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It was SM vs. ma boyz. We wanted something different so we made up our own kill teams type game. The Space Marines received intell that there was a secret underground mek base that was pumping out Stompas and other various killy Ork vehicles. They were hammering the SM lines so something needed to be done. A special forces strike team was tasked with the destruction of the bases main generator. (yes I know the generator would be fixed in no time) The underground base had a force of Orks that patrolled heavily, and there was defense guns surrounding the small base outside. The generator was behind a walled enclosure (uh... I said its because the smoke from the generator made the Orks inside sick and wahtnot lol)
220pts SM task force. 10 man tactical, heavy bolter and 2 multi meltas. The squad had sharpshooter skill(allows rerolled misses) and silencers (can shoot a guard with bolters and if killed, cant raise the alarm)
I had 220 pts for sentries and defenses. 11 grots, 12 boyz and 4 big shootas for defenses. The big shootas could only attack once the alarm was raised, OR if the generator was blown, then the whole base was ready to rock. Once the alarm was raised(or generator destroyed) every turn I rolled a D6, 4+ I got a 10 boy mob on a random table edge. The attackers AND sentries did not have unit coherence but the boyz mob had to stick have unit coherency and no upgrades. The base was lead by a nob with PK, big shoota and eavy armor. I dont think Im missing anything ok here goes
Turn one:
SM move in slowly and NEARLY mess up off the bat. He got lucky and killed one guard with his last SM able to fire lol.
Ork sentries move randomly (we used a D6 and scatter for their movement)
Turn two
SM: he makes it to my alarm station(my nephew set that up the lil basterd lol) so SM leave 3 marines to guard the station. They kill 2 more guards, and the HB sets up in a pile of junk ready to unleash when he gets the word.
Orks : More random movement, so far we are oblivious.
Turn three
SM : Sgt and both melta gunners move closer to the base. The decide to sneak around the back to get to the generator. 2 other SM follow more down the center towards a cluster of boyz and grots drinking and yelling. HB now has 1 other SM next to him for support.
Orks : more random movement. A grot ALMOST sees something but gets disinterested quick. A boyz moves behind the back of the building.
Turn four
SM: Sgt and melta gunners surprise the poor boy behind the building and melt him to goo. They are now a turn away from getting to the generator.
Orks: A boy and a grot move right on the generator. I dont know HOW but totally miss the 3 SM and a steaming pile of Ork. Orks are not good guards.
Five
SM get to the generator. The Sgt plants the demo charge. It takes 2 turns to go. The metla gunners nuke the Ork and the grot that missed them previously. Bad for them, there was a sleeping grot on the other side of the generator and he noticed something ODD about the melted boy and grot.
Orks: The grot runs his butt off towards the nob, and hopfully to let others know whats up.
six
SM: The Sgt wants that grot DEAD! so he decideds to climb over the generator instead of go around. Rolls for difficult, and rolls a 2. Not nearly enough. The melta gunners move to shoot, one is blocked and the other misses pretty badly (a 1 then a reroll of a 1 lol) Now they are scared.
Orks: the grot gets to the NOB and alerts any Ork within 12 inches. So now the grot, nob, and some boyz are alerted. ( I have full movement of the alerted minis) The bomb now will go off in the next turn.
Seven
SM: The generator goes and hits the Sgt. Nothing. The melta gunners move and nuke the poor nob into nothing. The Sgt. shoots the sissy grot. The heavy bolter opens up and only kills 1 grot (we decided that on a weapon that shoots more then once, can wound that many models under a small blast template if they do not use the unit coherency. So a HB can shoot at 3 separate minis under the blast)
Orks: a boy runs to the alarm box only to meet his death by the guards. Boy charges and kills the HB. Grot shoots a SM in the back, and kills the SM. Ork Tau(hes an Ork with a tau shoulder pad) assaults the 3 guards and tears one apart.
Eight
SM : The Sgt and melta gunners are now running back to the edge they came on (another mission objective) They kill badass grot, but nothing else. The 2 left by the alarm shoot at Ork Tau he gets hit, but both fail to wound. Another shoots at Ork Tau and finally downs him.
Orks: Now since everyone is alerted. I roll and get a squad of boyz on the table. The 4 big shootas can now start raining bullets. They kill the rest of the SM that were on the left side of the table. By this time there is only the melta gunners, Sgt and 2 SM. Grots shoot and miss, Orks shoot and miss.
Nine
SM: The SM near the alarm box, run for the edge. The melta gunners run and the Sgt kills another Ork.
Orks: The bigshootas try to kill the 2 running at the far edge of the table, but they fail horribly. My boyz squad are too far away to get to them, So I know I wont win. That means, time to kill as much as possible. So the boyz run towards the melta gunners. Grots miss
Ten
SM : Pretty much victory is his. His men get off the table and wins, but gets cocky and wants to see how much his Sgt and melta gunners can kill. Bad idea. The Sgt kills one big shoota. The melta gunners miss
Orks: We are mad, but there is plenty to kill. The big shootas kill off the Sgt and one gunner. And the last poor soul, got WAAGHed by the 10 boyz mob.
It was a long game, and ALOT happened. Im sure I missed some, and I bet the numbers dont add up. I might be mising a few kills together who knows. BUT the game was a BLAST to play. It would of made a cinematic short for sure. Alot of I killed you, you kill him, we shoot you, they shoot us once the gak hit the fan. Id suggest, if your games are getting a little dull, set up something like this, it was just fun
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