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Segmentum Pacificus; Agriworld Zealandia; Christos Island; 01/04/42001; 1207 Hours; Thought for the Day: The Righteous fear not The Alien.

This is a report of a 4000 point game I played against Paul Hutton on 01/04/01. We used standard Epic40k rules with FP 1 amendments, and a few houserules. I used my long suffering Orks (they'll win someday...) and Paul used a Marine Force with Titan Legion support. We played on a 6' by 4' table which is probably a bit small for 4000 points, especially as the terrain was quite open. The scenario was a Meeting Engagement and the middle of the table was full of objectives.

Adding to the Ork woes, their commander had consumed substantial amounts of squig beer the night before ;) so no doubt leadership was even more incompetent than usual!

Deployment Map


FORCES

ORKSIMPERIAL
(MGAR) Warlord in Mega-Gargant (Com) Chapter Master on Bike, 3 Bike Units
2x (GGAR) Great Gargant with HWB and CCW (IMPERATOR) Emperor Titan
(FORT) 5 Battlefortresses (WARLORD) Titan with 2xML, 1xDR, 1xHWB
2x 5 Fighta Bombaz 3 Thunderbolt Fighters
2x (Kult) Kult of Speed: 14 Battlewagons including Warboss and Weirdboy, 2 Deathray Speedstas 2x (Armour) 3 Landraiders, 2 Whirlwinds, 1 Predator, 6 Devastator Units
(BigGunz) Warboss, 4 Nobz Mobs, 8 BigGunz 2x (Tac) 4 Rhinos, 1 RazorBack, 1 Whirlwind, 1 Captain, 6 Tactical Units, 2 Flak Platforms
(Rokkitz) Warboss, 4 Nobz Mobs, 8 Pulsa Rokkitz (Assault) 1 Captain, 1 Librarian, 6 Assault Units, 4 Vindicators
(Stompaz) Warboss in Stompa, 4 Stompaz, 6 Battlewagons, 4 ShootyBoyz, 2 Nobz Mobs (Term) 4 Terminator Units, 4 Dreadnoughts
(Assault) Warboss on Boar, Weirdboy Wagon, 5 Boarboyz, 4 Stormboyz, 4 Dreadnoughts, 2 Kommandoz (Castellans) 2 Knights, 3 Castellans
(Knights) 5 Knights
(Speeders) 12 Landspeeders


TURN 1

My Orks charged onto the field, with almost all the Orks using march moves to get into position. My two Kult of Speed detachments dropped off the Rokkitz and Big Gunz detachments. I had decided to make the main thrust of my attack to my right, with the Big Gunz detachment holding my left from in or behind the temple (classed as fortifications). However I got impetuous and couldn't resist charging my newly painted Great Gargant down the road... I also sent a unit of Kommandoz to behind the ruins in the middle of the table to try and take some objectives this turn. There was a gretchin spy there desperately wanting to be picked up (Rescue Objective), as well as many Take and Hold Objectives.

The Imperial Forces advanced on a wide front, with two detachments rushing forward in the centre to occupy the ruins. An Imperial Armour Detachent eliminated the solitary Ork Kommandoz unit as the gretchin spy cowered in the brush nearby. Meanwhile a few Ork Pulsa Rokkitz crashed down around the aforementioned Imperial Armour Detachment, to no great effect.


TURN 2

Turn 2 Map

A flight of 5 Ork Fighta Bombaz zoomed in to bomb the Marine Speeders and Castellans on the Imperial Right flank. 3 Imperial Thunderbolt Fighters intercepted but were in turn intercepted by yet another Ork flight. Only 1 damaged Thunderbolt survived but 2 Ork Fighta Bombaz were damaged and driven off. Imperial flak units in Marine Tactical Detachment 1 (Tac1) shot down 2 more Ork planes, and damaged another. The ground attack by the remaining Fighta Bombaz destroyed a Marine Landspeeder but that was all.

Meanwhile Kult of Speed 1 retired around the temple, while Kult of Speed 2, and the Great Gargant on the road went onto overwatch orders as they prepared to open fire. The Rokkitz detachment also went onto overwatch advancing cautiously into the brush (cover for infantry, but no armour bonus). The rest of the ork army continued to advance as they were still some way back from the ork front.

The Imperials advanced on overwatch except for Armour Detachment 1 which moved forward to take on the Great Gargant. Shooting this turn was a disaster for the Orks. The Great Gargants power fields were shot away and a lucky hit caused a flashback to its magazine so that it couldn't shoot its weapons this turn! The Rokkitz blasted Imperial Armour 2 in the ruins, and were in turn pounded into oblivion by the Imperator, Warlord, and Knights. All that remained of the Rokkitz was the Warboss who scurried back behind the ruins to his rear. Kult of Speed 2 also took a beating, but managed to destroy a couple of Imperial Tanks.

The Marine Landspeeders retrieved a data recorder from a crashed shuttle (Rescue objective), and both sides gained several of their Take and Hold objectives. All in all it was a bad round for the orks, with units that had avanced too far ahead of the horde being picked off. My new Great Gargant had taken lots of damage, was on fire and looked like it would be destroyed without firing a shot.


TURN 3

If Turn 2 was bad for the Orks, then turn 3 was a disaster. My plan was to simply charge straight for the two Imperial Titans, because they had no close combat weaponry, and my Gargants all did. My new Gargant was toast, but hey, I still had 2 left, and they only had to charge 2 turns across an open plain to get into close combat...

The Imperial battle line extended along the road and they were almost all on overwatch orders. The Marine Assault detachment waited on assault orders just behind the Imperator Titan, ready to counter attack if needed. The Imperator was transporting 4 Terminator Squads and 4 Dreadnoughts, and these debussed on assault orders moving just in front of the huge Titan.

Most of my Orks were charging heroically towards the Imperial line, but my 5 Battlefortresses (FORT) and Stompaz detachment moved forward on overwatch orders so they could blast the enemy a bit.

My new Gargant was destroyed, being finished off in a series of internal explosions. This left the Imperial right flank unopposed except for my Big Gunz Detachment. The Imperial left flank was where the main attack was happening however. Ork fire almost wiped out Marine Tactical Detachment 2 and heavily damaged the Marine Assault Detachment. A battlefortress targeted the Imperial Knight Detachment but the Knight's power fields deflected the hits. The Imperials concentrated their fire on my second Great Gargant as it staggered towards them. Just before it reached the Imperial line there was a massive explosion and the Gargant disappeared in a wall of flame. 2 Marine Squads, a Landraider, and an Ork Dreadnought were incinerated in the explosion, and my Warlords Mega-Gargant lost a power field.


TURN 4

Turn 4 Map

The Warlord in his Mega-Gargant had two untouched Titans in front of him, and dozens of Imperial infantry and tanks swarming around his left flank. The Battlefortresses and Ork Assault Mob were almost untouched, but along with a few Stompaz, that was all the Orks had to push the big assault. A few Ork Fighta Bombaz returned and bombed the Imperial left flank but did little damage.

The Ork line converged on the Imperial position. Two knights toppled into ruin as their power fields were burned out by Ork fire. The Warlord swayed as its void shields overloaded and battlecannon shells smashed through its armour. The Imperials were firing every weapon they had into the Mega-Gargants hull. The Imperator's Plasma Annihilator Cannon wreaked havoc as it caused 3 critical hits, starting major fires so that the Mega-Gargant came to a blazing halt, out of action and out of the game. The Ork Assault Mob swept past the inferno, Stormboyz attacking the injured Warlord Titan with Stikbombz. There was a blinding flash as the Warlord suffered a reactor meltdown, and most of my Ork Assault Mob was vapourised along with the Warlord! All over for the Orks, the survivors fled to fight another day.

So that was it. A major victory for the Imperium and bit of a setback for Orkanity. End morale for the Imperials - 65. End morale for the Orks - 5. (Yes 5 :( ). Still Orks are never really beaten of course, there are just setbacks to the Kunning Plan now and then...