Battle Report Epic Armageddon
The Battle of Blood River
|
Details
Armies: Imperial Guard vs. Orks
Points: 4000
Notes: This game was played using a demo edition of the Epic Armageddon rules. There may be some inconsistencies
when compared to the current edition.
|
General Description of Forces
Imperial Guards:
- 4 x Infantry Companies w/ Fire Support & Commissars (Garrison Formations)
- 2 x Leman Russ Tank Companies
- 1 x Artillery Company (Basilisks)
- 1 x Artillery Support Battery (Manticores)
- 1 x Warhound Class Scout Titan Formation (Lucius Pattern, Standard Weapon Configuration)
Orks:
- 1 x Gargant (Ole’Iron Jawz)
- Warband #1 w/ 7 x Boyz, 5 x Battle Fortresses, 1 x Trukk, 3 x Grots
- Warband #2 w/ 4 x Kommandoes & 2 x Big Gunz (Garrison Formation)
- Warband #3 w/ 4 x Stormboyz & 2 x Big Gunz (Garrison Formation)
- Warband #4 w/ 6 x Trukks
- Warband #5 w/ 6 x Trukks
- Kult of Speed (Warbikes) w/ 8 x Trukks
- Kult of Speed (Warbuggies) w/ 8 x Trukks
|
Conflict Background
The planet of Gorexus IV is a vital link in the Imperial War machine, providing its tanks and trucks with
fuel throughout the sub-sector. While this system for the most part enjoys the benefits of the “Pax Imperium”
the unexpected appearance of the Ork Space Hulk MangleGore from the Warp has caught local Imperial Guard forces
by surprise! So far, Imperial intelligence forces have been unable to identify the leader of this Greenskin
invasion. The first Orks to reach the planet easily overran the hastily mobilized Guard companies gleefully
slaughtering everyone and sacking everything in their wake. With these initial small victories in hand the Orks
have now consolidated their forces and are now bent on a vision of planetary conquest and domination. Like the
Imperial Guard, Orks war engines also need fuel to wage war. Having discovered the coordinates of a facility,
which can provide them with this crucial necessity the Orks race towards Refinery XIVc. Meanwhile, Imperial
forces, realizing that they will be unable to stop the Orks before they reach the refinery, have evacuated the
facility and pulled back across the Blood River. Four full strength Imperial Guard Infantry companies have
taken up position in the still smouldering ruins of the former habitation area of the refinery employees. A
lucky torpedo strike from the Space Hulk lurking in outer-orbit having been the cause. With grim determination
the Guard dig-in, anxiously awaiting armoured support. Advancing Ork scouts have reported back to their
Warbosses that what they have come to take is already gone, but there are some humies on the other side of
the river looking for a fight. The river will run red with their blood . . . . . the convoy of quickly
fleeing fuel tankers can wait for another day.
|
Turn One
Dug-in, and grim in their resolve the Imperial Guard await the approaching Ork horde. They will prove to be
very difficult to shift from this position because the Orks suffer a -1 to hit modifier due to the fact that
their targets are in cover, (and often times a further -1 to hit modifier for having undertaken a Double move
action), while the Imperial Guard receive the benefit of a 4+ cover save from the ruins they occupy. In the
bottom of the picture advance elements of an Ork Warband swarm into the refinery simply known as XIVc. The two
companies stationed on the outer edges of the refinery area guard the fordable locations on the Blood River,
while the two central companies cover the bridge which Imperial engineers did not have time to destroy. The two
central companies are also able to lend supporting fire to the companies stationed at the ford closest to them.
|
With the passage of time Imperial Guard reinforcements begin approaching the ruins in support of the
beleaguered Infantry companies. A pair of Warhounds appear on the horizon, while billowing clouds of
dust and smoke herald the arrival of the two Leman Russ Tank Companies and a Basilisk Artillery company.
Additional artillery support is also reported to be arriving shortly..
|
If they can’t have fuel, they will have to be satisfied with blood. Three separate Warbands, one heavily
supported by five Battle Fortresses surge towards the refinery and surrounding river area. A Biker Cult of
Speed also races forwards, vying for the honour of spilling first blood. In the forefront, two unitz of
Jumppack equipped Ork Stormboyz have come under long-range heavy weapons fire from across the river
(whenever a formation is shot at it receives a Blast Marker), but escapes unharmed (for the moment)!
|
One of the Ork Warbands comes under fire from the Imperial Guard Company stationed at the northern river
crossing. Despite minor casualties the Orks press forward, with their Ork-handled Big Gunz bringing up the rear.
|
As viewed from a reverse angle (north to south) the Orks take possession of Refinery XIVc. In the background, to
the south, the majority of the horde concentrates its strength on the southern flank. Further to the east you
can almost hear the Grots scream as their Ork masters “encourage” them to make Ole’Iron Jawz move fasta! Maybe
they should have used more red paint?
|
Turn Two
Having reached the fortifications at the river on the southern flank three Warbands unleash a vast amount
of firepower (however, very poorly aimed) at the Imperial Guard company stationed on the other side of the
Blood River. While the amount of dice rolled over the course of the turn was impressive, as the various Warbands
opened up with their Kannons and Big Shootas, the fact that they needed 7’s and 8’s translated into very minor
casualties for the Imperial Guard company. Even the suppressive effect of all the shooting was slow to accumulate.
|
As the turn progressed the Imperial Guard Infantry Company, supported by a Leman Russ Tank Company, returned
fire destroying all of the Trukks belonging to the Warband closest to the river. The Biker Kult of Speed also
reached the riverfront with its Trukks adding to the weight of the Ork firepower. Meanwhile the bikers rev-up
their machines in anticipation of assaulting across the river next turn!
|
From this view two of the Leman Russ Tanks can be seen, as well as the slowly mounting pile of Blast Markers
on the Imperial Guard Infantry Company from the sustained Ork fusillade. While being forced to keep their heads
down the Infantry were very well protected in these ruins, suffering only light casualties.
|
However, with the passage of time the mounting suppressive effect of the Ork shooting breaks the resolve of
the Imperial Guard Infantry company which withdraws away from the river, but keeps its position within the ruins.
At the end of turn two the Imperial Guard forces are very worried that the vast horde of Orks massed at the
southern river crossing will be unstoppable. To the north, some long-range heavy weapons fire takes place,
while an artillery bombardment to the northeast stops a Trukk mounted Warband in its tracks. The Ork Gargant
continues it slow shamble towards the bridge. On the west side of the river Imperial forces continue to
arrive to bolster the defenses.
|
Turn Three
With the refinery firmly in their control, the Orks trade shots with the Imperial Guard Companies stationed
near the bridge, as they desperately seek a route, which will allow them to reach their foe to deal with them
in person. To the north an artillery barrage continues to cause mayhem amongst a Warband.
|
Meanwhile to the south, having seized the initiative, a Warband storms across the rapidly flowing river,
losing a few Boyz (one unit) to its “dangerous” currents. The ensuing firefight routes the already broken
Imperial Guard Company. Hot lead filling their backs as they try to run, but there is no escape as they are
gunned down to the man! The situation is looking really good for the Orks . . . . . but the Ork Godz, Gork
and Mork, have turn their gaze elsewhere today. With two Leman Russ Tank companies in the area and the arrival
of a pair of Warhounds the Orks are assured with some irony that they will pay dearly to cross the Blood River.
A broken Ork Warband takes refuge amongst the ruins, the Leman Russ battle cannons and Warhound mounted
Plasma Blastguns and Mega-Bolters taking their toll. On the east side of the river Imperial artillery begins
to pound the other Orks as they prepare to cross the ford.
|
At the bridge Ole’Iron Jawz lumbers into range, but its impossibly large Soopa gun rounds spin wildly off
target exploding harmlessly in distance, miles away from the battle. In return the heavy weapons of two
Imperial Guard companies begin to methodically strip the giant war engine of its power fields. Alongside the
Gargant the Warbuggy Kult seeks a moment of respite from unerringly accurate Imperial heavy weapons teams.
|
En-masse hundreds of Orks cross the river, hoping to reach the safety of the ruins on the other side, only
to be met with a solid wall of hot lead, flying razor-sharp steel fragments, lasfire and bone-melting plasma.
The combined firepower of tanks, artillery and infantry take a dreadful toll on the greenskined attackers.
Yet, they press onwards as though unaware of the deaths of their comrades, which is taking place around them.
They must reach their foe, one-on-on, Crudely Handcrafted Choppa to Imperial quality high-grade steel Bayonets.
Only then will the real battle have begun! However the foe remains elusive, slowing falling back and then
pressing forward with spearheads of long-ranged weaponry.
|
Hampered by the fortifications the bulky Battle Fortresses try to reinstate themselves in the battle.
Their former occupants abandoning them to trudge ahead on foot, too impatient to wait for relative shelter
offered by the armour of their rides. On the west side of the river another shattered Warband takes refuge
within the ruins. Near the bridge the ponderous Gargant continues to take fire; having lost all of its shields
its armour is ripped apart by the heavy weapons of the Imperial Guard Infantry companies. Deep within one of
magazines is detonated in a thunderous explosion. Everyone, Guards and Orks alike, duck for cover as bolter
sized rivets fill the air at supersonic speed and heavy armour plates cartwheel across the landscape. Amazingly
as the smoke clears Ole’Iron Jawz is still standing, however he now falls back to lick his wounds after another
ineffective volley from his Soopa guns.
|
Aside from the destroyed Infantry Company Imperial casualties have been surprisingly light despite the
unrelenting Orks assault. Blood River is now choked with the bodies of thousands of dead Orks. What had
started with the promise of an Ork victory is now just so-much blood under the bridge. With a cry of
frustrated rage remnants of the Biker Kult practically hydroplane across the water only to be annihilated
by a well-ranged heavy artillery bombardment. On the slopes of a nearby hill the two Leman Russ Tank
companies regroup under the ever-watchful eyes of the dreaded Warhound Titans. The initial momentum of
the Ork advance has been stopped dead in its track. Already Imperial commanders can sense victory upon
the realization that the Orks have sustained too many casualties to continue their advance.
|
Surprisingly the Orks still lay claim to five of the eight objectives on the battlefield. Though severely
bloodied and broken they have not yet been defeated. There is no retreat, there is no surrender, there is
only death to be had on this fateful day.
|
Turn Four
Attempting to defy the odds the remaining Orks begin their advance anew with dogged determination. Black
soot-laden clouds signal the arrival of the Battle Fortresses at the rivers edge (at the time I was trying
to get them to the ford, not realizing that War Engine’s are untroubled by rivers; if only I’d known that
they could drive straight across it at any place!). Once again a firestorm of unbridled fury rained down
upon the southern river crossing as Imperial artillery gunners do what they have trained to do best. Knowing
that the Orks are now too few to succeed the Imperial Tank commanders signal their companies to advance,
followed closely by the predatory Warhounds. Soon two of the Battle Fortresses are nothing more but flaming
wreckage. As the final curtain falls on this tragic epic Ork comedy of errors Ole’Iron Jawz returns to the
fray in an anti-climatic display of inaccurate shooting culminating in his total destruction at the hands
of the lowly and humble Imperial Guard heavy weapons teams. Thy battle is over dear faithful reader. While
the main Orkish horde has been defeated and destroyed those who escape into the surrounding hills and woods
will provide trouble (and employment to P.D.F. and I.G. forces) for years to come. And up in the sky there
still looms that accursed Space Hulk . . . . .
|
Comments
This was my second (big point value) outing with an Ork army, after having been severely mauled in a game
the previous evening. While the Orks performed much better overall this time, they could not prevail in
the end. Unfortunately I was rolling abysmally for a second night in a row, while John’s dice were a little
above average; doing quite well with his saving throws in particular. You may ask why the Orks continued
to press the attack. The answer is simply this - they are an assault-oriented army and can only hope to win
by getting to grips with their enemies. Both sides easily grabbed the objectives placed on their respective
half of the table. Having done so, the Imperial Guard could then afford to sit back and pound the living hell
out of the Orks with long-ranged weapons fire. Having no recourse to this situation the Orks had no choice but
to advance. Blood River proved to be a formidible obstacle in conjunction with the ruins, which provided cover
to the Imperial Guard Infantry Companies. Dug-in like this the Imperial Guard Infantry were afforded the same
protection and durability of power armour clad Space Marines. Long-ranged artillery fire also proved to be a
decisive factor; with the ability to hit the Orks anywhere on the table, often with devastating results.
One tactic may have been to take Fighta-Bommas, but the Imperial Navy surely would have been present along
with several Imperial Guard Hydras. The Hydra may just be one of the all-around best vehicles in the game,
for their cost, with the ability to engage AP, AT, and AA targets with a 75cm range and two shots! Again
the Warhounds proved to be just a little too good with their unlimited turn capability and high movement rate.
Once again my Gargant was easily reduced to a burning scrap heap; I would suggest that they be given a 5+
armour rating.
Hope you’ve enjoyed this battle report. Your comments and questions are always welcome.
The Orks will be back!
Final score: Victory for the Imperial Guards!
|
Top of Page
Date: 10/04/2003
Written by: krimsonstarr
|