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Storm of Vengeance


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"The Orks have come to Piscina, and they are here to stay (as far as they are concerned)! How the Orks got to Piscina IV is a complete mystery to the Imperium, but it is really very simple. The notorious Ghazghkull has joined forces with the equally notorious Nazdreg and they have a reely, reely kunnin' plan. Nazdreg's Mekboyz have built an exceedingly large and exceedingly long ranged telly porta which is mounted on Nazdreg's space hulk, Scylla. The two fiends are using Piscina as a testing ground for this new weapon. If they are successful Ghazghkull will be able to start a Waagh! so huge, that the Imperium will tremble before it..."
 
The two mighty Ork warlords, Ghazghkull and Nazdreg have joined forces to invade the Imperial planet of Piscina IV. It is up to the 3rd Company of the Dark Angels, led by Master Belial, to contain the Ork's initial onslaught and reclaim the world from their savage greenskin foes.
 
If the Dark Angels fail, the galaxy will quake before an Ork Waagh of unimaginable power and ferocity...
 
This is a small campaign, that I am playing out here in 2014 with a friend of mine. Not only have I never played against Orks, but it will also give me a chance to play with my much forgotten Dark Angels...good stuff all round.
 
Enjoy!
 
Best,
Master Ciaphas



The Invasion of Piscina IV
 
Days 1 - 5
Using the telly porta, Ghazghkull and a small force land on Piscina IV. Unfortunately, the telly porta proves unreliable, but Ghazghkull discovers he can use captured Imperial power stations to power it up. He already holds one at the landing site, and quickly proceeds to capture a second in Kadillus Harbour, driving the Dark Angel defenders back...
 
Scenario 1: If Ya Want Sumfin' Done...
This is based on Ghazghkull's assault on the Kadillus Harbour power station. The Dark Angels make a last stand in their temple, and there is fierce and vicious street fighting across the whole settlement, while the Basilica changes hands many times in bloody firefights and close quarter combat...
 
Ghazghkull's attack caught the defenders of Kadillus Harbour completely by surprise. The initial attack quickly overran the city's outer defences, and before the surprised defenders could react, there were Orks all around them. All of the city vicious close quarter battles broke out between the startled and surprised defenders and the rampaging Orks. Casualties were heavy on both sides, but the Imperial defenders were soon cut off and completely surrounded, and room to room and block by city block, they were systematically wiped out by the Orks.
 
Ghazghkull was a veteran of hundreds of city fights of this kind, and he knew the importance of seizing as much of the city as possible before the defenders could react and start to organise a better defence. All across Kadillus Harbour assault mobs made their way to seize vital installations as quickly as possible. Objective after objective fell into the Orks' hands. Within an hour of the first shot being fired, over half of Kadillus was under Ghazghkull's control.
 
There was one objective, however, that was far more important to the Orks than any of the others - the Kadillus Harbour power plant. It lay near the heart of the city and would be difficult to reach, but Ghazghkull knew it had to fall swiftly and intact, or else all would be lost and in vain. Gathering together a select mob of the 'Ardest Nobz and Boyz he could find, Ghazghkull prepared to deal with the matter personally, because if ya want sumfin' done...
 
Dark Angels Briefing
Outnumbered and surprised, you must defend the power plant to the last man, long enough for local reserves to arrive. The Dark Angel forces may not contain any Heavy Support choices. The Dark Angel forces that start on the table must be at least 12" away from each other to reflect the nature of Ghazghkull's surprise attack. Choose a 1,500 point army. Then roll a D6 for each unit. 1-2 means the unit joins Task Force Alpha, 3-4 means the unit joins Task Force Bravo and 5-6 means the unit joins Task Force Charlie. Then choose one of the three Task Forces to be your army. This might mean that you get more points than the Orks, but such are the vagaries of war...
 
Ork Briefing
The capture of the power plant is crucial to the entire campaign. With a small elite group, you must storm the power plant and capture it intact from enemy hands. The forces may not include any Heavy Support choises. Choose a 500 point army using only Boyz, Nobz, Lootas. You get Ghazghkull for free. The Orks are the Attackers and go first, moving their entire army onto the board across from the Kadillus Harbour power plant.
 
Mission Objective
The player who controls the power plant at the end of the game wins the battle. For the Orks to control the power plant, they must have the closest surviving scoring unit to the building at the end of the game. Any other outcome is a victory for the Dark Angels (their reinforcements arrive before the Orks can finish their mission, driving back Ghazghkull and his Boyz).
 
Kadillus Harbour main throughfare and the power plant to the left
 
The power plant and an Imperial Aquila fallen during the Ork invasion
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Scenario 1 - If Ya Want Sumfing' Done...
 
As the battle for Kadillus Harbour erupted, the Dark Angel garrison was scattered throughout the city. By circumstance, Task Force Alpha led by Codicier Librarian Charon, had taken up position at the Kadillus Harbour power station. Little did they know of the sneaky Ork attack led by the Prophet of Mork & Gork himself. On the power station itself, Charon had stationed 6th Tactical Combat squad wherefrom their plasma weaponry commanded an overview of the approaches to the station. To the south of it, he led Tactical Squad Ravager along with his second in command, Veteran Sergeant Ravager. In reserve, Charon had Deathwing Terminator Squad Malignus and Assault Squad Haeron.
 
 
 
Having gathered together his sneakiest and quietest boyz, old Ghazghkull had managed to approach the power station undetected. Now that the prize was in view, he grinned to himself and unleashed his mob. The Orks swarmed forward, two large mobs of Boyz led by Nob Gutgrinda and Nob Spleenmuncha, while on his far right flank Boss Redglare advanced with his Lootas carrying their shootiest weapons. Under his inspiring leadership, the Greenskins would carry the day against the squishy 'umans. 
 
 
Storming forward, the Ork gunz were not yet in range, so despite raising the alarm, nothing much happened, save that the Orks were making good speed through the wrecked buildings. In response, Codicier Charon led Squad Ravager a slight bit back, whilst flanked by 6th Tactical Combat Squad Alpha. The plasma cannon carried by 6th Tactical Combat Squad Beta opened up on the Ork choppa boyz, but the shot veered off course and failed to harm the xenos
 
 
Encouraged, the Orks surged forward, whilst the Lootas found cover behind some barricades. Their weapons opened up and a veritable hailstorm of solid shot hammered into Combat Squad Beta, slaying one brave battle-brother. 
 
 
Charon deemed the time was ripe to being his counter-maneuver, and led Squad Ravager and 6th Tactical Combat Squad Alpha forward. Whilst doing so, he focused his mind and blessed Squad Ravager so that their shots would strike true with the power Prescience, whilst simultaneously calling Misfortune upon the Ork choppa boyz closest to him. Opening fire, a mere two Orks meet their doom. From the rear staging area, Squad Haeron also arrived to bolster the defence of the power station, taking position right behind the central cooling tower.
 
 
 
Close now, the Orks were getting their blood up. Starting to chant, the mob led by Nob Spleenmuncha moved into the ruin right in front of the annoying 'uman warp boss, whilst Nob Gutgrinda continued to move forward with his yellowlivered boyz. In the middle of the Ork front, the great Prophet moved along, carefully monitoring his ladz. Boss Redglare once more opened up at 6th Tactical Combat Squad Beta, this time more shots hitting, and when the fire cleared, only a single Dark Angel remained standing. Grinning, one of the boyz in Gutgrinda's mob fired his shoota and the lucky shot pierced the helmet through the eye, felling the last survivor of Combat Squad Beta. The power station had been cleared of Imperial troops! Eager to get to grips with the 'ard 'umans in front of him, Spleenmuncha roared the charge. Somehow, the Space Marines were ready for him, and his front rank was rapidly gunned down in a storm of promethium and bolter shells. With them slain, the momentum had been lost and the Ork charge failed to connect, leaving them stranded in front of the vengeful Dark Angels. 
 
In front of the Lootas, the air started to crackle, and as the stink of ozone started to permeate the area, arcs of lightning suddenly erupted from out of nowhere. As soon as their eyes cleared, the Lootas witnessed five figures armoured in bone-white plate standing still in front of them, weapons pointed right at them...
 
 
Charon led his men forward, and once more called upon the powers of Prescience and Misfortune to aid and hamper. Determined to slay the invading xenos, Charon calmly gave the order to open fire. All over the Dark Angel line, the stalwart defenders of the Imperium laid waste to the Xenos. Spleenmuncha's mob withered like snow in the summer sun, whilst Deathwing Squad Malignus delivered vengeful retribution upon the Orks. When the fire lifted, Boss Redglare had fled head over heel with his three surviving boyz, whilst Spleenmuncha and his boyz lay burnt to cinders and ripped apart by the explosive munitions fired into them.
 
 

Realising that the game might soon be up, Ghazghkull ordered Gutgrinda's mob forward, whilst he himself moved to deal with the 'uman warphead. 
 
 
Grinning over his rival Spleenmuncha's demise, Gutgrinda steadied himself and pointed at the white armoured human warriors. Barking at his boyz to fire, the mob fired wildly at the Terminators. The mass of fire was more than even the mighty Tactical Dreadnought Armour could withstand, and two battle-brothers of the Deathwing met their end in the hail of Ork firepower. Vengeance would be swift...
 
 
Moving forward, Veteran Sergeant Malignus led the two survivors of his squad, whilst Squad Haeron activated their jump packs and moved in support. Likewise, did Tactical Combat Squad Alpha and Squad Ravager led by the indomitable Codicier Charon. Once more calling upon the fickle warp, Charon was imperiled and suffered a wound when summoning Misfortune upon his foes, but he succeed in calling the blessing of Prescience upon Squad Ravager. The Imperials once more opened fire, and it caused the deaths of many of Gutgrinda's boyz. The Orks, inspired by the presence of Ghazghkull, remained firm however. Not content with this, Squad Malignus charged in to finish the Orks. His challange accepted, Malignus wounded Gutgrinda, and was saved from death by his might armour, when the Ork's power claw hammered home. Worried by the massive losses his mob had taken and left with but a single boy, Gutgrinda decided discretion was the better part of valour, and if he survived to fight another day then, well, he had not really lost...promptly, Gutgrinda legged it towards friendlier areas of Kadillus...
 
Roaring his rage at the disruption of his plans and the weakness of his boyz, Ghazghkull called upon the power of the Waaagh!! and charged in. The overwatch fire from Squad Ravager wounded him gravely, but in combat, Ghazghkull was a lord of war and death. Lashing about, he felled six Dark Angel Space Marines, and suffered no harm in return. 
 
The Dark Angels advanced to slay or capture the infamous Ork Warlord, but not even with the help of Squad Haeron could the Dark Angels penetrate the heavy armour worn by Ghazghkull. Obviously tired from his previous exertions, the great Ork only slew a single brother. 
 
 
As evening fell, Ghazghkull spotted incoming Imperial reinforcements, and even though it would prove a good scrap, there was still the greater plan to carry out. Quickly lashing out, Ghazghkull stunned his attackers and "tactically withdrew" off the field of battle, leaving the intact power station in the hands of the Dark Angels and the Imperial defenders.
 
The Imperium had won this time round...but he would be back...   
 
Historical Outcome:
Task Force Alpha was led by Interrogator-Chaplain Uriel, and although the defenders of the power station were caught by surprise by Ghazghkull's attack on the power plant, they were still Dark Angel Space Marines, and responded to the attack quickly and efficiently. In moments the Orks and Space Marines were locked in a deadly close quarter battle fought amongst the streets and buildings surrounding the power plant. A counter-attack led by Interrogator-Chaplain Uriel sent the Orks reeling back, and for a moment it seemed that the Dark Angels would prevail. Ghazghkull sensed this, and moving swiftly he engaged Uriel in hand-to-hand combat. 
 
The fight was bloody but brief: Uriel was a mighty warrior, but no match for Ghazghkull at the height of his powers. Within moments the Chaplain had fallen, and soon after the power plant itself fell to the Orks. Ghazghkull's plan had worked so far...Now all he had to do was hold out in Kadillus while Nazdreg finished off the 'umies!
 
Campaign Result:
With the Ork failure to capture the power plant, Nazdreg's forces will sorely miss their reinforcements as the power to the telly porta will be lacking. Any army in Nazdreg's War must pay double cost for vehicles in the scenarios.
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I love it! the models, the terrain, the write-up. This is what the hobby's all about. Forging a narrative indeed. :tu:

I still have the rules from the 2nd edition campaign pack, though sadly not the building which went AWOL from my parent's garage along with the rest of my terrain. verymad.gif

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Thank you all, I am very pleased that you like it!

 

I played the second scenario - the Dark Cathedral - yesterday, and I will be writing it up soon. Until then, you have something to look forward to. The next scenario - scenario 3: Cut and Run - promises to be harsh on my poor Angels, as 500 points of scouts and Ravenwing will be facing off against 750 points of angry Orks!

 

Regards,

Master Ciaphas

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The Invasion of Piscina IV

The Siege of Kadillus Harbour - 40759997.M41

 

Days 1 - 5

Using the telly porta, Ghazghkull and a small force land on Piscina IV. Unfortunately, the telly porta proves unreliable, but Ghazghkull discovers he can use captured Imperial power stations to power it up. He already holds one at the landing site, and quickly proceeds to capture a second in Kadillus Harbour, driving the Dark Angel defenders back...

 

Imperial reinforcements arrive from the countryside and cut Ghazghkull off from his landing site by occupying Koth Ridge. Ghazghkull is heavily outnumbered but occupies an ideal defensive position. Imperial troops start to reducing the Ork position and manage to link up with the surviving Dark Angels, but it is a slow and costly operation.

 

Scenario 2: Dark Cathedral

This is based on Ghazghkull's assault on the Kadillus Harbour power station. The Dark Angels make a last stand in their temple, and there is fierce and vicious street fighting across the whole settlement, while the Basilica changes hands many times in bloody firefights and close quarter combat...

 

With the second power plant and now two-thirds of Kadillus Harbour finally safely in his hands, Ghazghkull ordered his boyz to dig in and wait for the inevitable Imperial counter-attack. It was not long in coming, but when it did, the Orks were well prepared and easily staved off the initial probing attacks by Dark Angels Space Marine Scouts.

 

Master Belial, the commander of the Dark Angels on Piscina IV, moved his forces to occupy Koth Ridge. This impressive range of rocky and steeply sloped hills all but surrounded Kadillus, and as more and more forces moved into position it quickly became obvious that the Orks were trapped and surrounded. Thus began the Siege of Kadillus Harbour. 

 

Slowly, inch by bloody inch and block by city block the warriors of the Imperium clawed their city back from the Orks. It was slow, painful work and involved some desperate fighting. The Orks were well prepared and had turned each building into a veritable fortress, from which they could only be evicted with considerable cunning and preparation - and blood!

 

Dark Angels Briefing

Your force must consist entirely of foot troops, dreadnoughts and bikes. You must hold the Basilica and wipe out the Orks quickly! Choose a 500 point army using the standard FOC.

 

Ork Briefing

Your force must consist entirely of foot infantry, dreadnoughts and bikes. No vehicles are allowed. As the attacker your aim is to wipe out every last enemy defender! Choose a 500 point army using the standard FOC.

 

Mission Objective

The opposing forces are aiming to dominate the Cathedral. The player who occupies the most quarters of the board wins. To claim a quarter there must be no enemy scoring units in the same quadrant. 

 

The game lasts 6 turns.

 

Scenario Special Rules

Cityfighting Stratagems, Hidden Deployment and Night Fightning (first turn only)

 

Set-Up

1) The Orks are the initial attackers in this scenario

2) The Attacker writes down three entry points for his troops. These must be on one long board edge and one short board edge

3) Attacker announces which two table edges he is deploying from.

4) The Defender then rolls a D6 for eac hof his squads, and on a 4+ may elect to deploy that unit in hiding, using hidden set-up markers. Otherwise the Defender deploys anywhere on the board.

5) The Attacker reveals his entry points and moves all his troops from within 6" of any of the three points. The Defender then reveals his troops after the Attackers first movement phase, then play continues as normal.

6) First turn counts for Night Fighting rules, after which flares and fire from fighting lights the place up.

 


The Basilica of Saint Theonas the Penitent

 


Rear view of the Basilica of St. Theonas the Penitent

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  • 3 weeks later...
Scenario 2 - The Dark Cathedral
 
The constant fighting with the Orks had reduced the once proud basilica to a burnt out shell. Ever since they had invaded Kadillus, there had been constant fighting around the holy site. The Imperial defenders were unwilling to let the basilica fall into the hands of the foul xenos, and it was as though it pleased the Orks to try and take it just in spite.
 
Even now, Interrogator-Chaplain Boreas could hear the low rumble of engines starting up and the guttural howl of Ork warriors making ready for yet another assault on the Basilica of Saint Theonas the Penitent. So far, the battle for the once-impressive building had swung back and forth, countless Orks dying to evict the Dark Angel defenders and yet more dying as the Sons of the Lion strove meter by blood-soaked meter to reclaim what had been lost. 
 
 
As the Orks were regrouping and preparing to counter-attack, Boreas formulated his plan. In one of the mausoleum annexed to the basilica he had Squad Exemplar entrench themselves. On the dominating height of the private chambers once belonging to the now-deceased Primate Accario, Boreas had deployed lexicanum Charon along with Squad Razaiel. From there, their heavy bolter would be able to dominate the atrium of the basilica, delivering righteous punishment to the unclean Orks. 
 
 
Barely had Boraes deployed his forced, before the Orks stormed in through the darkness. Just in front of him, a large mob of Ork shoota boyz ran through the rubble. In their midst, a mek-boy carrying a kustom-force field advanced, shouting with gleeful anticipation of the coming battle. Through the atrium, a mob of bike boyz and a large mob of slugga boyz advanced as well, heading directly towards Squad Razaiel. 
 
 
 
 
The shoota boyz spotted Squad Exemplar and opened fire with their guns. Though the blessing of their foul gods, three Dark Angels were brought low by the massed fire. In the return, the Dark Angels in the basilica fired at the bike boyz, and two were killed as their bikes exploded. Boreas hoisted his crozius high, and with a cry to the Emperor and the Primarch, he led the surviving Dark Angels of Squad Exemplar forward. Their fire killed a few Orks, and as they readied to assualt, the Orks' overwatch fire killed a single battle-brother. 
 
 
Undisturbed, the Dark Angels charged in. Boreas yelled out a challenge, which the nob Scartoof was only too happy to accept, as he was wielding a power-klaw, which would be able to kill the chaplain in one fell stroke. However, the blessing of the Emperor was on Boreas, who slew the Ork nob before he could swing back at him. In the mêlee, the Dark Angels killed many Orks, but lost two brothers in return. Having decisively lost the combat, the Orks promtly routed and fled from the basilica. 
 
 
 
In the atrium, the Orks advanced further, the bikes swinging towards the remains of Squad Exemplar. Their twin-linked firepower killed sergeant Exemplar, as he tried to gain the cover of the ruins, but led by the indomitable Boreas, the Angels held firm. 
 
From the heights, lexicanum Charon tried to call on the power of prescience, fickle as the warp is wont to be, he felt the power manifest only at the cost of some of his life essence, weakening him severely. Still, enhanced by the blessing, Squad Razaiel unleashed havoc upon the slugga boyz, who were running towards their position.
 
 
Boreas led Squad Exemplar forward into the teeth of the Ork bikers guns. Advancing, another brother was killed, but the charge still hit home. Once again Boreas challenged the nob leading the bikers and slew him in quick combat. The last to Orks hurriedly sped away, only to regroup. 
 
The fire of the regrouped bikers proved ineffective, and the slugga boyz's attempt to gain the height of the basilica failed as well, as the overwatch fire from Squad Razaiel was punishingly effective, cutting down the front ranks. 
 
 
 
Seeing that the battle was almost won, Boreas charged the last two ork bikers and with mighty blows from his crozius, he killed both, their fluids sizzling off the power field on his weapon of office.
 
As he looked around, he saw the Ork slugga boys in retreat. The field belonged to the Dark Angels, and the last attempt on the basilica had been thwarted!
 
 
Campaign Result:
The Dark Angel victory will allow one Dark Angel unit in reserve in the Hold the Line (scenario 4) to add +1 to the reserve roll until it arrives. The Dark Angel player must choose which specific unit will be affected by this ability at the beginning of the scenario.
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  • 9 months later...
The Invasion of Piscina IV

 

Days 6 - 8

 

Unaware of how the Orks are getting to the planet, Adeptus Astartes patrols start probing eastward towards the Ork's supposed landing site, but encounter heavy resistance in the shape of Nazdreg and his Boyz, who have just arrived on the planet. 

 

Scenario 3 - Cut and Run

 

While the Dark Angels battled to push Ghazghkull from Kadillus Harbour, Master Belial sent scouting forces eastward to evaluate the extent of the foe they faced. After pushing through a weak screen of green skins, the scouts reported little Ork activity - the bulk of Ghazghkull's horde was fighting in Kadillus Harbour.

 

But, not long after these promising initial reports, things started to go wrong. Scattered accounts of huge Ork reinforcements began to come through and many of the scout squads disappeared without trace. Disturbed by these events, Master Belial concentrated his recon forces wheree it seemed the Orks were massing, on the eastern slopes approaching Koth Ridge.

 

Dark Angels briefing

No HQ or Heavy Support choices are available. Your force must contain at least as many scout squads as tactical squads. Fast Attack choices may be taken as normal. You have 500 points available.

 

Ork Warboss briefing

Your forces may contain any unit within the Campaign restrictions. You must aim to prevent the Dark Angel forces warning their comrades on Koth Ridge. You have 750 points available.

 

Mission Objective

In order to win, the Dark Angels must get all of their units with 50% or over at least 24" onto the table (the area marked scouting zone on the map), and then at least one model back off their base edge. A Dark Angel unit that has moved into the scouting zone may start back before other units have crossed into the area. The Dark Angel player may nominate one unit to be a support unit; this unit does not have to get into the Scout Zone and their exit from the board will not count towards the victory conditions. The Orks must wipe out all the Space Marines in order to win, but stopping the Dark Angels achieving their objectives (even if some get away) counts as a moral victory.

 

Scenario Special Rules

Infiltrators, Sentries and Reserves.

 

Game lasts until there are no Dark Angels left on the table.

 

Both sides fall back towards their own board edge.

 

Set-Up

1) Each player rolls a d6 and the winner chooses a short table edge.

2) The Ork player rolls a d6 for every troop choice in his army, and on a 4+ may deploy that unit on the board up to 12" from his board edge.

3) All other Ork forces are in reserve at the start of the game.

4) The Orks get 12 Gretchin as Sentries that are placed anywhere on the board which is not within 12" of the Dark Angels deployment zone.

5) The Dark Angel player deploys all his forces up to 4" onto the board.

6) If the Dark Angels have any infiltrators, they may make one move after deployment, but before the game starts.

7) The Dark Angels player gets the first turn. The Ork player may try to seize the initiative.

 


Piscina IV hinterlands

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Scenario 4 - Hold the line!

The First Assault on Koth Ridge - 4056997.M41

 

Day 9

 

Scenario 4: Hold the line

The news that there were still large Ork forces to the east of Koth Ridge caught Master Belial by surprise. The first reports from the bewildered Scouts were fragmentary and confused, and precious time was lost confirming their accuracy. By the time Master Belial had a clear picture of what was going on, the first survivors of the patrols were reaching Imperial lines - with their Ork pursuers not far behind.

 

The Ork buggies and bikes that had harried the Dark Angel Scouts all the way to Koth Ridge were quickly driven back by the Imperial forces dug in on the ridge. However, Nazdreg - leading his force in typical Ork fashion - was able to ascertain that Koth Ridge was not held in any great strength. He quickly marshalled his forces together and prepared to launch a major assault, with the aim of pushing the Imperial warriors off the ridge and opening a pathway to link up with Ghazghkull at Kadillus Harbour.

 

Meanwhile, Belial was desperately reorganising his forces, the bulk of which had been committed to the fighting at Kadillus Harbour. Extricating troops from positions so close to the Orks was a tricky business and would take time, but Belial knew that these additional forces would be vital if an Ork attack on Koth Ridge was to be stopped. The question was, could the thinly stretched defenders hold on long enough for a counter-attack to be organised?

 

Dark Angels briefing

The Dark Angel force is divided in two equal halves measured by the number of units in each. The holding force may only consist of Troop, HQ, Elite and Heavy choices. These may deploy anywhere on the board that is at least 30" away from the Ork board edge. The relief force may only consist of Fast Attack choices, Troops or HQ mounted in vehicles and Deep Striking units. The relief force is held in reserve.

 

Ork Warboss briefing

Your forces must breakthrough to Ghazghkull at any cost. There are no scenario restrictions on the army list except that the Ork forces must be led by a mega-armoured nob. This can be the special character Nazdreg Ug Urdgrub. 

 

Mission Objective

The Ork player gains 200VP for every scoring unit in the Dark Angel deployment zone (the area over 30" away from the Ork board edge) at the end of the game. Victory points are given for each unit fleeing or destroyed at the end of game. The side with the most Victory Points total wins.

 

Scenario Special Rules

Infiltrators, Reserves, Deep Strike, Concealment, Fortifications, Foxholes, Victory Points.

 

Game lasts 6 turns.

 

Both sides fall back towards their own board edge.

 

Set-Up

1) Each player roll a d6 and the winner chooses a long table edge.

2) The Dark Angel player deploys his holding forces, no closer that 2D6+12" from the Ork board edge. The Dark Angel relief forces start in reserve. He may set up fortifications anywhere in this zone and may include up to 1 bastion.

3) If either side has any troops which can infiltrate, then they may deploy these units after all other units have been deployed. They may be placed anywhere on the battlefield which is more than 18" or more from an enemy unit or table edge. If both sides have infiltrators roll a dice: the winner may chose whether to deploy his infiltratores before or after the enemy infiltrators.

4) The Orks get the first turn.

5) The Dark Angel player may not seize the initiative.

6) All Ork forces enter play on turn 1 from along their board edge. The Ork player may not have forces in reserve.

 


Koth Ridge

 


Koth Ridge

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Scenario 4 - Hold the line!

 

Nazdreag, leading the main Ork forces from the front in typical Orky fashion, commenced the assault on Koth Ridge to break through to Kadillus Harbour. Master Belial reacted by sending holding forces to strengthen the Imperial defenders and began the delicate task of extricating his forces which were engaged in combat in Kadillus to further reinforce the Koth Ridge.

 

http://img.photobucket.com/albums/v650/Master_Ciaphas/Storm%20of%20Vengeance/IMG_2057_zpsfcafeaaf.jpg

Librarian Acutus has readied the defences. Now the Orks approached and the Dark Angels were ready to deliver death unto them.

 

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The open ground between the Orks and the Dark Angel defences would soon turn into a killing ground. If the Orks could get enough of their numbers across, the Imperial defenders would surely be doomed.

 

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In the center, the Ork Mega-Nobs push forward, confident that their thick armour is impervious to the weapons wielded by the human defenders.

 

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Engines roaring, the Ravenwing reinforcements arrived. Squad Validus commenced their flanking run.

 

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Behind the Mega-Nobs the Ork Warboss and his bikers sped ahead, waiting for the perfect moment to get to grips with the Imperials.

 

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Assault Squad Exanimare advance forward, behind the cover of Koth Ridge.

 

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Crying out the charge, Sergeant Exanimare leads his Marines forward to engage the Mega-Nobs.

 

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The Orks main thrust has been blunted - now Squad Validus moves in for the kill.

 

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Seeing the Assault Marines stalemated against the Mega-Nobs, Veteran Sergeant Raziel leads his Tactical Squad into the fray.

 

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The Mega-Nobs have given as good as they got; now only a single Nob remains, but the bodies of many fallen Dark Angels sully the blood-soaked ground.

 

http://img.photobucket.com/albums/v650/Master_Ciaphas/Storm%20of%20Vengeance/IMG_2071_zps999ee99b.jpg

 

The last of the Orks were dead or fleeing. The Dark Angels stood victorious upon Koth Ridge!

 

Historical Forces:

Dark Angel Defenders:

Interrogator-Chaplain Sarpedon

Apothecary Nestor

Librarian Acutus

Devastator Squad Scalprum

Deathwing Squad Vigilus

 

Dark Angel Reinforcements:

Master Chaplain Uriel

Techmarine Hephaestus

Librarian Charon

Veteran Sergeant Exanimare & Assault Squad Exanimare

Ravenwing Bike Squad Validus

 

Ork Force:

Nazdreg

Gretchin Standard Bearer Smirkin

Snakebite Big Boss Scardreg on cyboar

Makaniak Wurrmek with Shokk Attack Gun

Painboy Lurksnag

Runtherd Gutzmeg with sniffer squag

Snakebite Boyz on boars

Blood Axe Kommandos

Grethcin

Deathskull Lootas

Goff Skarboyz

Goff Boyz

Snotling herds

Freebooters

Ork Dreadnought, Warbike and Warbuggies

 

Historical Outcome:

The Orks suffered heavy casualties right from the start as they advanced over open ground, under heavy fire from the dug-in Adeptus Astartes defenders on the ridge. As if this was not bad enough, the Dark Angels Battle Barge Unrelenting Fury added to the destruction with orbital barrages. None the less, some of the Boyz managed to make it all the way to the Imperial lines - just in time to meet the freshly arrived reinforcements from Kadillus Harbour, who hurled the Orks back down the hill. As the Orks fell back from the ridge a brilliantly time and executed flank attack by Ravenwing Bike Squad Validus turned the retreat into a fully fledged rout. The Dark Angel victory was overwhelming, and of the Orks that took part in the first assault on Koth Ridge over 75% were slain. Imperial casualties were negligible. It was the first set-back the Orks had suffered in the Kadillus Campaign and it would not be the last.

 

"High above the calm sea, a solitary seahawk wheeled and banked searching for prey. The birds presence registered upon Nestor's awareness only briefly, as he scanned the craggy terrain between the Marines' emplacements and the sea. Such a serene vision made it hard to believe that the rocky spires below could erupt at any time into a hellstorm of fire and sharpnel. The Apothecary was not fooled by the apparent calm, he had been busy in the last few hours. Two patrols had already returned after encountering large Ork forces and several Battle Brothers had needed medical attention. He had been rushed here with all speed from Kadillus Harbour on the personal orders of Master Belial himself. Now there was an uneasy tension as everyone waited for the Orks. Every Astartes was fully alert and had been for several hours, none betrayed any sign of the intense strain thanks to their supreme dedication and rigorous training.

 

Short after Nestor's arrival, Master Chaplain Uriel, now recovered from his earlier encounter with Ghazghkull, has assumed command of the force himself, inspiring Battle Brothers with righteous zeal by his very presence. As Nestor waited he ran through the Litany of Mercy in his mind, activating the icons on his medipack as he reached the appropriate verse. First the icon of Diagnosis, then the icons which would send drugs flowing or blades flashing, and finally the icon of the Emperor's Peace which would grant rest to those who had served the Emperor all that they could. Satisfied he cleared his mind of distractions and resumed his watch. A moment later the comm-rune chimed softly in his helmet. "Enemy in sight. 0-3-50, Devastator in range in zero-one minute. Our faith is our shield."

 

The waiting was over."

 

Campaign Result:

No effect on the campaign.

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Nice write ups - I don't know how I missed this originally! But great to see the classic campaign pack re-fought. I still have my copy but sadly never got to play it before 2nd edition ended.

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Thank you! The old campaign was re-written for 4th Ed. by none other than Owen Rees. It is a joy to play, even if some of the missions are a bit skewed in favour of one or the other.

 

We have actually also played Scenario 5: Shadow Warriors and Scenario 6: Revelations which I still need to write up. And as for being slanted in favour of one or the other, how about this: If the the Dark Angels lose Scenario 6 they automatically lose the campaign. Game over, man! Game over! ;-)

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I still have the power station. Nice model for the time. :)

 

Master Ciaphas - Oh I know, they were put on Shadow Guard's site too as I recall and Owen was a founding member of the Inner Circle too. 

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Yeah - the power station was nice - I do not actually have the model, but I do believe that I have the olde White Dwarf issue somewhere, wherein there is the secret 10th mission: "Purge". I think I will have to look that up....

 

I do remember those halcyon days of yore, when Owen Rees was the standard bearer in the Games Studio, championing the cause of the First Legion. There was also a battle report featuring his Dark Angels seeing off the Black Legion, where Supreme Grand Master Azrael wound up in close combat with the Despoiler himself. Ahh...those were the days!

 

But, I do digress. The power station...I do not have the model, but I do have something similar....different, yet similar enough to be a suitable replacement.... ;-)

 

Regards,

Master Ciaphas

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Really nice write up! I still have the Power Station as well as the original campaign book. Makes for some nice fluff reading. I love how epic Space Marine Character stat lines were back then.

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Scenario 5 - Shadow Warriors

Space Marine Scouts infiltrate the Ork lines - 4060997.M41

 

Days 10-11

The Orks pause to gather their strength for another big push. Meanwhile the Adeptus Astartes scouts led by Veteran Sergeant Naaman attempt to infiltrate the Ork lines to find out how the Orks are getting onto the planet. 

 

Scenario 5: Shadow Warriors

With Ghaghkull contained in Kadillus harbour and Nazdreg's assault on Koth Ridge held off, Master Belial set about trying to gather intelligence on the strength and logistics of the invading Orks to the East. As tactical probing attacks as well as large scale scouting missions had been beaten back, he selected a small deep penetration detachment to infiltrate through the Ork lines...

 

Dark Angels Briefing:

The force consists entirely of foot troops, with at least half of them being scout squads. No HQ, Fast Attack or Heavy Support choices may be taken.

 

Ork Warboss Briefing:

Be alert! The Space Marine scouts must not get through!

 

Mission Objective

The Dark Angel player must get at least one unit above half strength off the Ork board edge to win. If the alarm is raised, the Dark Angels must wipe out all the Orks to stop word of their progress from reaching Nazdreg. Any other result is an Ork victory.

 

The game lasts six turns.

 

Scenario Special Rules:

Night Fighting, Reserves, Sentries and Random Game Length

 

Set-Up

1) Each player rolls a d6 and the winner chooses a long table edge.

2) The Ork player deploys any of his Troops and HQ choices in the two areas that are 12" onto the board and 12" in from either side (marked Campsite on the map) Any Ork forces not deployed enter the game as reserves.

3) The Ork player then sets up his 12 Gretchin sentries anywhere on the board that is not within 12" of the Dark Angel board edge, the Dark Angel deployment zone or the short board edges.

4) The Dark Angel player may now deploy any units with can infiltrate. They may be placed anywhere on the battlefield which is more than 18" or more from an enemy unit (sentries do not count). 

5) The Dark Angel player gets the first turn and moves as many of his units as he wishes on to the battlefield from his boardedge. The rest comes on as reserves. The Ork player may not seize the initiative.

 


Piscina IV - Eastern hinterlands

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