Alex Kolodotschko wrote:Seems pretty easy for the guard to win.
Just queue up as close to the extraction as possible and run every turn. The orks will never catch them and don't have the ranged firepower to stop them.
Ignore the Valkerie completely.
If the Valkerie is the sole means of extraction then the Orks should win easily by tailoring the list specifically to taking it out.
Could be fun if everyone plays in the spirit of things but it seems easy to abuse the scenario if anyone gets a bit competitive.
I fully understand what you mean, it is a very easy to exploit battle, but it was never intended to be competitive, only fun to play, and all of us stuck with the intended theme/limitations, so it actually played quite nicely. You were dead on with the Orks advantage though! well predicted
We actually got round to playing this last night, and it was a decisive victory to the Orks due to some very lucky rolling. The Valkyrie came in turn 2 with a surprising a roll of a 6, then got immediately shot down by Tankbustaz with some crazy rolls (3 6's to hit, followed by another 2 6's and a 5 for 3 penetrating hits straight off the bat. We didn't use Jink however, so these could well have been saved (we forgot in awe of the firepower we just took in 1 turn... From 5 Orks shooting)
Blood ravens came up from the back board and pushed up hard, killing the Ork boss, a squad of bikes and causing a squad of boys to route. The few remaining imperial guard and their Commissar managed to finish off the squad of boys that assaulted them, and charged a second unit of boys that were about to kill the last remaining vet sergeant. Miraculously, he survived, and killed 2 boys himself! (while the commissar did nothing

)
Despite it being cut short, it was a very enjoyable game with a lot of crazy moments, and now we know what adjustments need to be made! I'll post up the new battle map and mission rules shortly.
UPDATE
New rules and map have been amended to the original post. We decided that cover should be placed by all 3 players one by one, rather than preset scenery, as it affected all of our deployments negatively. We also removed the speed limitation of the Valkyrie, as it was coming from the Ork spawn, meaning it came under heavy fire immediately.
Also looking to extend this into a campaign centered around the early Aurellian campaign, next up is a Convoy assault mission in a canyon, with Orks defending this time: