Opponent: Gary
Campaign: Destroy the Gargant campaign game 1
Mission: Night Fight
1st turn: Imperial Guard
Points: 1500
Location: Celebes, Salazar systems, Skolarii Sector
Background: En route to Celebes, Inquisitor Severus stopped off at Ceylanka to bolster his meagre forces. Although the planet is still infested with Orks many regiments of Ceylanka Tigers are based there, and Severus made contact with a certain Captain Jehan, requisitioning two detachments of his guerrilla fighters. Inquisitor Severus then made all haste for Celebes. Within an hour of dusting off we were in a firefight with Ork pickets on the outskirts of their encampment. Severus chose to stand off and place Jehan in charge of the engagement.
Imperial Guard with Daemonhunter allies
- Command Section, Captain Jehan with plasma pistol, Meltagun, Lascannon
- Eversor Assassin
- Infantry Platoon 1
- Command Section Diyon, Plasma gun, Missile launcher
- Squad Thehan, Vet sergeant with Bolt pistol, Heavy bolter, Flamer
- Squad Vidu, Mortar, Flamer
- Infantry Platoon 2
- Command Section Pamu, Sergeant with Bolt gun, Missile Launcher, Flamer
- Squad Ranuga, Mortar, Flamer
- Squad Kavith, Mortar
- Squad Derrida, 8 Stormtroopers, Plasma gun, Melta gun, Vet Serg, plasma pistol, Bolt gun, Auspex, Rhino, Smoke launchers
- Squad Baudrillard, 7 Stormtroopers, Grenade Launcher, Vet Serg, Hell Pistol, CCW, Krak grenades
- Sentinel, Multilaser
- Sentinel, Heavy Flamer
Orks
- Brazhak Snitchtongue, Warboss, Mega Armour, MegaBooster, CyborkBody, 5 Brazhak Bully Boyz, Nobs, Sluggers, Choppas, 'eavy armour, 1 Wartrukk big shooter
- 16 Greengobs, Slugga Boyz, 3 Rokkits, Nob, Iron Gob
- 16 Tusk Sharpeye Shooter Boyz, Nob, 3 big shooter
- 5 Bang Boyz, Tank Busterz, 3 rokkits
- 5 Snotfasts Bike Boyz, Warbikes
- 3 Killer Kanz, 3 big shooterz
Terrain and deployment
Lieutenant Diyon's Command Section deployed to the left, taking cover behind a ruined wall. Stormtrooper squad Baudrillard and Command Section Pamu held the middle ground while Squad Vidu and a sentinel took the front. The Orks can barely be seen on the horizon.
Over on the right the flanking force consists of Stormtrooper Squad Derrida in the Rhino, the Eversor assassin, Squad Thehan, and the Heavy Flamer armed sentinel.
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Turn 1
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Turn 2
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Turn 3
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Turn 4
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The assaults with the Sentinel and Eversor assassin continued in the centre of the battlefield, the assassin in particular outnumbered by the green horde. Eventually, sheer weight of numbers brought him down and he was hacked to pieces, only for the Greengobs to get a nasty surprise...
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Turn 5
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Turn 6
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Result: Draw
Aftermath
So the Daemonhunters are forced to find another way into the Gargant construction fields, the Orks having held them up but failing to destroy their enemies.
The game was incredibly tense as two players with new armies tried to get to grips with their own forces as well as that of the enemy.
The Daemonhunters seemed to have lost the game early on as their first turn of shooting failed to kill a single Ork. In later turns they fared little better and to add insult to injury the Orks excelled in the shooting phase early on.
This was largely due to the big shootas on the Warbikes, the Killer Kanz and in the Shoota Boyz squad. Between them these three squads could kick out thirty-three strength five, armour penetrating five, hits per turn whilst moving. The regular Guard squads were shredded in short order as they were wounded on a 2+ with no saving throw.
Once the Stormtroopers became involved however their 4+ save allowed them to soak up the hits; in the centre the stormtroopers held up the Biker Boyz for several turns and reduced the squad to one model, on the right the Stormtroopers survived where the Guardsmen had been cut down.
This impressive Ork shooting display effectively destroyed any Daemonhunter flanking move on the right with Squad Thehan being killed to a man and the Stormtrooper Rhino being first immobilised and then, after rolling a lucky six to get moving again, being blown up while having smoke grenades deployed. Stormtrooper Squad Derrida clawed some dignity back when they forced the Tankbustas to rout on the last turn but they took some casualties of their own and were last seen running for the hills themselves!
The remaining flankers attacked the Ork centre instead with the Assassin taking out the Warboss' transport then crashing into the Slugga Boyz, and the Sentinel taking on the Tankbustas. While both the Assassin and scout vehicle both died in short order they managed to hold their opponents up for a turn or two and this then meant that the Orks were effectively attacking in two waves. These waves crashed into the main fire base of the Daemonhunter army; two platoons of Imperial Guardsmen.
Although they couldn't seem to hit a thing early in the game they excelled at close to medium range where they could bring their plasma gun, meltagun and numerous flamers to bear. Even the humble lasgun managed to fell several Orks due to the Orks lack of effective armour.
Although the Ork Warboss was a formidable foe in close combat, and every unit he touched he destroyed, the Guardsmen had just enough units to whittle his retinue down and force him to retreat. If the Orks had managed to make contact as one unified whole then the Guardsmen would simply have been overwhelmed.
As it was the tattered remnants of the Slugga Boyz only just reached the Guard in the last turn and they were locked in combat as the game ended, while Commander Jehan personally took the last bullet of the game in order to keep his unit above half strength and therefore claim the table quarter.
All in all a very enjoyable and tense game that went right down to the wire. The next game in the campaign is now a patrol with the Orks trying to prevent the Daemonhunters from infiltrating their camp.
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