So, we played two games over the New Year week, and this is the first. The Grot Kan Wall has managed to blast it's way into an Imperial City and, as always, the last line of defence are the Adeptus Arbites. Will they manage to save the Important Reic from the greenskins' clutches? Read on, gentle dakkanaut, and find out...
Panic's Grot Kan Wall [Orks, 1500pts]
* Big grotmek [eavy armour, cybork body,
KFF]
* Big mek [power klaw, eavy armour, cybork body,
KFF]
* 5 Mega Armoured Grotz [1 rokkit, 1 scorcha]
* Dreff Dredd [2 big shootas]
* 28 grots [3 herders, 1 prodstick, 2 grabstick]
* 15 grots {2 herders, 1 prodstick, 1 grabstick]
* 15 grots {2 herders, 1 prodstick, 1 grabstick]
* 3 Buggies [
TL rokkits]
* 3 Buggies [
TL rokkits]
* 3 Buggies [
TL rokkits]
* 3 Killa Kans [big shootas]
* 3 Killa Kans [rokkits]
* 3 Killa Kans [grotzookas]
ArbitorIan's Adeptus Arbites [Sisters of Battle & Imperial Guard, 1500pts]
* Judge Jacobus
* Cyberhound Team [Battle Conclave of 3
DCA]
* Combat Team [10 Battle Sisters, 2 flamers] in a Repressor
* Combat Team [10 Battle Sisters, 1 multimelta] in a Repressor
* Dominion Team [5 Dominions, 2 meltaguns] in an Immolator [
TL multimelta]
* Dominion Team [5 Dominions, 2 meltaguns] in an Immolator [
TL multimelta]
* Retribution Team [5 Retributors, 4 hvy bolters]
* Exorcist
* Exorcist
* Psy-marshall [Primaris Psyker]
* Patrol Team [10 Veterans, grenadiers, 2 plasmaguns]
* 3 Sentinels [multilasers]
Pre-game We rolled for The Relic, with regular deployment, the Adeptus Arbites winning the roll and deploying first. The Psy-marshall elected to take telekinisis powers in an attempt to get Objuration Mechanicum, but failed and ended up with Crush and Assail. The Arbites then deployed, with both Combat Teams in the centre in their Repressors, and the Patrol Team backing them up with Jacobus and the Cyberhounds. the rest of the force deployed around the big building in one corner.
The Grots then lined themselves up, Kans and Meks in the centre and buggies on the flank.
And the two armies square off for the central relic - the grots attempt to steal the initiative but fail, so first turn the the arbites.
Arbites Turn 1 All the Repressors and Immolators gun forwards, the Dominions making use of their scout moves to get within melta range of the Dredd.
The big push forward means that both Combat Teams can swarm the relic, capturing it.
And the Exorcists open fire, but the shooting phase is pretty average. They manage to explode one of the the central Kan unit, and stun another, and the Psy-marshall crushed the arm from one of the grotzooka Kans, but the rest remain intact.
The advance Dominion team fire at the Dredd, but fail to cause any harm, leaving themselves quite exposed out there!
Grot Turn 1 The grot line then clunks forwards, the Dredd and nearby Kans lining up on the Dominions, but only managing to kill one with shooting.
They then multi-charge, reaching the Immolator as well. The Arbites are very lucky with their Light of the Emperor saves, and only lose one man, but break and fall back. The Immolator is exploded.
The rest of the turns shooting is pretty much as expected - the majority of Arbites make their saves and Kans keep klunking onwards.
Arbites Turn 2 Both of the Combat Teams pile into their Repressors, taking the little green flag with them and reversing the maximum 6". The rest of the army redeploy to cover their tracks.
The Arbites line then opens fire, targetting the Kans and, with combined fire from the Exorcists, Sentinels, depleted Dominion squad and retreating Patrol team, explode three Kans and wreck another. The Retributors also take out the first buggy of the game.
The retreating Dominion squad on the bridge then rally and explode one Kan, wrecking another in assault with a krak grenade. Only one boltgunner remains,
At the end of the turn, the Arbites have the relic and almost all of the Kans are out of action. The Buggies and Dredd, however, are practically untouched.
Grots Turn 2 The whole grot line advances, even the grot herds in the back moving up, as two squads of buggies move around the flank to score two glances on one of the Repressors.
The Megagrotz squad advances on the remaining Dominion Team, killing two with gunfire and cutting the rest down in close combat.
And the final Kan kills the last of it's Dominion enemies and consolidates forwards alongside the Deff Dredd
The Arbites are on the run, pursued by a seemingly unstoppably Dredd!
Arbites Turn 3 The Combat Team in the damaged Repressor deploy in a gunline, as the Patrol Team move forwards into plasma range and the Psy-marshall leaves her Immolator and joins the Cyberhounds, attempting to cast Crush on the Deff Dredd but failing to hurt it.
The Sentinels and Retributors combined take out the final two buggies on the right.
And one Exorcist destroys the final Kan...
as the other Exorcist takes out half of the Megagrotz squad with a massive salvo.
The Combat Team, just deployed from their Retributor, open fire with every bolter and flamer they have at the offending Buggy unit, and manage to destroy all three!
And the advancing Patrol Team explode a final Buggy with a plasma shot and immobilise another.
At the end, the Arbites have been forced to leave a lot of their vehicles and advance again, but only two Buggies remain.
Grot Turn 3 The Arbites seem to have overextended themselves as both the Megagrotz and Deff Dredd get fantastic charge rolls and move into assault. The Dredd wrecks the final Immolator, while the Megagrotz take on the Patrol Team and Jacobus. Jacobus challenges the Big Mek and kills it, but the Arbites lose the combat in the end, but pass their break test.
The final moving Buggy zooms around the side, but fails to score another hit.
Arbites Turn 4 The Psy-marshall and her Cyberhounds move in on the Dredd, but they still can't summon the power to Crush it.
But the Exorcists manage fine, exploding the Dredd after a massive salvo of missiles.
The Sentinels on the other side of the board then start going after the Grot herds, killing...um...lots...
And the Patrol Team continue the assault against the last remaining Megagrot.
By the end of the fourth turn the board is littered with dead vehicles.
Grot Turn 4 The last moving Buggy makes a run for it behind a building, hoping that the rules allow him to get the Linebreaker point. (They don't - vehicles aren't denial units)
And the advancing grots make a great charge roll, and pile into the Megagrot/Patrol Team combat. By the end of the phase, all the Arbites are dead apart from Judge Jacobus and the Proctor.
And, with few big models left on the board, the Grots are still making a nuisance of themselves.
Arbites Turn 5 The Exorcists, without many targets left, destroy the final Buggy in the open.
But in assault, Jacobus finally goes down to the the Megagrot, and the consolidation move allows the Megagrot to approach the Repressor with the relic inside!
The Repressors have moved as far back as possible, but will it be enough?
Grot Turn 5 The Megagrot reaches the final Repressor, exploding it and forcing the squad with the relic to disembark, and also getting a linebreaker point if he survives!
But just then we roll for another turn and the game ends here, with a win for the Arbites. Relic secured!
Arbites - 4 (Relic, Slay the Warlord)
Grots - 3 (First Blood, Slay the Warlord, Linebreaker)