Batrep vs. Badmoon Orks: Gaining a foothold in the city of Mellaj
With the imperial order to stop the Waagh! rampaging through the Umbral system, the imperial guard have been instructed to prepare for an assault on the city of Mellaj. In advance of the imperial guard attack, the Dark angels have sent an advance strike force to soften the Bad Moon
orks that have overrun the city. Clever strategy by Commisar Toledo and Dark Agels 4th Company Master Indomiel has led to the orks bands being distracted by rapid ravenwing strikes to the north and west of the city causing disorder in the ork ranks, with ork cheifs being drawn off to exact revernge. The true goal these raids is to give cover for the Guard to reclaim the foundaries of Mellaj . The city itself still contains close 1million ork boyz. In a precient view brought on by warp trace Ezekiel has come to Umbral to aid the 4th Co. With only a handful of troops at his command, Ezekiel patrols the western
edge of the ruined city.
In a sudden turn of events Ravenwing scouts have sent an advance warning of the sudden
appearance of an ork warband in this city sector, led by the warboss Chompjaw.
Ezeikial makes his reinforcement request but is told it will take some time
before the reinforcements can arrive.
Caught before the Imperial guard can make a strong push, the
Dark Angels must hold this western edge of the city to ensure that it will be safe for the imperial warmachine to push into the broad avenues and retake the city. Will the Dark Angels be able to hold on?
Special deployment - we used the Dark angels battle book for this mission meaning i only got a select portion of my army until turn 3.
Special reinforce rules.
O1- the green tide washes forward killing several marines in
the building and a few in near the trees.
D1 – the dark angels consolidate. Bringing guns to bear on
deffcoptas and the gretchin frontlines, while the attack bike fires on the
battlewagon…. destroying it in one shot and Decimating the 20 shootaboys
inside. Meanwhile the ravenwing and librarian attempt to weaken the flank and
attack the commandos. But the librarian fails both his psy-powers. The
deffcoptas fail their morale check and flee. The the ravenwing charge in but
without prescience cant do much damage and are stuck ( because I forgot to hit
and run!)
O2 – with no respite expected, and no quarter given the boyz
surge forward! The bikes charge forward flinging themselves into combat. The 30
strong ‘ardboy mob rushes to support the
commandos. And Chompjaw, wrenches the nob out of combat challenging the
librarian. The shootaboys emerging from the wreckage of the battlewagon, take
revenge on the attack bike. Resulting combat sees the the ork bikers swept, the
ravenwing killed leaving only the librarian, alone with Chompjaw. Meanwhile the
killa kanz, stride forward and go to work on the Landraider stripping 3 HPs,
and stunning it.
D2 – With another turn to hold out before the reserves
arrive the Dark Angels roll up their ceramite sleeves. Eziekel and the
terminators emerge from the Landraider, to destroy the killa kanz. The
librarian continues to singly hold against the mob and Chompjaw. This time the
librarian passes both psychic powers giving himself prescience and fiery form.
The termies make short work of the kanz and a plasma cannon kills several
gretchin and glances the deffdread lurking with intent.
O3 – the gretchin lead the way towards the marines besieged
in the ruined building, while the true power shows up in the form of grotzooka
tanks, and the scorcha boys who combine their firepower to decimate the
terminators and Ezeikel leaving only one terminator remaining. In the meantime
Librarian Bellerophon calling on his powers of the warp, kills off the warboss before he
can swing, then (error on my part here) hit and runs away. (for those who cry
foul this mistake would be rectified later on.)
D3 – The reserves finally arrive, with the black knights
outflanking and the heavy support joining the forces behind the trees. The
crusader unleashes a salvo against the truck of burnaboys and swings its
weapons to bear on the gretchin squad holding the central objective, but can
only wreck the truck. Black knights outflank, behind the boys staying outside
charge range, and unleash a few plasma shots. The lone terminator goes to work
on the grot tanks and destroys one outright.
O4 – Burnaboys charge the devastator squad but can only get
half their squad in combat. Deffdread charges and kills the second tactical
squad. A lone remaining gretchin kills the librarian (Gork and Mork were
smiling). Shooting from the commandos kills off the marines in the ruined
building. Attempted grot canons miss the lone terminator
D4 – the exposed deff dread is blasted in the back by the
assault cannon on the still mobile Lanspeeder, wrecking it. The whirlwind fires
a direct shot on the clumped up boys killing nine. In a moment of insane
courage the remaining tactical squad rushes to aid the devastators and assaults
the burnaboys. The combined damage causes the burnas to lose combat and get
rundown! Too far away to assault the black knights continue their rain of
plasma on the mob. Another grot cannon is stunned as the terminator continues
his work.
O5 – the mob rushes to claim the object near the generator. the lone grotzooka gives up on the terminator and destroys the landraider who helped destroy the deff dread.
D5 – with victory in their grasp the landraider proceeds to
immobilize itself on the wrecked truck losing its last hull point in the
process. The whirlwind again makes its salvo pay, as do the frag missles of the
devastators. The combined attacks make it so that no troops remain within range
of the objective. The game ends.
Dark Angel Victory.
Comments
Post a Comment