Friday, 29 January 2016

Zzodzog's Ambition - Mission 1: Rumblings in the Warp...


MISSION 1: FIRST CONTACT
750pts Battle Report
Chaos Daemons vs Orks

Set Up
As per the mission rules, the table is split into quarters, and an objective placed at the centre of each quarter (or as close to the centre as we agreed). We then rolled some dice to determine the number of each table quarter and the objective therein.
The Oil Rig was objective 1, the Boyz Hut was objective 2, the Tin Tower was objective 3, and the Junkyard was objective 4.


The orks deployed their army on the board using the random deployment method detailed in the mission's rules. I tried to set up my orks in a narrative way. The meganobz were to be placed by the oil rig, so I deployed them to look as if they were getting an oil change by their mekboy. The shootaboyz were set up as if rummaging through the junk pile in quarter 4, and so on. Not strategic, and just a little detail, but its these things that I enjoy.

The daemons would not be deployed, but would be arriving from the Warp on turn 1.

Daemons Turn 1
Plaguebearers arrive surrounding Objective 2.
The Daemons began to materialise from the Warp on the first turn. Everything was set to appear from the get-go, and most of the army arrived successfully. The only downside was the Plague Drones, who scattered into a nearby ork unit and went back into Ongoing Reserves.

The Plaguebearers appear on and around objective 2 securing it early and threatening the nearby mobs with their foul presence.


The Horrors, led by the Changeling, materialise in the centre.
The daemons of Tzeentch appeared in the centre.

The Changeling attempts to unleash his powers, but he must have woken up late and forgot his morning coffee, and all of his powers failed.

The Plaguebearers attempted to throw their defensive grenades at nearby mobs, killing 1 of the 'ard boyz.



Combat is met early by the Ork Meganobz.
As we agreed that units arriving from reserves could charge on the turn they appeared, the plaguebearers on the ground charged the meganobz.

Although the nobz managed to torch a few with their skorchas, the Herald of Nurgle issued a challenge, which was gladly accepted by the mek in the unit who didn't want any scratches on his newly-finished meganobz. Safe to say, the mek was slain, and to make things worse, the Meganobz lost two more of their number anyway, and fled the combat.

The orks turn their attention on the Plaguebearers who
wiped out the Meganobz.
Orks Turn 1

Unfortunately, the fleeing meganobz had zero faith in their new shiny suits, having not properly tested them yet, and fled from the table. 

The 'ard boyz advanced on the Plaguebearers who made a mockery of the Meganobz, while Zzodzog stands still and braces himself to fire his Shokk Attack Gun at them.
The Lootas exit the Tin Tower, ready to bring
their guns to bear next turn.
The big mek tries out his new gun in combat for the first time, and true to form it malfunctioned. The template was placed on the 'ard boyz instead, and naturally it didn't Scatter, destroying half of their number. 

The shootas boyz are roused from their Junkyard rummaging,
and advance towards the Horrors.
The shoota boyz unleash a volley on the horrors, but did little damage

In the assault phase, the 'ard boyz barely won a fight against the Plaguebearers, but the nurgle daemons show their true worth and hold firm. 

The shootaboyz assault the horrors, and after a flurry of blows manage to wipe them out. The blue horrors retaliate and cause plenty of wounds in return. 

The shootaboyz nob challenges the Changeling, inflicting
only 1 wound.






The newly recycled Horrors unleash a devastating Tzeentch's
Firestorm on the Lootas.
Turn 2

The horrors that were wiped out last turn got recycled and appeared near objective 3 to threaten the newly-emerged lootaboyz. 

The plague drones also arrive, buzzing into the Junkyard.

The horrors unleash their psychic powers against the lootas and kill over half of them.


The 'ard boyz barely hang on against the onslaught
of the Plaguebearers.
The combat between the plaguebearers and the 'ard boyz was pretty indecisive, with them still locked and causing minimal casualties. 

Although the orks won this round again, their numbers were dwindling in the face of overwhelming odds. The shootaboyz nob managed to see off the Changeling with his big choppa.



In the ork turn, the shootaboyz about-face and move towards the oil rig (objective 1).

While the lootas do nothing in this turn of shooting, the shootaboyz manage to wound one of the nearby plague drones.  The big mek turns his shokk attack gun on the plaguebearers on the roof of objective 2, but it scatters off the roof and does nothing.

In the assault phase, the plaguebearers on the ground finish off the 'ard boyz.

Zzodzog and Be'Lathor square off.
Turn 3

In the daemons next turn, the horrors fail their psychic test; the lootas are safe for another turn. 

The plaguebearers and their herald assault the big mek, with the big mek issuing a challenge to the herald in order to avoid the attacks of the other daemons. 

No damage is done between the two.

The shootaboyz, having defeated the daemons of Tzeentch,
move to claim the Oil Rig.
The ork shootaboyz advance closer to the oil rig, turning just enough to fire at the horrors, inflicting a few casualties. 

The lootas, meanwhile, retreat into the safety of building 3 again.

In combat, the plague herald wounds the big mek, but he holds firm.


Turn 4

The recycled 'ard boyz appear right near the Plague Drones
in the Junkyard.
The horrors use Tzeentch's Firestorm on objective 3 to try and rustle out the lootas, but it has no effect. 

In combat, the plague herald finishes off the big mek.

The penultimate ork turn sees the 'ard boyz recycle, moving onto the board near objective 4 to confront the plague drones. 


The shoota boyz finish off the nearby plaguebearers with a little help from the lootas, leaving only the herald alive, who begins to advance on their position. 

The 'ard boyz charge the plague drones, and inflict heavy casualties for little in return.

Be'Lathor assaults the Shootaboyz, who have
secured the Oil Rig.
Turn 5

The plaguebearers who died last turn recycle, but scatter off the board. The horrors on the ridge Firestorm objective 3 again, but again the attack does no damage.

The Herald on the ground charges the dug-in shootaboyz to attempt to dislodge them, and although he wins the combat, the shootaboyz hold their position. 

At the end of the game, the 'ard boyz claim their prize, a
great big pile of junk.
The 'ard boyz finish off the last plague drone.

In the final ork turn of the game, the lootas attempt to do something and shoot the plaguebearers on objective 2 opposite, but do no damage.

The 'ard boyz make an assault against the horrors nearby with a very lucky assault range (12"). Finishing off the horrors, they then make a 5" consolidation back towards objective 4. 

The Herald kills 2 more shootaboyz, but this is still not enough to dislodge them.


CONCLUSION
After turn 5, we decided to end the game. And what a game it was! While we had a few issues with regards to certain special rules, this game was designed to tell an opening narrative to our campaign. While some parts were a bit flimsy, it kind of works, and felt very hectic all the way through. 

Darren: What a fantastic game to kick off our narrative campaign with. It was small but it made its point. The random deployment added a really interesting element to the deployment and represented the mayhem of a suprise attack perfectly. As always, the Orks of Da Big Teef Klan were worthy opponents as I took them on in their home turf and the sneaky steal towards the end game really paid off. I’m really suprised at my Herald, Be’Lathor, cleaving his way through the Orks toughest units and clearing the gaming board of those pesky Meganobz in the opening phases. That 10pt Lesser Reward was so worth spending the points for. Ultimately, although I lost, it was a fantastic match-up and my foe cleverly outmanuveured me. Well done!

Jason: I enjoyed this game a lot, and it was a very worthy opening chapter for our new campaign. In many ways I prefer these smaller games, as every unit feels worthwhile, and losing even a few models can feel like a tragic loss. It was very touch and go from the ork perspective at the start. My opponent dropped in his Plaguebearers and they quickly saw off my strongest unit without so much as a scratch. And after my Shokk Attack Gun misfired I thought I was history. I was struck with the New-model Curse it seemed, until the rest of my army pulled it out of the bag somehow. And kudos to my canny opponent and friend who showed true sportsmanship throughout. Very enjoyable game!

After a poor start from the orks, they eventually managed to gather steam, and scrape Victory from the jaws of defeat. However, the forces of Chaos are not yet done with this world, and as the tattered remains of the Big Teff savoured their win, another Warp Rift burst forth amidst Junktown, and more legions of daemons poured forth...

A Warp Rift opens in Junktown, setting the scene for
our next mission, The Battle For Junktown!

To be continued...

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