Post by droofus on Dec 13, 2010 21:18:16 GMT -5
Captain Mercerius gazed balefully at the holo-image of the planetary system flickering on the ship's display. Partly he was embarrassed for the failure of the technology in the presence of their honored guest. The Flesh Tearer Techmarine contingent had a somewhat-deserved reputation for shoddiness of work and inattention to detail. But mostly he was disturbed by what his visitor was asking him.
“Understand, Lord, that this is a difficult thing you ask of me. To not ask permission of Chapter Master Seth flies against everything I stand for as a Flesh Tearer. The battle brothers of my company...”
“...would not be here if it wasn't for me.” Astorath The Grim finished the sentence for the captain.
“Nor,” Astorath continued, “would your beloved Chapter Master”.
Mercerius found himself possessed of a terror he had rarely felt in his 60 years as a Captain. Astaroth was an imposing man, fearful of appearance even without his battle-mask. But it was more than that, he had a way of darkening the atmosphere around him. Slowly, the Flesh Tearer captain nodded.
“And I appreciate how you brought my men back from the brink on Armageddon. For that, you have my undying loyalty. My men are yours to command, Lord.”
Astorath smiled. It was an unpleasant thing to behold. More like looking at skin being pulled tight over a skull than a true expression of joy.
“Very good, Captain. Know that I would not ask this of you were it not imperative. You see, Captain, we have small problem with a influential figure in our chapter. He is a man you know well. A man we all thought we knew...”
***************
My Army:
Astorath The Grim
Honor Guard Squad (melta gun, power weapon, company banner, jump packs)
10-Man Assault Squad (power fist, 2 meltaguns, jump packs)
10-Man Assault Squad (power fist, 2 meltaguns, jump packs)
10-Man Assault Squad (power fist, 2 meltaguns, drop pod)
3 Scout Bikes (power fist)
5 Devastators (4 missile launchers)
5 Devastators (4 missile launchers)
Game 1:
The windswept fields of the primary mega-continent of Drakul IX was a bleak and desolate place. Far removed from the lush and thriving death jungles of Cretacia, where the Flesh Tearers called home. The wide open spaces and lack of hyper-violent plant and animal life often confused them. Astaroth had fought alongside Seth's warriors long enough to know this was the case. However, he was pleased to note that the warriors of Mercerius company were better drilled than most, taking their positions around the drop zone with crisp precision. Astaroth smiled. Underneath that veneer of discipline he could feel the barely contained hum of the red thirst, and below that, the roar of the black rage. He would stoke those fires, if only a small amount.
“BROTHERS” he roared, igniting the commbead with his voice. “Today, we are going to come in contact with the Orks of Drakul IX. They are not what they once were. Mere months ago this planet was a vermin-hive of these green-skinned beasts, boasting a population in the millions. The orks who still survive are a desperate and hardened group. They are the best and they are used to our kind. For it was our brothers who slew them. Today, Brothers, we will find the greatest of their war-chiefs and bring him low. For they have not faced the TRUE sons of Sanguinius. We will SLAUGHTER them! Go forth. Seize this battlefield for Cretacia! For Sanguinius! For the Emperor!
The battle roars he heard in response let him know that the red thirst had been unleashed. As the reddish brown dust of the planet was stirred up by twenty-six jump packs igniting at once, the battle force was surrounded by a thick cloud of red. Fitting, Astaroth thought, that they should strike the orks out of the blood-tinged shadows.
First opponent (Dustin):
Ghazgkhull Mag Uruk Thrakka
Big Mek (Kustom Force Field)
6 Nob Bikers (2 klaws, bosspole, waaagh banner, painboy)
20 Ork Boyz (sluggaz and choppaz, nob has bosspole and power klaw)
20 Ork Boyz (sluggaz and choppaz, nob has bosspole and power klaw)
20 Ork Boyz (sluggaz and choppaz, nob has bosspole and power klaw)
3 Kill Kanz (grotzookaz)
3 Kill Kanz (grotzookaz)
Mission: Seize Ground (5 Objectives)
Deployment: Pitched Battle
First Turn: Flesh Tearers (Orks fail to seize)
Deployment: Orks deploy everything. Flesh Tearers deploy everything except for one assault squad in reserve. Eastern assault squad splits into combat squads. All assault squads on the table get red-third, as does a devastator unit (left), and the honor guard. Assault squad in the pod, scout bikers and the western devastators do not get red thirst.
deployment (ignore the honor guard. I messed up in vassal. they were actually in place behind Astorath's assault squad on the left.
Scout Move:
Bikes move up 12.
Turn 1:
Flesh Tearers:
The drop pod slams into the ground between the nobz and the boyz on the western side of the board. The squad inside disembarks and shoots their meltas at the nob and manages to blow one up.
Missile launchers target the kanz but are foiled by the kustom force field.
Flesh Tearer Turn 1
Orks:
The main line shuffles forward. The eastern squad elects to stay on its objective and stretch forward. The middle squad (ghazkghull's) moves up slowly, while the western squad trips up through difficult terrain.
Shooting sees the western kanz kill 4 marines from Astorath's squad with their grotzookaz, even with the ministrations of the nearby sanguinary novitiate. The eastern kanz are unable to replicate this feat and fail to hurt either of the combat squads on their side.
Nob bikers go directly for the drop podded assault squad and charge in. They lose a few wounds but kill three in response. The Flesh Tearers hold their ground.
Ork Turn 1
Turn 2:
Flesh Tearers
Astorath's squad heads directly into the woods, landing next to the nob bikers. The rest of the Flesh Tearer army holds it's ground.
Shooting is slightly more successful this time, with two kanz from the western squadron getting exploded or immobilized. One of the eastern kanz loses its combat klaw.
In assault Astorath and friends, with some help from the squad they are rescuing, completely annhilate the nobz. Unfortunately, in the process Astroath is struck down by a power klaw. The two asasult squads consolidate and try to keep the woods in between them and the orks.
Flesh Tearer Turn 2
Orks:
The main ork battle line moves forward once more.
Some grotzooka fire hits the eastern combat squads, but only one casualty is caused to the fist combat squad.
Ork Turn 2
Turn 3:
Flesh Tearers:
The remnants of Asorath's assault squad, the drop pod squad and the honor guard squad converge on the westernmost boy mob and position for assault. The scout bikers move up in front of the lone kill kan from the western mob. The flesh tearers to the east continue to play the waiting game.
Missile launcher fire proves ineffective once more, either foiled by poor marksmanship or the devilish sorcery of the orks. A shaken result is managed against the eastern kanmob.
Assault sees both the reduced assault squad and the honor guard squad charge the boy mob in the west. The drop pod assault squad finds itself sadly out of range, needing a 4+ on its difficult terrain test and only coming up with a 1 and a 2. The assault itself is less than overwhelming for either side. After attacks, the orks find themselves at 11 models. They take the requisite fearless saves and keep both Flesh Tearer units locked.
The bikes asasult the last kan. The kan cannot hit the fast moving bikers, while the biker sergeant does everything EXCEPT destroy the kan, destroying it, taking off its klaw and stunning it.
Flesh Tearer Turn 3
Orks:
Grotzookaz kill another marine from the power fist combat squad in the east.
Ghazgkhull elects to WAAAAAAAAAAAAAGH this turn. This brings both his squad and the stretched out eastern conga-unit into combat with the bikes and the honor guard, tying no less than 6 units from both sides up in a massive combat.
Combat, as expected goes poorly for the tearers at first, but they are aided by their own limited model count, in that they can only lose so many while the orks can lose many more easily. Key moments of the combat include the biker sergeant exploding the kan, killing a couple boyz from both squads and Ghazgkhull tearing apart the entire honor guard squad by himself. Many boyz also die. The combat ends up being a tie. The smaller boy squad ends up mobbing around the remainder of astorath's squad while Ghazkghull's mob and the other mob scrum up around the biker sergeant, who is the sole survivor of his squad.
Ork Turn 3
Turn 4:
Flesh Tearers:
The drop pod squad moves up further into the woods, making for the objective that lies just outside.
The eastern flank springs into action, the melta combat squad leaps forward and blasts away a kan. All remaining missile launcher, bereft of other targets, also focus their fire. Finally, the alien walkers are destroyed.
In combat, Ghazgkhull and friends finish off the scout biker and consolidate towards the devastators (the other mob consolidates back towards their old objective) , while the fight between Astorath's former squad and the small boy squad continues. Only a handful of models are left at this point, mainly due to both power fist and power klaw ineptitude.
Flesh Tearer Turn 4
Orks:
With only two active units left, the orks choices are limited. Ghazgkhull's squad makes a half-hearted motion towards the devastators (low slow and purposeful roll) and then runs to spread out. The eastern mob moves and runs so that it can hold both the center and northeastern objectives.
In combat Astorath's squad and the boy mob is reduced to the point where a lone power fist sergeant is facing a wounded ork nob. Both warriors hold in place.
Ork Turn 4
It is announced that we only have ten more minutes in the round.
Turn 5
Flesh Tearers:
With no choice but to play for the objectives, the drop pod asasult squad moves up to claim the western middle objective. In the east, the power fist combat squad lands on the middle objective there while the melta-assault squad heads for the boy mob.
Missile fire rains down on both ork boy mobz, claiming a handful from each unit. Then, the melta-asasult squad assaults one tipe of the eastern conga-unit of orks. They kill several, take no casualties from strikebacks and kill a few more more with no-retreat wounds. Even better, the orks are pulled off the northeastern objective by react and pile-in moves.
The drop pod squad decides against assaulting, prefering instead to shoot their pistols and pray for a low slow and purposeful roll from the unit. I figure I'm about 7-8” away. It's not to much to hope that the orks end up out of assault.
In combat, the nob finally kills the asasult sergeant, who in turn wins the game of "who can be inept for the longest".
Flesh Tearer Turn 5
Orks:
This is it!
Ghazgkhull and friends, along with the lone nob, head for the drop pod assault unit. Ghazgkhull's units roars forward around 6 inches. Putting them in easy assault range if he doesn't whiff his assault roll. Which of course he does. While he is still able to make contact, his heavy hitters are out of the fight this turn. The lone nob manages to make combat but is completely beaten down for his trouble. I end up winning combat by a few. Ghazgkhull's unit obviously holds with few no-retreat wounds.
In the east, the slugga unit, bolstered by the arrival of fresh forces, kills a few for the loss of a few. The nob, who was one of the farthest away is not in combat. The combat ends up being tied.
Ork Turn 5 - ENDGAME
Final Score
Flesh Tearers 1 (eastern-central objectives)
Orks 0 (2 contested in the center and west-central)
Excerpt of Flesh Tearer inter-squad commlinks immediately following the Battle of Bloodust Flats.
Devastator Squad 1/2: “Orks in full retreat, with warboss tow. They must have seen our thunderhawks incoming!”
Assault Squad 2B/2: “Copy that. Dust was making it hard to get a visual. Assault squads moving to engage.”
Unidentified Voice: “Negative sergeant. Return to the staging area immediately and wait for further instructions”
There is a four second pause...
Assault Squad 3/2 “Holy throne, was that him? I saw him get sliced by a power klaw... nobody lives through that.”
Unidentified Voice: “As I've always said, brothers, the Emperor protects. Now, cut the chatter and report back to the staging area. We have an enemy to fight.”
“Understand, Lord, that this is a difficult thing you ask of me. To not ask permission of Chapter Master Seth flies against everything I stand for as a Flesh Tearer. The battle brothers of my company...”
“...would not be here if it wasn't for me.” Astorath The Grim finished the sentence for the captain.
“Nor,” Astorath continued, “would your beloved Chapter Master”.
Mercerius found himself possessed of a terror he had rarely felt in his 60 years as a Captain. Astaroth was an imposing man, fearful of appearance even without his battle-mask. But it was more than that, he had a way of darkening the atmosphere around him. Slowly, the Flesh Tearer captain nodded.
“And I appreciate how you brought my men back from the brink on Armageddon. For that, you have my undying loyalty. My men are yours to command, Lord.”
Astorath smiled. It was an unpleasant thing to behold. More like looking at skin being pulled tight over a skull than a true expression of joy.
“Very good, Captain. Know that I would not ask this of you were it not imperative. You see, Captain, we have small problem with a influential figure in our chapter. He is a man you know well. A man we all thought we knew...”
***************
My Army:
Astorath The Grim
Honor Guard Squad (melta gun, power weapon, company banner, jump packs)
10-Man Assault Squad (power fist, 2 meltaguns, jump packs)
10-Man Assault Squad (power fist, 2 meltaguns, jump packs)
10-Man Assault Squad (power fist, 2 meltaguns, drop pod)
3 Scout Bikes (power fist)
5 Devastators (4 missile launchers)
5 Devastators (4 missile launchers)
Game 1:
The windswept fields of the primary mega-continent of Drakul IX was a bleak and desolate place. Far removed from the lush and thriving death jungles of Cretacia, where the Flesh Tearers called home. The wide open spaces and lack of hyper-violent plant and animal life often confused them. Astaroth had fought alongside Seth's warriors long enough to know this was the case. However, he was pleased to note that the warriors of Mercerius company were better drilled than most, taking their positions around the drop zone with crisp precision. Astaroth smiled. Underneath that veneer of discipline he could feel the barely contained hum of the red thirst, and below that, the roar of the black rage. He would stoke those fires, if only a small amount.
“BROTHERS” he roared, igniting the commbead with his voice. “Today, we are going to come in contact with the Orks of Drakul IX. They are not what they once were. Mere months ago this planet was a vermin-hive of these green-skinned beasts, boasting a population in the millions. The orks who still survive are a desperate and hardened group. They are the best and they are used to our kind. For it was our brothers who slew them. Today, Brothers, we will find the greatest of their war-chiefs and bring him low. For they have not faced the TRUE sons of Sanguinius. We will SLAUGHTER them! Go forth. Seize this battlefield for Cretacia! For Sanguinius! For the Emperor!
The battle roars he heard in response let him know that the red thirst had been unleashed. As the reddish brown dust of the planet was stirred up by twenty-six jump packs igniting at once, the battle force was surrounded by a thick cloud of red. Fitting, Astaroth thought, that they should strike the orks out of the blood-tinged shadows.
First opponent (Dustin):
Ghazgkhull Mag Uruk Thrakka
Big Mek (Kustom Force Field)
6 Nob Bikers (2 klaws, bosspole, waaagh banner, painboy)
20 Ork Boyz (sluggaz and choppaz, nob has bosspole and power klaw)
20 Ork Boyz (sluggaz and choppaz, nob has bosspole and power klaw)
20 Ork Boyz (sluggaz and choppaz, nob has bosspole and power klaw)
3 Kill Kanz (grotzookaz)
3 Kill Kanz (grotzookaz)
Mission: Seize Ground (5 Objectives)
Deployment: Pitched Battle
First Turn: Flesh Tearers (Orks fail to seize)
Deployment: Orks deploy everything. Flesh Tearers deploy everything except for one assault squad in reserve. Eastern assault squad splits into combat squads. All assault squads on the table get red-third, as does a devastator unit (left), and the honor guard. Assault squad in the pod, scout bikers and the western devastators do not get red thirst.
deployment (ignore the honor guard. I messed up in vassal. they were actually in place behind Astorath's assault squad on the left.
Scout Move:
Bikes move up 12.
Turn 1:
Flesh Tearers:
The drop pod slams into the ground between the nobz and the boyz on the western side of the board. The squad inside disembarks and shoots their meltas at the nob and manages to blow one up.
Missile launchers target the kanz but are foiled by the kustom force field.
Flesh Tearer Turn 1
Orks:
The main line shuffles forward. The eastern squad elects to stay on its objective and stretch forward. The middle squad (ghazkghull's) moves up slowly, while the western squad trips up through difficult terrain.
Shooting sees the western kanz kill 4 marines from Astorath's squad with their grotzookaz, even with the ministrations of the nearby sanguinary novitiate. The eastern kanz are unable to replicate this feat and fail to hurt either of the combat squads on their side.
Nob bikers go directly for the drop podded assault squad and charge in. They lose a few wounds but kill three in response. The Flesh Tearers hold their ground.
Ork Turn 1
Turn 2:
Flesh Tearers
Astorath's squad heads directly into the woods, landing next to the nob bikers. The rest of the Flesh Tearer army holds it's ground.
Shooting is slightly more successful this time, with two kanz from the western squadron getting exploded or immobilized. One of the eastern kanz loses its combat klaw.
In assault Astorath and friends, with some help from the squad they are rescuing, completely annhilate the nobz. Unfortunately, in the process Astroath is struck down by a power klaw. The two asasult squads consolidate and try to keep the woods in between them and the orks.
Flesh Tearer Turn 2
Orks:
The main ork battle line moves forward once more.
Some grotzooka fire hits the eastern combat squads, but only one casualty is caused to the fist combat squad.
Ork Turn 2
Turn 3:
Flesh Tearers:
The remnants of Asorath's assault squad, the drop pod squad and the honor guard squad converge on the westernmost boy mob and position for assault. The scout bikers move up in front of the lone kill kan from the western mob. The flesh tearers to the east continue to play the waiting game.
Missile launcher fire proves ineffective once more, either foiled by poor marksmanship or the devilish sorcery of the orks. A shaken result is managed against the eastern kanmob.
Assault sees both the reduced assault squad and the honor guard squad charge the boy mob in the west. The drop pod assault squad finds itself sadly out of range, needing a 4+ on its difficult terrain test and only coming up with a 1 and a 2. The assault itself is less than overwhelming for either side. After attacks, the orks find themselves at 11 models. They take the requisite fearless saves and keep both Flesh Tearer units locked.
The bikes asasult the last kan. The kan cannot hit the fast moving bikers, while the biker sergeant does everything EXCEPT destroy the kan, destroying it, taking off its klaw and stunning it.
Flesh Tearer Turn 3
Orks:
Grotzookaz kill another marine from the power fist combat squad in the east.
Ghazgkhull elects to WAAAAAAAAAAAAAGH this turn. This brings both his squad and the stretched out eastern conga-unit into combat with the bikes and the honor guard, tying no less than 6 units from both sides up in a massive combat.
Combat, as expected goes poorly for the tearers at first, but they are aided by their own limited model count, in that they can only lose so many while the orks can lose many more easily. Key moments of the combat include the biker sergeant exploding the kan, killing a couple boyz from both squads and Ghazgkhull tearing apart the entire honor guard squad by himself. Many boyz also die. The combat ends up being a tie. The smaller boy squad ends up mobbing around the remainder of astorath's squad while Ghazkghull's mob and the other mob scrum up around the biker sergeant, who is the sole survivor of his squad.
Ork Turn 3
Turn 4:
Flesh Tearers:
The drop pod squad moves up further into the woods, making for the objective that lies just outside.
The eastern flank springs into action, the melta combat squad leaps forward and blasts away a kan. All remaining missile launcher, bereft of other targets, also focus their fire. Finally, the alien walkers are destroyed.
In combat, Ghazgkhull and friends finish off the scout biker and consolidate towards the devastators (the other mob consolidates back towards their old objective) , while the fight between Astorath's former squad and the small boy squad continues. Only a handful of models are left at this point, mainly due to both power fist and power klaw ineptitude.
Flesh Tearer Turn 4
Orks:
With only two active units left, the orks choices are limited. Ghazgkhull's squad makes a half-hearted motion towards the devastators (low slow and purposeful roll) and then runs to spread out. The eastern mob moves and runs so that it can hold both the center and northeastern objectives.
In combat Astorath's squad and the boy mob is reduced to the point where a lone power fist sergeant is facing a wounded ork nob. Both warriors hold in place.
Ork Turn 4
It is announced that we only have ten more minutes in the round.
Turn 5
Flesh Tearers:
With no choice but to play for the objectives, the drop pod asasult squad moves up to claim the western middle objective. In the east, the power fist combat squad lands on the middle objective there while the melta-assault squad heads for the boy mob.
Missile fire rains down on both ork boy mobz, claiming a handful from each unit. Then, the melta-asasult squad assaults one tipe of the eastern conga-unit of orks. They kill several, take no casualties from strikebacks and kill a few more more with no-retreat wounds. Even better, the orks are pulled off the northeastern objective by react and pile-in moves.
The drop pod squad decides against assaulting, prefering instead to shoot their pistols and pray for a low slow and purposeful roll from the unit. I figure I'm about 7-8” away. It's not to much to hope that the orks end up out of assault.
In combat, the nob finally kills the asasult sergeant, who in turn wins the game of "who can be inept for the longest".
Flesh Tearer Turn 5
Orks:
This is it!
Ghazgkhull and friends, along with the lone nob, head for the drop pod assault unit. Ghazgkhull's units roars forward around 6 inches. Putting them in easy assault range if he doesn't whiff his assault roll. Which of course he does. While he is still able to make contact, his heavy hitters are out of the fight this turn. The lone nob manages to make combat but is completely beaten down for his trouble. I end up winning combat by a few. Ghazgkhull's unit obviously holds with few no-retreat wounds.
In the east, the slugga unit, bolstered by the arrival of fresh forces, kills a few for the loss of a few. The nob, who was one of the farthest away is not in combat. The combat ends up being tied.
Ork Turn 5 - ENDGAME
Final Score
Flesh Tearers 1 (eastern-central objectives)
Orks 0 (2 contested in the center and west-central)
Excerpt of Flesh Tearer inter-squad commlinks immediately following the Battle of Bloodust Flats.
Devastator Squad 1/2: “Orks in full retreat, with warboss tow. They must have seen our thunderhawks incoming!”
Assault Squad 2B/2: “Copy that. Dust was making it hard to get a visual. Assault squads moving to engage.”
Unidentified Voice: “Negative sergeant. Return to the staging area immediately and wait for further instructions”
There is a four second pause...
Assault Squad 3/2 “Holy throne, was that him? I saw him get sliced by a power klaw... nobody lives through that.”
Unidentified Voice: “As I've always said, brothers, the Emperor protects. Now, cut the chatter and report back to the staging area. We have an enemy to fight.”