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Tuesday, January 17, 2017

Scenario 3: The last charge of Baron Harko (epic) Take 2

Tuesday Night again and another scenario for a future supplement..Britt/I used the Burning Death Speed Freeks (NetEA Tournament Pack 2013) and Trent used the Knights

Changes made from last game..

1) No flyers for the orks..

2) Three formations of Civi’s at 8 strong each..

3) Civi’s were 5+ armour…

 

Forces:

Burning Death Speed Freeks (NetEA Tournament Pack 2013)
KULT OF SPEED [200]
8 Warbuggy
FORTRESS MOB [520]
2 Battlefortress, Nobz, 7 Boyz, Flakwagon
KULT OF SPEED [250]
4 Warbuggy, 4 Skorcha, Mekboy Speedsta
KULT OF SPEED [250]
4 Warbuggy, 4 Skorcha, Mekboy Speedsta
KULT OF SPEED [250]
4 Warbuggy, 4 Skorcha, Mekboy Speedsta
SPEED FREAKS WARBAND [235]
3 Boyz, 4 Trukks, Nobz, 4 Warbuggy, Flakwagon
WARBIKE OUTRIDERS (BIG) [250]
10 Scout Warbikes
WARBIKE OUTRIDERS (BIG) [250]
10 Scout Warbikes
BLITZ BRIGADE (BIG) [250]
8 Deth Kopta
BLITZ BRIGADE (BIG) [285]
8 Gunwagon, Flakwagon
BLITZ BRIGADE (BIG) [250]
8 Deth Kopta

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Knight World (NetEA v2.2.2 *APPROVED*)
KNIGHT HOUSEHOLD [415]
4 Knight Paladin, Seneschal
CUSTODIAN HOUSEHOLD [400]
3 Knight Castellan, Seneschal
KNIGHT HOUSEHOLD [455]
4 Knight Errant, Seneschal
ROUGH RIDER PLATOON [175]
6 Rough Riders, Aspirant
ROUGH RIDER PLATOON [175]
6 Rough Riders, Aspirant
KNIGHT HOUSEHOLD [730]
Baron, 5 Knight Errant
KNIGHT HOUSEHOLD [325]
3 Knight Paladin, Seneschal
LANCER HOUSEHOLD [300]
3 Knight Lancer

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Background:


After the destruction of the Laser Silos and the last of the Skitarii PDF were swept away, the

Knights of lead by Baron Harko sallied forth to buy time for the abandoned civilian convoys to try

to escape the Orks by fleeing into the wilderness.

 

Scenario Special Rules:

 

The Imperial player receives a set of bonus formations each consisting of 4 Civilian Transports with

the following stats. The formation has a base initiative of 3+. If within 15cm of an Imperial military

ground formation they receive a +1 bonus to activate:

Civilian Transport

Type

Speed

Armor

CC

FF

LV

30cm

5+

6+

6+

Weapons

Range

Firepower

Improvised Weapons

(15cm)

(Small Arms)

Notes:

May not march, Scout


Game Table:

Use a regular 120cm x 180cm table. The game is played deploying on the long sides of the. The

table should have a mainly urban terrain and significant number of roads. A standard number of

LOS blocking features should be located. The Imperial player will set up the table but the Ork

player will select a side.

 

Bisecting the table into roughly equal thirds should be 3 superhighways no less than 5cm wide.

The Imperial player must set up within 15cm from the entry point from one of the highways.

 

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The Imperial player MUST take a Supreme commander.If playing as part of a campaign, whoever

player scored more points in Scenario 2 adds +2 to their strategy rating.

 

Objective:

The Orks’ primary objective is to destroy or better, capture the escaping civilians (after all, who

else is going to slave in the Mekboy yards?). The Imperial objective is to allow as large a number

of the civilian population to escape, preferably by road to attempt the long march to port Omega

while taking retribution on the foul xenos.

 

Imperial

Points

Each transport that exits the far edge

1 point per unit

Each transport that exits the far edge via a road

2 points per unit

Each enemy destroyed formation

2 points

Each broken enemy formation

1 point (only once per formation)

 

Ork

Points

Each transport that is destroyed by assault

2 points per unit

Each transport that is destroyed by shooting

1 points per unit

Each enemy transport that remains on table

.5 points

 

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Deployment

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Turn 1

  • Burning Death Speed Freeks win SR and goes first..
  • Burning Death Speed Freeks

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  • Burning Death Speed Freeks

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  • Knight World

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  • Knight World

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  • Burning Death Speed Freeks

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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END OF TURN SHOT

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Turn 2

  • Burning Death Speed Freeks win SR and goes first..
  • Burning Death Speed Freeks

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  • Burning Death Speed Freeks

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  • Knight World

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  • Knight World

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  • Burning Death Speed Freeks

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Knight World

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  • Burning Death Speed Freeks

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  • Burning Death Speed Freeks

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END OF TURN SHOT

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Summary
 
Game called due to time, at that time the orcs were 12 to 6..
 
The large civics' last longer when been shoot at, but are worth more points..
 
No aircraft was help, but in the end it just allowed the orks another formation on the table.
 
I think the orks need to have % of their force off board and brought on from Turn 2 onwards..
 
The knights will have hard time winning, since the orks have the speed and the activation if they stretch points to boost it.. 
 
It bee interesting to see how other forces would go using the scenario..
 
Regards
Greg

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