Elysians planetside.
They are tasked with destroying 6 Ork fuel depots during a night mission in order to slow the advance of the Orks against the Elysians. A small Raven Guard force is inserted via Orbital drop to battle Ork forces in the area.
This game was set at night so I tried to make the photos a bit more dark and dusky this time. Hopefully they came out ok.
IA8 states the Ork fuel depot should contain 6 large fuel cannisters about the size of coke cans. However I didnt possess anything like that and didnt feel like ruining the authenticity with tacky unpainted coke cans. So I improvised and made the 6 objectives a mix between generators, fuel cans and a comms relay.
Terrain was suitably mixed for KN with the Orks defending a looted defence platform and imperial base.
Mission: Raven Guard First Strike
Objectives: The Raven Guard must destroy 4 objectives before the end of the game to win.
Game length: 6 turns
IG Psychic powers: N/A
Ork Psychic powers: N/A
IG Warlord trait: Reroll reserves
Ork Warlord trait: Acute senses
Raven Strike:
Spoiler:
+++ New Roster (748pts) +++
++ Space Marines: Codex (2013) (Combined Arms Detachment) ++
Mission special rules: This mission used the Planet Strike ruleset. Nightfight in effect all game.
The Raven Guard must destroy 4/6 objectives to win. Any other result is an Ork win. Objectives have Av12 all around and any roll of a 5,6 will destroy them.
All RG forces arrive via deepstrike. The Ork forces can setup the terrain as they see fit and deploy their forces as needed.
No objective can be within 12” of another nor within 6” of a table edge.
No special characters could be used.
Each side would have one Planet side Stratagem each:
Orks – Drop Zone denial. When a RG unit arrives from DS, on a 4+ the Ork player can force them to arrive from a table edge instead.
RG – Quake bomb (modified). All Ork units take a single str 10 hit before the game begins.
Deployment:
++Access archive KN4.M9XX
Begin playback of visual feeds from all available assets.
Enable secure mode.
Authorisation Gama-Alpha 22
…..Accessing.....
…..Ready.....
Begin++
Spoiler:
Raven Guard Orbital assets sweep over the Ork supply complex at 9.00pm standard Terran sidereal. Dusk has already fallen.
Long range scans capture Ork heavy assets dug in around a looted Laser Defence Battery.
Stealth Servo skull C3 manages to infiltrate close to the Ork base and identifies all 6 Primary targets.
Raven Guard Orbital assets unleash an initial barrage against dug-in Ork forces at 9.15pm sidereal. After action scans report minimal casualties.
Ork forces can be seen rallying soon after Orbital strike.
9.20pm sidereal. Raven Guard assets make Planetfall. First to establish uplink is Brother “Ravidian”. Weapons systems go live soon after.
9.23pm sidereal. Land Speeders Alpha and Omega enter combat zone. Their orbital drop is disrupted however by an unknown Ork interference code and they report position at Grid beta 3 at 9.25pm sidereal.
End of turn 1.
Raven Guard Orbital assets make a sweep of the combat zone 9.30pm sidereal.
Ork heavy assets continue to pour fire against Raven Guard forces from their looted Defence Laser.
Scans pict capture Ork forces beginning to organise into a defensive ring around the Primary objectives.
Raven Guard assault units led by Chaplain Creed make planet fall at 9.35pm sidereal and immediately engage Ork forces.
LandSpeeders Alpha and Omega engage targeting protocols at 9.38pm sidereal. Scans reveal no appreciable damage to Ork structures however.
Brother Ravidian and Brother Geo continue their advance into Ork lines.
Their targeting protocols find their mark two minutes later and the Ork generator explodes obliterating several Ork assets within the area.
This was one of those funny moments that can happen in games. Needing literally anything but snakeyes to engage the Orks they roll.....
However the RG Chapter tactic allows jump units to reroll their charge roll. The result?.....
Chaplain Creed leads the assault against the Ork defensive lines. Multiple units are engaged as the Raven Guard sweep into the Ork base.
Chaplain Creeds personal logs report Ork losses at 85% after initial engagement.
End of turn 2.
Long range scans report Ork forces fleeing Grid 4 at 9.45pm sidereal after the Raven Guard assault and generator explosion.
Ork anti tank forces redeploy rapidly to intercept Landspeeders Alpha and omega. Alphas defensive protocols register as going live at 9.48pm sidereal and all systems report green.
Creeds initial assault meets heavier resistance as Ork reinforcements pour into the area. Casualty reports begin to filter in from comms at 9.50pm sidereal.
Raven Guard forces are unable to neutralise Ork heavy assets as they continue to dominate the combat area with high volumes of fire.
Orbital assets make a sector sweep at 9.53pm sidereal. Raven Guard force integrity is reported at 85% and holding.
End of turn 3.
Brother Ravidian and Geo move to support Chaplain Creeds forces near the main Ork complex.
Landspeeder Omega expands the last of its main fuel reserves and burns into a southerly position in support of Brother Ravidian at 10.00pm sidereal.
Three minutes later under fire from both Raven Guard Dreadnoughts a secondary Ork objective explodes.
Chaplain Creeds bio signs go dark at 10.10pm sidereal. No further comms signals are received from Raven Guard assault assets.
Both Raven Guard and Ork forces make a final dash for the central Ork complex in an attempt to secure remaining objectives.
Landspeeder Alpha is attacked by Ork forces in close combat at 10.13pm sidereal.
Bio readouts and vox comms go dark three minutes later.
Remaining Ork forces charge Brother Ravidian.
Raven Guard Orbital assets capture the combat zone at 10.21pm sidereal. Two Ork objectives register as destroyed and aflame.
End of turn 4.
Landspeeder Omegas visual feeds capture its destruction of an Ork fuel depot at 10.25pm sidereal.
Brother Geo goes weapons free two minutes later under sustained fire from Ork heavy assets. His feeds capture the annihilation of an Ork comms relay.
Raven Guard orbital assets make a final sweep of the combat area. Four Ork objectives are confirmed destroyed and burning. Raven Guard assets make successful extraction at 10.30pm standard Terran sidereal.
End of game.
Result:
Spoiler:
With the destruction of 4/6 Ork objectives the Raven Guard win this game levelling the Campaign at two games apiece!
Thanks for viewing
This message was edited 2 times. Last update was at 2015/05/02 21:00:34
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/05/06 04:44:12
Subject: Re:The Raid on Kastorel Novem - game 4 now up
Your third game replay shows just how hard that mission is for the Imperial side - really not sure what the Elysians can do to win that one?
Game four is almost the opposite - 4 AV12 objectives is not too hard for space marines to take down from range, tough call for Da Boyz. Nice to see you kept it fluffy though with a headlong charge from the assault squad
Looking forward to the rest!
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Thanks Lap Yes without a full Elysian airborne force that mission is very very difficult. I tried to pick the best I had and augment it with footsloggers but its hard to keep everything moving ewhilst dealing with such fast Ork forces too.
The small 700 point game was very fun, lots of tactical decisions and manouvering which is a nice change of pace.
I feel whilst the FW missions are very fun some of them arent quite as balanced as others but its a case of, cliched as it sounds, forging the narrative and playing in the spirit of the mission rather than curbstomping the othee force. These games were played purely for fun and an engaging narrative
Game 5 of the Kastorel Novem campaign was an Apocalypse game. It sees Shield Force trying to hold their landing zone versus an assault by Skalk Bluetoof and his forces.
I played this on a 6x6 board, setting the Orks up to attack from a fortified outpost they controlled and the Elysians defending their landing zone.
I simply didnt have enough Elysian Apoc units for this so used a standard IG unit selection with some Elysians allied in.
The Orks were a standard Apoc force.
Mission special rules: Standard Apoc rules applied with 5 objectives to be controlled. At the end of turn two controlled objs were worth 1 point, at the end of turn 4 they were worth 2 points and end of turn 6 they were worth 4 points. Contested objectives were split evenly rather than rolling of as per normal Apoc rules.
Standard, reserve rules were in play as was StW and killing a super heavy yielded another point.
Each side could uses Strategic Objectives and their finest hour rule once per game.
Deployment:
Spoiler:
Elysian forces take up defensive positions around their landing zone 11.05am standard Terran sidereal. The Baneblade “Terras Hammer” leads their lines.
Skalks forces begin massing for their frontal assault at 11.15am sidereal. Ork Superheavy Gargant designated “Skalks Stompa” is pict captured leading their lines.
Terras Hammer sights the Ork Superheavy moving into range at 11.20am sidereal.
Elysian sniper teams confirm sighting two minutes later and relay targeting information force-wide
Skalks Stompa continues towards Elysian lines taking up position near a central manifactorum block
Ork forces continue to race forward in its wake
Hammer of Terra begins firing protocols at 11.27am sidereal
Elysian forces prepare to engage Ork units
Elysian Wyvern batteries begin long range bombardment of Ork forces at 11.30am sidereal. Multiple kill signals are confirmed
Force-wide engagement protocols go live across the Elysian lines 30 seconds later. All available assets target Skalks Stompa stripping away several of its defensive Power Fields.
Elysian Orbital assets pict capture the combat zone soon after
Ork fast attack assets move into position on the Elysian left flank at 11.32am sidereal.
Skalks Stompa continues its rampage towards the Elysian defensive lines
On the Elysian right flank Ork forces nearly breach defensive lines
Hammer of Terra is rocked by Skalks Stompa taking heavy fire from at 11.36am sidereal. Repair and control protocols are initiated
End of turn 1
Elysian Orbital assets feed force information to ground Commanders 11.40am sidereal
Elysian Air Assets “StormGull” and “GreyGoose” enter the combat area 11.43am sidereal. Target protocols are relayed and verified
Elysian heavy weapons orbital drop is confirmed as successful 11.45am sidereal. Elysian heavy armour moves to support their position
Secondary drop waves arrive two minutes later
Elysian Wyvern batteries continue to pound Ork heavy weapon teams downrange
Force-wide targeting priorities are confirmed and relayed at 11.50am sidereal. Skalks Stompa is rocked by the entire Elysian line.
Orbital assets confirm combat zone positions at 11.51am sidereal
Ork Air Assets are pict captured entering combat Grid Kappa1 engaging Elysian drop forces
Elysian heavy armour engages Ork fast attack assets on their left flank at 11.53am sidereal
Skalks Stompa attempts to breach the Elysian defensive line 11.58am sidereal.
Elysian forces prepare their counter attack protocols
The Elysian Wyvern batteries are decimated by several Super Rokkits fired from Skalks Stompa
Ork fast attack units make a breach in the Elysian defensive lines. Multiple contacts are reported on the right flank at 12.00pm sidereal
End of turn 2
Orbital Assets pict capture the combat zone at 12.02pm sidereal
StormGull vectors to engage Ork Air Assets in support of Elysian drop units
Elysian drop forces make their third successful drop deep behind Ork lines two minutes later
Part two to follow.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/05/22 10:44:47
Subject: Re:The Raid on Kastorel Novem - game 5 up (part 1)
Elysian forward armored units supported by heavy weapon drops decimate Ork fast attack assets 12.05pm sidereal.
Terras Hammer continues to hold the Elysian central line again targetting the Ork Stompa.
12.13pm sidereal. Ork units surge forward as the Elysian comms network goes down from Ork interference patterns.
Heavy troop carriers penetrate the Elysian defensive lines and come under sustained fire.
Two minutes later the Ork Gargant breaches and engages the Hammer of Terra in close combat.
Elysian defensive protocols fail at 12.20pm sidereal as Ork forces swarm deep into Elysian lines.
Ork air assets enter Grid 3 and 4 engaging Elysian drop forces and rear Command units.
Ork forces shatter the Elysian armored defensive line at 12.27pm sidereal.
Hammer of Terra survives the Stompas initial onslaught,
End of turn 3.
Orbital assets in infra red mode capture the combat zone 12.35pm sidereal.
Elysian drop units move to engage Ork forces behind their lines and capture a strategic command bunker.
Heavy armor units move in to support them soon after.
GreyGoose moves to engage the Ork superheavy relaying weapons free orders via comms network at 12.38pm sidereal.
Elysian targetting protocols cycle all available heavy weapons and teams to the Ork Stompa. A cataclysmic explosion errupts in Grid 8 at 12.40pm sidereal
Elysian Vets can only look on as the Ork Stompa goes super critical.
Elysian Command requests Orbital strike assets on station at 12.42pm sidereal. Two minutes later target confirmed relays go green.
Orbital strike coordinates are not 100% accurate and Elysian heavy armor is caught in the firestorm.
Elysian drop units continue their assault around the Ork Command bunker 12.47pm sidereal.
Avenger Strike Fighter “Ironhide” makes successgful Orbital insertion to Grid 6 at 12.50pm sidereal.
Ork reinforcements enter Grid 3 to engage Elysian drop units.
Survivors from the Stompa destruction are sighted behind Elysian lines at 12.55pm sidereal. Ork designate “Buzzgob” is amongst them.
Ork air assets strafe the Elysian lines at 12.54pm sidereal.
Ork heavy walkers engage Elysian drop teams near the Command bunker.
Orbital assets capture the combat zone at 1.00pm sidereal. Fighting has been ongoing for over two hours.
End of turn 4.
Hammer of Terra sights and targets Buzzgobs Command unit at 1.06pm sidereal.
Ironhide vectors to engage Ork air assets.
Elysian forces swarm into the remaining Ork forces to secure their defensive lines.
Elysian drop units having secured the Ork Command bunker move to engage remaining Ork walkers.
Ork Commander “Buzzgob” is confirmed killed at 1.15pm sidereal. Ork attacks drop of by 22% there after.
Orbital feeds relay the combat zone 1.17pm sidereal.
Ork forces make a desperate counter attack around the Command bunker and drive off Elysian drop units.
StormGull moves to capture an important factory site at 1.20pm sidereal.
Hammer of Terra and Elysian Command units begin their withdrawal from the combat zone.
Orbital feeds make a final sweep over the combat area at 1.25pm sidereal.
Game 6 of the Kastorel Novem campaign sees the Raven Guard move to intercept a large mechanised contingent of Goffs led by Grahkrag as they continue to pursue the Elysian forces in retreat.
RG forces consisted of several fast attack elements, back up by deepstriking Terminators. Grahkrags forces were mechanised Ork Goffs backed up by Lootas and some air forces.
The mission was played on a 6x4 board at 2000 points with terrain continuing the trend of ruined Ork buildings, depots and industrial terrain.
Mission: Raven Guard Strike.
Objectives: Kill points.
Game length: 6 turns
IG Psychic powers: N/A
Ork Psychic powers: N/A
Raven Guard Warlord trait: Outflank Warlord.
Ork Warlord trait: Nightfight turn 1.
Raven Guard strike force:
Spoiler:
+++ New Roster (1991pts) +++
++ Space Marines: Codex (2013) (Combined Arms Detachment) ++
+ (No Category) +
Chapter Tactics [Raven Guard]
Show FW models [1. HQ]
+ HQ +
Shadow Captain Korvydae (IA8) [Artificer Armour, Bolt Pistol, Rag and Krak Grenades, Iron Halo, Jump Pack, Melta Bombs, Thunder Hammer]
Mission special rules: No special rules applied except for some deployment limitations.
Deployment:
++Access KN database. Data file #6.1.1.M41.....
Begin visual playback of logs and associated archive files.
Include audio elements where present.
Confirm access protocols to Alpha1 access only.
Begin feed++
Spoiler:
Raven Guard forces led by Captain Korvydae deploy to the combat zone at 8.10pm Terran standard sidereal.
Deepstrike elements await deployment protocol orders.
Ork forces are detected emerging from their underground bunker complex at 8.17pm sidereal. A heavy mechanised presence is reported.
++This is Captain Kordyvae. Ork forces have been sighted at Grid 2. Proceed with standard deployment protocols and engage as necessary. Strike hard and fast Brothers++
Raven Guard Storm Speeders move to outflank Ork heavy weapons teams around their bunker complex at 8.21pm sidereal.
Mechanised Raven Guard elements move in support two minutes later.
Long range Assault Cannon fire eliminates several Ork heavy weapon teams under cover of fast approaching dusk.
Ork forces advance en masse to their right flank to intercept Raven Guard fast attack elements.
Mechanised units are confirmed in Grids 2 and 3 at 8.27pm sidereal. Raven Guard close attack protocols go green soon after.
++This is Sergeant Amos, we have taken heavy fire from Ork weapons teams. Our transport has crashed but no squad casualties are reported. Requesting backup to neutralise Ork threats.
…..This is Kordyvae. I am authorising Terminator Strike team Alpha to begin teleportation sequence. Hold firm Brothers++
End of turn 1.
Raven Guard Terminator Strike team Alpha makes successful teleportation insertion at 8.35pm sidereal. All squad members report status green.
Mechanised Raven Guard assets move to Grid 4 in support of friendly forces operating there.
++This is Sergeant Temple. Ork forces have been engaged. Heavy weapons teams are neutralised and infantry units now at 8% combat effectiveness. We are continuing to our objective++
Ork air assets enter the combat zone at 8.41pm sidereal. Raven Guard light assets are damaged but remain combat ready and on station.
++This is Kordyvae. We have been outflanked by Ork fast attack elements on our right flank. Casualties are reported but we are holding. Moving to engage++
Ork mechanised forces sweep into Grid 4 to harass the Raven Guard Dreadnoughts located at the central command bunker.
End of turn 2.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/05/29 10:58:25
Subject: Re:The Raid on Kastorel Novem - game 6 (part 1 up)
++This is Kordyvae. We have engaged Ork fast attack assets on our right flank. For the Emperor!++
StormRaven “The Claw” makes atmospheric insertion at 8.55pm sidereal targetting Ork mechnaised units.
RavenGuard combat units reposition themselves out of range of Ork forward forces.
++This is Kordyvae. We have been outflanked again by Ork forces. Where is our orbital intel? Updated immediately.
Ork forces have been slowed however by terrain conditions, we are holding++
Ork air assets continue to make combat zone sweeps attacking Raven Guard mechanised units at 9.03pm sidereal.
Raven Guard Dreadnoughts are assaulted by Grahkrag and his bodyguards at 9.06 sidereal. Their biosigns and power readings go dark at 9.14pm sidereal.
++This is Kordyvae, Ork resistance is significant. Squad casualties now at 100%. I will attempt to rendezvous with our forces as soon as possible.
Should I fall, Sergent Temple, you have Command.
…..May the Emperor protect you Captain++
End of Turn 3.
The Claw moves to intercept Ork air assets at 9.21pm sidereal.
Raven Guard Scouts move deep behind Ork lines into their underground bunker complex targetting mechanised units there.
Secondary Ork air assets enter the combat zone at 9.27pm sidereal. Their strafing run targets Raven Guard Tactical Units and Land Speeder assets.
Visual feeds capture the central combat zone at 9.30pm sidereal.
++Captain Kordyvae, this is Temple. Captain, do you copy?
Repeat, Captain do you copy?
All forces: I have negative Communication and Biosign status from Captain Kordyvae. Avenge him Brothers++
End of Turn 4.
The Claw neutralises Ork mechanised forces at 9.37pm sidereal.
Raven Guard Orbital assets finally come online at 9.38pm sidereal.
Raven Guard Tactical units are assaulted by Grahkrag and his bodyguard two minutes later. Squad combat are reported at 50%.
Raven Guard Scouts plant melta charges to Ork mechanised forces at 9.41pm sidereal.
Raven Guard Landspeeder assets are confirmed destroyed at 9.43pm sidereal.
End of Turn 5.
Orbital assets feed visual records of the combat zone at 9.45pm sidereal.
Raven Guard Scouts confirm destruction of Ork mechanised forces in their underground complex at 9.47pm sidereal.
++This is Sergeant Temple. Our right flank is under pressure. Primary Ork threat identified and confirm no Biosigns from Tactical Squad Charlie within its Grid reference. Prepare to go fully defensive++
Ork units continue to rampage along the Raven Guard left flank. Power readings go dark on Razorback “Pugnacious” at 9.51pm sidereal.
Raven Guard Orbital feeds capture their final combat zone sweep as they move out of Geosynchronis Orbit
End of Game.
Final Score:
Spoiler:
Raven Guard 5 – 11 Orks.
The Orks take game 6, levelling the Campaign at 3 games a piece.
Game 7 is the final game – A 4,000 point Apocalypse fight to the death
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/05/29 14:06:31
Subject: Re:The Raid on Kastorel Novem - game 6 finished
I hope forge world is redoing this book. All the armies can use the boost and there are some cool thematic lists in this book that people love. Dred mobs for orks, and drop troops for guard. The outdated rules are really the only reason I'm waiting to purchase this book.
2015/06/02 13:55:05
Subject: Re:The Raid on Kastorel Novem - game 6 finished
The outdated rules are really the only reason I'm waiting to purchase this book.
To be fair the book itself is pretty good, its one of the better IA stories and campaigns and continues the trend of the IoM taking a loss rather than curbstomping all as per some of the novels and codicies. But waiting for the update is the obvious choice.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/06/03 20:15:15
Subject: Re:The Raid on Kastorel Novem - game 6 finished
I'm really enjoying the campaign. The photos look cool with all the effects. And I love any battle reports with Orks!
But I have to admit, it is hard for me to follow what's going on in the battle. An overhead shot of each turn and a very brief run down of what happened in game terms would help a lot! But I know you are trying to keep the thematic story element so "game speak" kind of ruins it, but I think it is worth adding just so folks can understand what happened in the game. Just my two cents.
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.
2015/06/19 18:16:48
Subject: Re:The Raid on Kastorel Novem - game 7 finale lists up
Thanks Riddle!
You're definitely right about it being difficult to track the actual tactical nuances within each battle. It was going to be something I put in but to be honest I just felt it might take away from the narrative somewhat. There were times where I simply charged unit X into unit Y to make a cool narrative or epic fight and if I had commented tactically it might have taken away from such "scenes".
There is after each turn an overhead shot of the battle in normal color which can give an overview of general movement but I accept its very limited.
The Final game of the KN campaign was another Apocalypse game set at 6000 points aside.
It sees the Elysians backed up by Raven Guard forces making a last stand around a chemical complex as the various elements of the Ork horde arrive together under Grahkrags banner to crush them.
Could the Imperium forces fight off the Orks and make it to Orbit or were they doomed to be covered in a Greentide of death?
Mission: Last Stand on Kastorel Novem
Objectives: 6 objectives
Game length: 6 turns
IG Psychic powers: N/A
Ork Psychic powers: N/A
IG Warlord trait: Enemy units 3x pinning tests
IG Strategic Assets: Orbital strike, Bombardment, Blind Barrage
Ork Warlord trait: Furious charge
Ork Strategic Assets: Orbital strike, Ere we go, Blind Barrage
Mission special rules: Standard Apoc rules applied with 6 objectives to be controlled. At the end of turn two controlled objs were worth 1 point, at the end of turn 4 they were worth 2 points and end of turn 6 they were worth 4 points. Contested objectives were split evenly rather than rolling of as per normal Apoc rules.
Standard, reserve rules were in play as was StW and killing a super heavy yielded another point.
Each side could uses Strategic Objectives and their finest hour rule once per game.
Deployment:
++Begin visual playback of file KN7.M41.X
Access to Omega3 status only
Copy records to Terran data Station Alpha-Pi
Priority Communique – Code 375-Gamma-450
Begin playback
Accessing.....++
Spoiler:
Elysian Tank regiments make visual contact with Ork forces at 4pm standard Terran sidereal. Threat assessments range from Medium to Ultra.
RavenGuard Knights – Solar and Solas enter their designated Grid defence zones 4.05pm.
++This is Shrike. We have visual contact with multiple Ork threats. All Grid defence zones report in and go to alert status Alpha2. Commander do you copy?++
RavenGuard heavy weapon specialists prepare and check their targetting protocols 4.09pm sidereal.
++This is Shrike. Give me Orbital relay access.
“Processing now Sir, going live in T-4”++
Elysian data sentries capture Ork primary threats entering Grid 3 at 4.15pm sidereal. Threat level is designated as Ultra.
Mechanised Ork units enter Grid 2 at 4.17pm sidereal.
Ork heavy walkers are sighted two minutes later entering Grid 1.
RavenGuard scouts confirm no power signatures from Ork weapons platform at 4.19pm sidereal.
Elysian units report advanced fast moving Ork elements entering Grid 4 at 4.21pm sidereal. Imperial forces are caught unawares to their vector.
++This is Kordyvae. We have incoming Ork threats in Grid 1, 2 and 3. Permission to engage at range?++
Solar and Solas move into Grid 6 to counter the designated Ultra threats 4.25pm sidereal.
Elysian Shadowsword “Wrath of Ryza” initiates weapons to primary status and begins its targetting cycles at 4.26pm sidereal.
Elysian scout elements confirm heavy damage to forward Ork mechanised units 4.30pm sidereal. Detailed damage assessment cannot be done at this time.
ServoSkull Bravo in Grid 2 confirms Ork designated “Grahkrag” to be present amongst the mechanised ruins.
Orbital relays switch to Isothermic and detail Grid zones 1 to 9 at 4.32pm sidereal.
Ork Primaries are engaged by almost the entire Elysian defensive line three minutes later. Damage cannot be assessed due to forcefield magnetic interference.
Ork forces continue to stream forward entering Grid 6 at 4.38pm sidereal.
Ork fast attack elements led my Ork Designated “Zardsnark” ebter Grid 6 soonafter.
RavenGuard heavy weapon teams are outflanked by Ork forces 4.41pm sidereal.
Ork forces move into Grids 4 and 5.
RavenGuard heavy weapon teams report their first casualties at 4.45pm sidereal. Their position holds however.
End of turn 1.
Servoskull Bravo vid captures Grahkrag boarding Ork primary2 4.50pm sidereal.
++This is Shrike. Initiate plan of manoeuvre designated Talon Gamma. All forces hold your Grid lines and report status in T-2++
Solar is first to engage Ork primaries at 4.55pm sidereal. Solas initiates fire support protocols.
++This is Knight Solar. I have engaged.....++
Elysian Devildog chemical weapons tank pours fire into Ork fast attack elements 5.00pm sidereal.
++This is Captain Xhyst. Drop elements report, have you made successful planetfall?
“Confirmed Sir”
Fire at will++
Elysian air assets enter Grid 7 at 5.05pm sidereal.
++This is Kordyvae. We have engaged Ork flanking elements and are in support of RavenGuard heavy weapons teams.
For the Emperor!++
++Copy that Captain Shrike. I am engaging Ork walker elements now. May your strenght be true Brothers++
++This is Thandst! Knight Solas is gone!
Repeat that Captain, repeat!
Solas' reactor just went critical, no bio signs, no power signals. Repeat hes gone!++
Orbital thermals capture Grid zones 4-9 at 5.14pm sidereal.
++This is Kordyvae. We have been ambushed by additional Ork forces. Request any available units in Grid 5 to assist.++
Elysian scouting elements continue to harass Ork forces in Grid 1 5.20pm sidereal.
Elite Ork units make contact with Elysian defensive lines attempting to breach soonafter.
Elysian tank command targets Ork primary1 5.24pm sidereal.
s
Imperial defence Augurs switch to close combat protocols as Ork forces counterattack all across Grid 9.
++May the Emperor save us all!!
“Captain report, report immediately!”
Knight Solas' reactor has just gone critical.
“Repeat that Captain Thandst we are aware of Solars demise”
No! Solas is also gone, they're both gone!!++
Elysian defensive lines begin to collapse as Ork forces continue their attacks 5.35pm sidereal.
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough".
2015/06/27 13:14:38
Subject: Re:The Raid on Kastorel Novem - game 7 finale (part 1 up)
RavenGuard orbital reinforcements make successful ground insertion 5.40pm sidereal.
Elements of the Orbital strike force engage ork heavy weapon teams in Grid 2.
Wrath of Ryza again targets the Ork primary threats as Elysian forces fall back to regroup.
Elysian Banewolf continues its assault on the Ork forward elements attempting to support the Elysian withdrawal.
Under sustained and massive fire from both Elysian and RavenGuard units, Ork Primary2 goes supernova 5.50pm sidereal.
s
End of Imperial turn 3.
Ork forces drive forward their assault deeper into Elysian lines led by Primary1. It engages the Wrath of Ryza in close combat at 5.54pm sidereal.
Ork fast attack bike units hit the Elysian armored defensive core two minutes later.
Ork aerial threats enter Grid 2 and 3 attempting to destroy Elysian drop units there.
++This is Xhyst. We just lost the Wrath of Ryza, repeat the Wrath of Ryza just went Super Nova. Our Eastern flank is collapsing. All units withdraw to Grid 7 and rendezvous with RavenGuard forces there. Double time it!++
++This is Shrike. We have defeated Ork threats in Grid 5 and are proceeding to the rendezvous coordinates on foot.
ETA 12 minutes++
Elysian and RavenGuard drop units secure Grid 1 6.01pm sidereal.
Elysian Air Assets continue to sweep over Grid 7. Targetting protocols switch to Primary1 threat.
++This is Xhyst. All available units target and engage Ork Primary1. We cannot allow it to penetrate deeper into our defensive lines. Captain Shrike, do you copy, I am issuing fire at will protocols across our lines.
“Copy that Commander. All RavenGuard units acknowledge”++
Ork Mek designated “Buzzgob” is confirmed killed at 6.07pm sidereal.
Ork Primary1 goes critical at 6.12pm sidereal.
++This is Thandst. Get clear of that reactor core, get clear now!!++
Ork designated “Zhadsnark” continues to engage Elysian lines alone.
Ork forces continue to assault the Elysian Eastern flank securing vital ammunition and supplies from wrecked Elysian Assets.
Ork Aerial Assets enter Grid 1 at 6.16 pm sidereal.
Ork fast attack bikes continue to destroy Elysian Armored units deep behind their lines.
++This is Xhyst. Tank Commander, we can no longer reach you from our position.
“Understood Sir. We will fight to the last under the Emperors Light”
I commend you Commander, I am sorry++
Orbital feeds capture Grid 1-9 as relay station X2 moves out of Geostationary orbit.
End of game.
Unfortunately band practice called the next day and I had to pack everything up before I could play out the last few turns.
Spoiler:
The score stood at 24-24 at the end of the last turn which seemed fitting for the overall campaign.
However I think the Imperial forces would have won overall, they had more firepower and mobility and could easily hold 3 of the objectives to the Orks securing 2.
Thanks for viewing and I hope you all enjoyed the series
This message was edited 2 times. Last update was at 2015/06/27 16:51:02
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.