Thursday, September 11, 2014

Campaign Game One: The Battle of Sacred Mountain

Sanctus Reach: The Battle of Sacred Mountain

Two planets in the Sanctus Reach system have fallen, and a number of Rust Ships have landed on Alaric Prime, leaving the planet swarmed with Greenskins. The most critical command and control element of the Imperial Guard on the planet is Lieutenant Colonel Harper of the Dernhelm 8th Regiment. Lt. Col. Harper has been working with a clandestine group from the Inquistition under the command of Inquisitor Tractus Garis Cesaro, a radical inquisitor of Ordo Xenos. Inquisitor Tractus was nominally assigned to the system help manage the threats of the Ork invasion, but also has his own agenda with the greenskins (pursuing rumors of a "weirdbox" warp item being utilized by an ork shaman. Unfortunately the pair are up against a considerably strong Ork push, and have been backed into a corner against a rocky mountain peak. As the Ork Warbands encroach and encircle them, guardsmen start to sell their lives dearly. Can intervention from the Wolf Guard Captain Fjolnir and a small detachment of the Space Wolves drop assault forces that are arriving on Alaric Prime save those stuck on Sacred Mountain? Or will the Orks triumph?

Gretchen discover a servo skull transmitting drop coordinates to the Space Wolves reinforcements. 

Deployment zones for the battle. Imperium deployed first, and went second. Six objectives were placed, three by each side: one in own deployment zone, one in no man's land, one in enemy deployment zone.

The Imperial deployment. A cordon of tanks and men, backed against the wall in the face of an overwhelming Ork invasion. 

The big gunz of the rampaging Orks take aim at the Imperial tanks. Also, Kevin making his best Warboss face. 

The Orks quickly closed on the right flank of the Imperials, their ramshackle vehicles' weapons tearing holes into the Imperial vehicles and lines.

Three massive hordes of Ork boyz formed the central battle line, urged forward by the watchful eye of the Warlord of the Orks: Grukk Facerippa. 

The Imperial Hellhounds severely maimed the Ork lines, causing Weirdboss Zag Eye to retreat from the field. In response, the Ork trukkmobz rushed to defeat the promethium-laden threat before they damaged the Ork lines further. 

As the Imperial lines were reached on the right flank, the soldiers of the Emperor faced two huge mobs of Nobz. The soldiers' heavy plasma load-outs proved to be more unstable than threatening to the Orks, and many soldiers died from their own weaponry even before the Orks hit their lines. 

The Imperial tanks found early advantage at range, their heavy guns punching huge holes in the Ork lines. But once the Orks got close, their power klaws started making short work of the Imperial tanks--only the strongest managed to survive the initial onslaught. 

Inquisitor Tractus (white beard) and his retinue of xenos warriors attack the Ork Warlord Grukk Facerippa. The two squared off in personal combat, and while the Inquisitor got close to defeating the Ork he forgot to engage his digital weaponry, leaving Grukk standing. The enraged warlord swung back with his power klaw, and it was only due to the timely intervention of Inquisitor Tractus' tech adept using an emergency teleport to save his leader that Tractus lived. 

The Space Wolves reinforcements arrive via teleporter and drop pod. The Great Company of Gunnar Red Moon includes a great number of heavy weapon-equipped Longfangs, whose powerful weaponry was brought to bear on the Ork forces. 


The Wolf Guard terminators face down a squad of burna boyz as well as three killa kanz. Surviving the killa kanz's charge with only one of their number dying from a skorcha shot, the Wolf Guard smashed them and turned in the burna boyz, decimating their numbers as well. However, their strikes were too few too late, as they were unable to secure the objective they were dispatched to take in the face of the wave of Orks. 


Battle Results: The Orks got out to an early start, gaining two victory points each of their first three turns and ending with six total. The Imperium lagged behind with only two, but managed to squeak out five in the bottom of the last turn of the game. They got really lucky with an objective to demolish enemy forces, and picking off some below-strength Ork units managed to net the Imperials a technical win. 

For purposes of the campaign, the first battle will be treated as a close draw. The Imperials managed to fight their way free, but the Orks were hardly blunted in their attacks. Things continue evenly pitched between the two sides. 

The next event, the "Protect the Steel Cyclops" mini-event will be the break point for the first phase. A disabled Shadowsword superheavy tank is the site of a close-up brawl between a few Space Wolves and Guardsmen and hordes of Orks. Whoever takes the tank will carry the day for the first phase of the campaign!


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