The first mission in the series, Mission 1.1 was a 4-army 180 point skirmish battle featuring Dark Angels (Mike W), Chaos Space Marines (Kennon), Orks (Nathan), and Imperial Guard (Dave, proxied by John). The mission featured a variable number of objective counters, with the player securing the most counters at the end of six turns being declared the winner.
The Armies
Kennon's Chaos Space Marines
Aspiring Champion with Bolt Pistol and Sword
Marine with Plasma Gun
Marine with Heavy Bolter
7 Marines with Bolt Pistol and Chainswords
Mike's Dark Angels (The Dreadnought and Librarian did not field)
Veteran Sergeant with Bolt Pistol and Chainsword
Marine with Flamer
Marine with Heavy Bolter
7 Marines with Bolters
Nathan's Orks

Nob with Slugga and Choppa
2 Boyz with Big Shootas
17 Boyz with Slugga Choppa
Slaver with Grabba Stikk
11 Gretchin
Dave's Imperial Guard (proxied by John)

Junior Officer with Laspistol and sword
Heavy Bolter Guardsman
4 Guardsmen with Lasguns
Sergeant with Laspistol and Chainsword
Flamer
Missile Launcher
7 Guardsmen with Lasguns
Sergeant with Laspistol and Chainsword
Grenade Launcher
Missile Launcher
7 Guardsmen with Lasguns
The Field of Battle

As the mission setup begins, the roll results in 3 objective counters being placed. The first is placed at the base of the ventilation shaft center right above. The second is at the far right edge of the woods, and the third is placed in open territory between the pipeline and the large ruin at the lower left. Deployment zones are chosen, and armies fielded in turn. The Orks share a narrow table edge with the IG, and the DA share the opposite table edge with Chaos. Deployment zones are 12" x 24"

All armies deployed
The squad of Maelderon Bloodspiller siezes the initiative and moves first, quickly heading to the objective hidden within a copse of trees. Nearby, the Dark Angels squad led by Sergeant Annihilus moves toward an objective as well, keeping a close eye on the advancing Chaos Marines. Half the Space Marine squad is separated from the main unit, providing covering fire for their sergeant.

Sergeant Annihilus advances under the overwatch of his fire team...
On the eastern front, the Imperial Guardsmen take up a defensive position in ruins and behind a pipeline, bracing themselves for an inevitable Ork advance...

Hold the line, men!
Meanwhile, the sizeable Ork Mob led by Nob Rotgor Badgut rushes in force toward the IG lines. The weedy Gretchin round the back of some ruins, out of line of sight of the entrenched Guardsmen.

The Greenskinz advance!
In the west, Maelderon and his men move unimpeded toward the treeline, their objective nearly within reach...

Just a bit further and it is ours!
But, having secured their own objective, the Dark Angels turn a baleful eye on their Chaos rivals.

Ready weapons, men...
With cunning skill and aggressive tactics, Sergeant Annihilus, objective in hand, moves both of his 5-man squads directly toward the Chaos Marines, already a man short from heavy bolter fire. The Dark Angels shoot into the enemy squad before charging them in assault, unleashing upon them the fury of the Emperor!
The Dark Angels taking the fight to the enemy!
In the east, the Orks are drawing heavy fire from the Imperials, but press on nevertheless. Though they've taken heavy casualties, they are nearly to the IG lines and ready to tear them limb from limb! When the time is right, Nob Rotgut orders a charge!

Waaaagh!!!!
Catastrophically, the Ork charge is hampered by the unsteady footing and awkwark barrier presented by the pipeline the guardsmen are hiding behind. While they advance to within a few yards of the Imperial troops, they are unable to make contact. Seizing upon the opportunity to mount a counter-attack against the slowed Greenskinz, Lieutentant Wolodimir Zhukov inexplicably orders his men to leave cover and charge the Orks!

The Valhallan Counter-Offensive Begins!
In the west, Maelderon's unit has withstood the Dark Angels assault without losing a single man, but his wicked troops have themselves felled four of the Emperor's finest. Completely unprepared for such a horrific outcome, Sergeant Annihilus orders a strategic withdrawal to re-assess the situation. Maelderon mocks the Space Marines as they fall back, hungry to slay more Imperial scum.

The Dark Angels, soundly beaten, fall back to regroup
Maelderon's squad, led by a standard bearer, pursue the Dark Angels as they themselves brace for a charge. The chaos troops fire bolt pistols at the marines at point blank range before counter-assaulting them.

The Clash of the Marines about to enter round 2

The Dark Angels in the second assault, this time outnumbered...
Maelderon's forces are victorious once again, their shooting and close combat attacks killing another 3 marines, while the Chaos forces lose but one. Badly beaten a second time, the remaining 3 Dark Angels fall back once more, now without an objective. At this point, Chaos holds two objectives and the third remains uncontested.
In the east, the sum total of a point-blank flamer blast, grenade launcher, and some 35 Lasgun shots are more than the Ork unit can bear. The casualties are so great that the Ork mob breaks and runs, the guardsmen just a few yards from the third objective.

A giant hole where the Ork Mob once was.
With only a 12-model strong Gretchin Mob to secure the objective, General Nathan contemplates his strategy.

After the loss of his Boyz, General Nathan considers taking up a new hobby
Back on the winning side of the table, Maelderon holds two of three objectives and has bested his nearest rival, the Dark Angels. But the game is far from over, as the 3 remaining Space Marines will fight to the last man, and the IG have no plans on letting the Chaos Marines keep their precious prize.

In the wake of the Ork massacre, General Kennon plots his next move

Maelderson pulls back out of IG shooting range to keep his two objectives secure
With one last unit of Gretchin advancing on his ranks, Lt. Zhukov orders one unit to fire on the gobbos while his remainining fire missiles at the Chaos troops, desperate to get them to drop their objectives.

The Orks just can't catch a break
With the Orks annihilated, the remaining Space Marines and Imperial Guardsmen spend their final turn firing everything in range at the retreating Chaos Space Marines to no avail. Though another evil marine falls, Maelderon's forces hold onto their two objectives and win the battle.

End game. The Chaos forces are tucked behind the exhaust port with 2 objectives in hand for the win
Outcome: Maelderon Bloodspiller - 1 Campaign Point


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