In the first mission, four small patrol groups from different armies sought clues as to why an Imperial Outpost had been constructed on Ghedda Prime over a hundred years ago. Now, the stakes have risen as all four forces race to locate and secure the source of a faint transmission. Being the first to enter the Communication Relay could provide a valuable edge over competing forces, but actually holding and having the opportunity to decrypt the Imperial data could give a clue as to why the remote base was constructed in the first place.
The Comms building is represented as an Armor 12 structure in the center of the board. The first player to enter the structure gains +3 Intel Dice. The player who controls the building at the end of 6 turns, or has the largest unit in base contact with the building if contested, wins. All armies consisted of 500 point forces from the HQ (1) and Troops selections.
The Armies
Kennon's Chaos Space Marines
Maelderon Bloodspiller with spiky bits, bolt pistol, power weapon
Marine with Plasma Gun
Marine with Heavy Bolter
7 Marines with Bolt Pistol and Chainsword
Aspiring Champion with spiky bits, bolt pistol, power fist
Marine with Plasma Gun
Marine with Autocannon
7 Marines with Bolt Pistol and Chainsword
Marine with Plasma Gun
Marine with Missile Launcher
6 Marines with Bolters
Mike's Dark Angels
Veteran Sergeant Annihilus with Bolt Pistol and Power Weapon
Marine with Flamer
Marine with Heavy Bolter
7 Marines with Bolter
Veteran Sergeant with Power Fist and Bolt Pistol
Marine with Plasma Gun
Marine with Missile Launcher
7 Marines with Bolter
Veteran Sergeant with Bolt Pistol and Chainsword
Marine with Meltagun
3 Marines with Bolters
Nathan's Orks
Nob Rotgor Badgut with Power Klaw, Slugga, Bosspole
2 Boyz with Big Shoota
17 Boyz with Slugga and Choppa
Nob with Slugga, Choppa, Bosspole
2 Boyz with Rokkit Launcha
17 Boyz with Slugga and Chopps
Nob with Slugga, Choppa, Bosspole
2 Boyz with Big Shoota
17 Boyz with Shoota
Slaver with Grabba Stikk and Squighound
19 Gretchin
Dave's Imperial Guard (proxied by John)
Lt. Wolodimir Zhukov with Bolt Pistol, sword
Heavy Bolter
3 Guardsmen with Lasgun
3x10 man Guardsmen squads
Veteran with Bolt Pistol, chainsword
Grenade Launcher/Flamer
Missile Launcher
7 Lasguns
Mortar Squad (6 men)
Autocannon Squad (6 men)
The Field of Battle, pre-deployment
The Ground of Ghedda Prime about to be soaked with more blood
Close-up of the Objective
The Comms Building, a trophy from the Virtual 40K campaign built by Mike Churchill
The Game Begins
The Ork Horde prepares to roll
Turn 1
As predicted, the Orks moved in force against their foes in the general direction of the objective. With Badgut facing both Chaos and Dark Angels, the Nob started antagonizing them early in a hail of bolter fire.
Dark Angel moved quickly toward the objective with their command squad, while support units sought the cover of ruins early on.
Also following an expected pattern, the Imperial Guard moved little, seeking to optimize firing arcs, particularly with an eye toward a Chaos marine unit headed in their direction.
Armies rumble into position...
Turn 2
With the Ork horde continuing to move forward, the air filled with the sounds of suprisingly effective shoota fire, responsible for cutting down a number of Chaos marines.
The Green Tide advances toward the enemy, Big Shootas cutting down Chaos Marines early on
Giving the Orks a wide berth, the Dark Angel command squad kept their eye on the prize, moving at full speed and then ultimately charging the Comms Building with Krak grenades.
The Dark Angels Command Squad assaults the building with Krak grenades, curiously hoping to not destroy it...
Turn 3
Having split their forces, the Chaos army is being sandwiched by IG and Orks. The effectiveness of enemy shooting adds insult to injury for the beleaguered forces of the Chaos Champion.
After 3 rounds of his forward unit being whittled down by IG forces, Kennon declares 40K a complete and utter waste of time
Meanwhile, still flush with excitement from having assaulted an empty building, Sergeant Annihilus looks back to see, like, a million Orks right behind him.
The Ork Warhorde prepares to show the Dark Angels how a charge is successfully executed
With Ork shooting and assaults leaving the Dark Angels commander alone in melee against the Gretchin, the bulk of the Ork forces wheel round the Comms Relay to face the Chaos forces
Turn 4
The beginning of Turn 4
After three rounds of very little movement, the IG have just one unit between them and the objective, and start moving several units forward under the covering fire of support squads.
Several IG units inch forward toward Dark Angels, supported by covering fire
Amazingly, Sergeant Annihilus continues to kill one Grot after another, not giving any ground
As the Dark Angels Sergeant bravely holds his own against the Gretchin, the remaining Marine 10-man squad is assaulted by a full mob of Orks!
Finally, the Dark Angels luck begins to run out as Annihilus falls and the remaining tactical squad is overwhelmed by Greenskinz. The Ork Tide is rolling!
Turn5
The great success of the Orks has drawn much attention to them. After the fall of Dark Angels Sergeant Annihilus, the Orks were the first to secure access to the Comms Relay. Nevertheless, remaining forces focus all of their firepower on the remaining Greekskinz. After an unholy round of rapid firing by Chaos and Imperial Guard and a brutal mortar barrage, the Ork numbers waned considerably. More importantly, the Comms Building itself, with Gretchin inside, was blown apart by an Imperial Guard missile! Amazingly, the Gretchin remained unharmed and steadfast, though a grot was eaten by a squid to keep order.
"What? I need to roll 5 or less to avoid fleeing in terror? No problem", says Porchdog as he rolls snake eyes with confidence.
The GM calls attention to one remaining piece of business between Orks and Chaos
With the Slaver and his squighound holding the ruins of the Comm Relay, the Chaos and Ork command squads face off for an epic combat
As the two armies smash into one another, Jolene does her best to help stay Kennon's resolve
With the two big enemy units engaged with one another, Lt. Zhukov commands his forward squad to "Move, move, move!" toward the objective. Having held out for most of the game, the Slaver's confidence wavers and he runs away from the advancing Imperials just as they take control of the objective.
Turn 6
As the Ork and Chaos combat rages on, the few remaining units who oppose the Imperial Guard fire relentlessly at the squad, killing 6 guardsmen. But the IG troops hold their ground...
Finally, having killed the rest of the Ork Mob, the remaining Chaos forces turn their attention to the IG unit holding the objective, but it is too late...
End game. The Imperial Guard holds the objective at the end of turn 6.