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Imperial Crimson Fist Marines & Orks | Ork Hill

This SiFi game was played on 2015-11-02 2016-04-04 at Lunchbreak using Stargrunt II-Rules (set in ' The Imperium ') and 6mm miniatures. This report was written by Matthias.

Briefing

SitRep

This scenario is from HyperBear's StarGRunt II pages.

The area was about to be overrun by Orks. A small detachment of Marines was ordered to retreat, but destroy the buildings of their current position, so that they did not fall into the Ork's hands and could serve as a outpost for them.

Order of Battle
  Stargrunt II Mission Card  
 
  Commander   Kharim   Force   Imperial Crimson Fist Marines  
 
  Mission Motivation   medium   Fatigue Level   fresh   ADE (hostile)   N/A  
 
  Mission Outline  
 

The Marines had to destroy the buildings. A Squat engineering team would run from building to building setting charges. The buildings were positioned so that it would take 1 action to run to a building. It would then take 4 Squats 3 actions to place the charges. Demolishing the buildings would only require the squat leader to make a communication roll.

 
 
  Primary Objective   Secondary Objective  
 

The Imperials' primary goal was to destroy the buildings on the hill and escape off any board edge with as much of its force as possible.

 

The secondary goal of the Imperials was to destroy the dreadnought.

 
 
  Force Organisation  
  Platoon, Crimson Fists with attached Squat engineers.  
    Squad, Command (Veteran 1)  
    Lieutnant Rhovu Arca | Bolt gun (FP2,Imp d8) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    Marine | Bolt gun (FP2,Imp d8) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    Squad, Combat Squads Martillus & Mazus (Veteran 1)  
    Sergeant | Bolt gun (FP2,Imp d8) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    3 Marines | Bolt gun (FP2,Imp d8) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    Marine | Flamer (FP d8, Imp d8, close range only) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    Squad, Combat Squads Bigornitus & Yunqeus (Veteran 1)  
    Sergeant | Bolt gun (FP2,Imp d8) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    3 Marines | Bolt gun (FP2,Imp d8) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    Marine | Missile Launcher (FP d8, Imp d12) | Armour: Combat Power Suit (d10) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    Squad, Squat Engineers (Regular 2)  
    Sergeant | Bolt gun (FP2,Imp d8), detonator | Armour: Full-Suit Light Armourt (d8) | Mobility: normal (6") | Sensors: d8 (enhanced)  
    4 Engineers | Bolt gun (FP2,Imp d8) | Armour: Full-Suit Light Armourt (d8) | Mobility: normal (6") | Sensors: d8 (enhanced)  
     
 
  Support Assets Organisational Level  
  - N/A -   - N/A -  
     
 
  Notes  
 

 
 
  Stargrunt II Mission Card  
 
  Commander   Fabian   Force   Orks  
 
  Mission Motivation   medium   Fatigue Level   fresh   ADE (hostile)   N/A  
 
  Mission Outline  
 

The Orks are on the advance. Show da Waaagh! boss what yourz Boyz are capable of unda yoa leadaship!

 
 
  Primary Objective   Secondary Objective  
 

Kill the Imperials.

 

Capture da buildings an' keep da 'naugt alive.

 
 
  Force Organisation  
  Platoon, Ork battle group.  
    Squad, Command Mob (Regular 1)  
    Big Boss Skognug Brainrippa | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Gretching Standard Bearer | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    2 Orc Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Squad, Geoff Nobz Mob (Regular 1)  
    Ork Nob | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    6 Ork Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Ork Boy | Flamer (FP d8, Imp d8, close range only) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Squad, Geoff Nobz Mob (Regular 1)  
    Ork Nob | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    6 Ork Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Ork Boy | Flamer (FP d8, Imp d8, close range only) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Squad, Death Skullz Boyz Mob (Regular 1)  
    Ork Nob | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    5 Ork Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Ork Boy | Rocket Launcher (FP d8, Imp d12) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Squad, Evil Sunz Mob (Regular 1)  
    Ork Nob | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    7 Ork Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Ork Boy | Rocket Launcher (FP d8, Imp d12) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Squad, Bad Moons Mob (Regular 2)  
    Ork Nob | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    6 Ork Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Ork Boy | Plasma Gun (FP d8, Imp d10) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Squad, Geoff Boyz Mob (Regular 2)  
    Ork Nob | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    6 Ork Boyz | Bolt Gun (FP2,Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
    Ork Boy | Heavy Bolter (FP d8, Imp d8) | Armour: Partial Light Armour (d6) | Mobility: normal (6") | Sensors: d6 (basic)  
  Sqecialist,  
   
    Dreadnought ‘Da Bonercruncha (Regular 2), 2 heavy bolter
  • Quality: Regular

  • LV: 2

  • Confidence: CO

  • Crew: 1

  • Size: 2

  • Mobility: walker

  • Passenger Capacity: 1

  • Armour (Front/Side): 2 / 1

  • ECM: None

 
     
 
  Support Assets Organisational Level  
  - N/A -   - N/A -  
     
 
  Notes  
 

 
 

Execution

Turn 1
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Deployment

Turn 2
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Da Bonercruncha opened the battle by engaging the Marine squad on the most forward building, Yunqeus. He achieved fully effective fire hitting two Marines and wounding the missile launcher carrying Crimson Fist. The morale of the Marines also dropped from Confident to Steady. The Dreadnought then combat moved into the wood to escape retaliation.

The Squat engineers started to plant their explosives on the bulding currently occupied by the Marine Lieutnant Arca.

The Evil Sunz used both their actions to moved forward.

Rhovu Arca reavtivated the engineers, who placed their last charges and started to move towards the second house. With this second action the Lieutnant rallied squad Yunqeus which just suffered a wounded back to Confident.

The Bad Moons moved into the central wood.

Squad Yunqeus used a reorganize action to take care of their wounded brother, who was only winded and quickly got up again, training his valuable weapon at the enemy. The Corporal then successfully removed the suppression on his squad with his second action.

The Death Skullz moved forward into the wood.

The Marine squad on the Imperial left flank, Martillus, moved towards the smaller hill in a flanking manoeuvre, taking the chance and using combat movement with both actions, which resulted in 2 and 5 cm movement.

The Ork Big Boss Skognug Brainrippa advanced also using combat movement (9cm), trying to reactivate the Death Skullz. Unfortunately his shouting did not carry far enough.

The Imperial player decided to pass, so next the Geoffs on the Ork's right flank were activated and moved to the edge of the right wood with a 7cm combat move. They also targeted squad Yunqeus again. As the range die of the Marines was shifted to above D12, the fire was automatically ineffective.

The Marine squad in the building on the right Imperial flank, Bigornitus, remained stationary, waiting for their targets to emerge.

The Nobz mob advanced.

The Marines of squad Mazus lurking in the wood remained in place.

The last Ork mob also advanced.

Turn 3
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The Geoff mob on the right flank advanced towards the hill with both their actions.

The Marines of squad Yunqeus immediately targeted them and caused a suppression result.

The Bad Moon Nob ordered his boyz out of the wood towards the Marines, but with a combat move of 2 and 10cm only, they were not able to clear the wood.

The Squats arrived at the second house and started to wire it.

The Big Boss moved as far forward as possible, to be in a good position next turn to reactivate his mobz, scoring a 6 on both combat moves.

The Marine Lieutenant again reactivated the engineers, but his first order got lost amidst the noise of battle, his second transmission went through though, and the enigneers finished preparing the second building for demolition.

The Nobz mob combat moved towards the enemy on the right Ork flank, but were quite slow with 2 and 3 cm.

Squad Martillus on the left Imperial flank moved towards the hill, also slugging at only 2 and 3 cm.

The Geoff mob on the Ork's left flank combat moved through the wood trying to engage the Marines from the edge of the trees, but did not manage to get there with 11cm. The second action they therefore used to move forward still under cover of the wood with a 6cm combat move.

The Imperial player passed, and the Evil Sunz mob combat moved 7 and 12cm towards the hill.

The Marines of squad Bigornitus again waited for any Ork to emerge into the open and in to their line of fire.

The Death Skullz moved into the open and DakkaDakkaed at the prime Ork target so far, squad Yunqeus in the forward building. None of the bullets found their mark, though, the shots going so far off that the Marines were not even suppressed.

Squad Mazus moved into the open and engaged the Death Skullz, hoping to get far enough out with their combat movement to bring their flamer to bear, but with only 4cm they were 2cm into their second range band - a normal move would probably have brought the flamer into range. The bolter fire still suppressed the Ork mob.

The Dreadnought tried to clear the wood with a combat movement to engage the just emerged Crimson Fists, but did not move far enough (14cm). So following the example of the Geoff mob, he advanced in the cover of the wood with another combat move of 11cm.

Turn 4
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The Geoffs on the left flank moved to the edge of the wood and opened fire on the Marines of squad Martillus. The fire was fully effective, 3 hits killed one Marine, the other two were saved by their Power Armour.

The Squat engineers took two move actions to move to the next building.

The Evil Sunz made a combat movement towards the Marines to the front of the wood (7cm) and made it to the edge of the wood from where they opened fire on squad Mazus. They scored 4 hits, causing 2 wounded and one killed. Among the dead was the Corporal, his replacement also had LV1.

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Mazus activated next and removed two suppression markers.

The Death Skullz removed a suppression result and hid in the woods.

Lieutnant Arca reactivated the decimated squad Mazus, which moved encumbered by their wounded around the edge of the wood, leaving their dead brother where he fell. With the second action Rhovu reactivated the Squats, which used two actions to plant explosives.

The Bad Moons made a combat movement with the aim to clear the wood, but with only 5cm they did not make it. Enforcedly, they used their second action for another combat movement, which brought them to their destination.

Squad Yunqeus attacked the just emerged Bad Moons and caused a suppression result. Then they went into position inside the building.

The Nobz mob advanced with two actions.

Martillus on the Imperial left flank moved to the edge of the hill and targeted the Nobz Mob. They scored 4 hits: wound, dead, wound and save.

The Waaagh! Boss made a combat movement (8cm) towards the right flank and reached with a second move action the edge.

The Geoff Mob on the right flank removed their suppression and advanced with a normal movement action.

The Marines of squad Bigornitus suppressed the Evil Sunz and then also went into position.

Da Bonecruncha moved out of the wood and fired at Yunqeus in the front building, scoring a suppression result.

Turn 5
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The Geoffs at the right flank fired at the flanking Brothermarines of squad Martillus, causing a suppression. They then advanced with a combat movement 5cm.

The Lieutnant activated Bogornitus which caused a suppression on the Evil Sunz. He then activated Yunqeus, but they missed their target.

The Ork dreadnought fired his heavy bolters at Yunqeus without any effect than some chips in the wall, then moved back into the cover in the wood.

The Marines of squad Martillus removed their suppression, then fired at the Geoffs, killing the nob. The next Ork in the pecking order turned out to be a worse leader, but he still managed to pass the Reaction Test.

The Bad Moon Nob removed their suppression and fired at the Marines in front of them, they hit one but the bolt richocheted off the Power Armour.

Yunqeus' Corporal removed the suppression and returned the fire. With three hits they caused 2 wounded among the green skins.

The Death Skullz rushed forward with a combat movement (11cm) and fired at the Marine squad in the (from their point of view) left building, Bigornitus, but all the shots went wide.

The Marines of Bigornitus returned the fire with their missile launcher and suppressed the Death Skullz. With their small arms, they attacked the Geoffs but with no effect.

The Evil Sunz removed their suppression and combat moved 8cm forwards.

The Nobz mob removed their suppression and combat moved 7cm forwards.

The Squat engineers prepared the building they were at for demolition, then passed their second action, as they did not want to remain standin in the open.

Brainrippa combat moved forwards 9cm. He then reactivated the Geoffs on the left flank, which combat moved 8cm in front of the Squats and opened fire on them! They scored 4 hits but only one hit managed to penetrate the armour - still the Squats were left suppressed. The Squats were so shocked, that their morale dropped from CO to ST.

Turn 6
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The Geoffs facing the Squats passed their Reaction test and charged the stunties. They in turn lost their nerves and retreated down the hill.

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Lieutnant Arca tried to rally the Squats, while the communication roll succeeded, the rally roll failed. Wiht his second action he activated them again, their seargeant removed their suppression marker and combat moved away from the battle (5cm).

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The Bad Moons combat moved 8cm towards Martillus on the left Imperial flank. They opened fire on point blank, but totally missed (1, 1, 4 vs 4)!

Yunqeus in the front building fired at the Waaagh! Boss, causing three hits, outright killing one Ork, a second received a wound and a kill result. Only the Skognug and his standard bearer remained standing.

The Death Skullz tried to remove their suppression result, but only managed with their second action.

The decimated squad Bigornitus combat moved with two actions 6cm and 5cm into the rear wood, bringing their wounded brother Marines out of harms way.

The Geoffs on the right flank followed the example set by the Death Skullz, and also needed two actions to remove one suppression marker.

Bigornitus fired on the Evil Sunz mob, causing three hits and two dead, which resulted in the mob dropping to ST.

The Waaagh! Boss tried to remove his suppression marker but failed, with his second action he activated the Nobz Mob which combat moved 4cm forward and then fired at squad Yuqeus in the front building. They caused two hits and killed one Marine, the second was saved by his armour.

The Marines of Martillus moved backwards towards the hill, to get a clear LOS on the Nobz. With 5 hits they managed to cause one wound and kill the flame thrower bearer.

The Nobz then immediately activated and first removed the just received suppression. They fired back in hot blood on the Marines but missed with every single bullet.

The Squat engineers used combat movement to move backwards into cover behind the hill and building - after all, without that squad the Imperials would not be able to meet their objective.

The Evil Sunz once again opened up with their weapons on the marines of Bigornitus. They sprayed the area in bullets, but none of them managed to touch their mark.

Da Bonecruncha then moved out of the woods to show da boyz how to do it, and managed to cause two wounding results on the Marines, both hits went to the same Marine, though.

Turn 7
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The Geoff mob in the center assaulted the foremost Marine held building. Both sides passed their Reaction test, but the Marines of squad Yunqeus withdrew voluntarily. With big hooting, the Orks occupied their prize.

The Squat engineers made a combat movement (4cm) towards the Ork occupied building. Their leader then keyed his device to set off the explosives in place there. He needed to roll higher than 2 on a d8, but only managed a 2...

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The Death Skullz stormed forward with a combat movement (4cm) and fired on Bigornitus, again with no effect.

Lieutnant Rhovu Arca tried to reactivate the Squats for another demolition attempt. The first radio attempt failed, but with the second he came through. The Squat engineer this time managed to set off the charges and the building collapsed on the Orks, killing, wounding and maiming them all. Quickened by this result, the engineers combat moved (9cm) towards the last remaining unwired building.

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The Nobz saw the stunties running accross the open, moved up to the ruins of the demolished building and sent retaliating fire the Squat's way - with no effect whatsoever; probably their LOS was obscured by the still smolderung ruins and weapons shouldn't be used in hot blood anyway.

Bigornitus, the last Marine squad taking cover in a building, fired their missilie launcher on the Dreadnought, but only caused another suppression. They then decided to move out of the building to function as shield for the engineers, but failed their Reaction test to move from In Position.

The remaining Geoff mob combat moved an impressive 2cm, before opening up on the Squats as well. They were more successful and killed two of the engineers, among them their leader.

Squad Yunqeus in the open on the hill removed their suppression and then caused 4 hits on the Nobz, which killed two.

The Evil Sunz surged on to the hill with a combat movement (8cm), and also fired on the engineers. They were only able to suppress them, though.

The Marines of Martillus on the Imperial left flank moved between the Ork Mobz towards the Waaagh! Boss and killed Skognug Brainrippa with two hits. Only the Gretchin standard bearer survived, but grimly held his position by his fallen master.

The Bad Moons also combat moved (9cm) towards the Squats and attacked them, also only causing a suppression.

The half-strength Marine squad Mazus in the rear moved off the board, saving their wounded brother Marines.

Da Bonecruncha again fired on Bigornitus, and caused two hits - which were both saved by power armour and concrete. He then withdrew into the wood.

The lone Gretchin standard bearer removed his two suppression results.

Turn 8
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The Evil Sunz mob fired at the Squat engineers. The fire was fully effective, scoring two hits. The same Squat was hit twice, being wounded and killed. The lone survivor passed his reaction test. The Evil Sunz then went into position.

The Marines of Martillus squad out in the front sent retaliating bolts the Evil Sunz's way, causing three hits, two of which were saved, though. They then combat moved alon the base of the hill and placed themselves between the Death Skullz and the Squat.

The Geoffs on the right flank combat moved towards the hill trying to get LOS to the engineer, leaving their wounded behind. The open fire but miss.

Marine Lieutnant Arca reactivated the Marines at the base of the hill, which suppressed the Death Skullz but caused no harm, then they went into position. Next, the squad in the bulding on the Marine's right flank were activated and removed two suppression markers.

The Death Skullz removed their suppression marker in turn, and fired back at the Marines of Martillus directly in front of them. They caused 4 hits, two of which ricochetted of the Marine's Power Armour, one killed a Marine and the last wounded another Marine. The Marines were really in shock and dropped two Confidence Levels to SH!

Bigornitus in the bulding on the Marine's right flank first fired a frag missile from their launcher into the midst of the Evil Sunz and caused a suppression, then followed up with bolter fire - which missed.

The Nobz made a combat move (1+1=1cm) which was then halfed due to the rough ground left by the destroyed building. Being stuck there, they used the debries to go into position.

The Marines passed.

The Bad Moons removed their suppression to be able to act against the Marines - but failed! With their second action they succeeded, but were not able to do anything else.

The Squat engineer removed 2 suppression markers.

The Gretchin advanced fired on Martillus Marine's in front of the hill - a ridiculous action in the eyes of the Marine player - until he rolled a one and the Ork player a 2 and 6! Luckily, the hit caused was saved by power armour.

Yunqeus removed a suppression marker, then also poured fire into the Evil Sunz mob, dropping them to SH with two more dead.

The Dreadnought remained in the wood, affright of missile launchers...

Turn 9
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The Geoffs moved forward, passing their Reaction roll to move out of being in position, and caused a suppression marker on the Squat.

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Bigornitus fired on the Death Skullz, also causing a suppression result.

The Bad Moons combat moved (10cm) towards the hill and fired at the last two Marines of Martillus at the base of the hill. Again, only a suppression result was caused.

The Lieutnant reactivated Bigornitus. This time they fired at the Bad Moons causing a suppression result on them. Yunqeus was activated next, and the Brothers opened fire on the Geoffs, causing 5 hits! Three were saved, but two hits caused wounds. The Orks passed their Reaction test, the Marines moved into the safety of the building.

The Death Skullz removed their suppression marker and fired on Bigornitus, but the building was really very small and hard to hit...

Yunqeus' Marines fired on the Nobz, suppressing them, then went into position in the building they just moved into.

The Evil Sunz mob removed two suppression markers.

The Squat did likewise.

The Gretching, pumped up by his last success, advances further towards the Marines firing his bolter wildly, but this time misses also wildly.

The Marines of Martillus just targeted by him removed two suppression markers.

The Geoff Nobz removed their suppression marker, and combat moved towards the Marines of Yunqeus in the building on their right.

Da Bonecruncha still remained in the woods.

Turn 10
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The Evils Sunz combat moved (9cm) towards the building at the back where Marine Lieutnant Arca had taken up position in, and opened fire. They caused two hits, both of which were saved by a combination of power armour plasteel and concrete.

The Marines of squad Bigornitus in the buidling on the Marine's right flank opened up again on the Death Skullz; the missile went wide, the bolter fire suppressed the mob.

The Bad Moons Boss tried to get his Boyz back into the fight, but failed twice to get them out of suppression.

Rhovu Arca removed the suppression on him and his aide, then tried to reactive Bigornitus, but failed to establish radio contact to them.

The Death Skullz removed their suppression marker and fired high above the heads of Martillus.

Their targets removed their suppression as well, and in the return fire also caused one on the Orks.

The two Ork Nobz assaulted the building occupied by Yunqeus, and were both killed in the melee.

After fending off the Nobz, the Marines sent a hail of fire into the midst of the Geoffs on the hill, causing 4 hits with one dead and two wounded. They then try to go into position again (which they lost due to being assaulted) but failed.

The Gretchin was still trigger happy and caused another suppression result on Martillus' members.

The Squat removed the suppression marker on him and started to place charges on the last building (1/12).

Turn 11
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The Evil Sunz fired again on the Marine Lieutnant suppressing him, then went into position.

The Marines of Bigornitus fired their small arms on the Death Skullz, causing three hits, one dead and one wounded. Then their gunner sent another frag missile into the Bad Moons, but missed miserably.

The Bad Moons removed their suppression marker and returned the fire, but missed as well.

Martillus' Brothermarines at the base of the hill removed their suppression and fired on the Bad Moons as well, but they also did not manage to hit a single Ork.

The Gretchin fired his bolter at Bigornitus but missed. (The Marine player rolled a d12 and scored a 3; the Ork player rolled a 2 and 1 on a d8 and d6...)

Marine squad Yunqeus on the other side of the hill first fired their bolters at the Evil Sunz (suppression), then their missile launcher (2 wounds, among them the heavy weapon of the Orks).

The Death Skullz remove two suppression markers.

The Squat engineer continued to place charges (3/12).

The Dreadnought again chooses to remain in the woods.

Lieutnant Arca removed his suppression marker, then reactivated squad Bigornitus holed up on his right flank. They fired their small arms with no effect on the Death Skullz, then a frak missile killed three and wounded one Ork from the Bad Moons - which passed their Reaction test.

Turn 12

The Death Skullz again tried to hit the Marines of squad Bigornitus in the building, but both their shootas and their rockit launcha missed.

Martillus' Marines in front of the hill killed the Gretchin with two hits, then retreated onto the hill.

The Bad Moons removed their suppression marker and fired at the retreating squad. They scored three hits, which all bounced off the Marine's power armour!

The Squat engineer placed another two charges (5/12).

The Evil Sunz removed two suppression markers.

Squad Yunqeus on the Imperial left flank poured more fire the Evil Sunz's way, killing two with bolter fire but bothcing the missile shot. The Evil Sunz dropped to shaken.

The Orks passed.

The Marines of Bigornitus also let loose with all they got, but missed the Death Skullz with their bolter fire and the Bad Moons with their missile.

Da Bonecruncha still hid in the woods.

Rhovu Arca reactivated Bigornitus on his right, which repeated their last attack, this time the bolters wounded one Death Skull, the next missile also was a dud. Martillus in the open was reactivated next, but only managed with their second action to remove their suppression marker.

Turn 13
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The Evil Sunz spent two actions to remove their suppression marker.

Martillus' members fired at the Bad Moons and caused a suppression, then they went into position.

The Death Sullz removed their suppression marker, and opened fire on Martillus, causing one dead (dice scores: 2 vs 3, 3, 1). The Marines dropped to BR.

The Marines of Bigornitus again split their fire. The bolters caused two wounds on the same Bad Moon, thus killing him; the krak missiles send the Death Skullz's way this time hit right in their midst causing five hits (one wounded and two dead).

The Dreadnought finally decided to support the other Boyz and honour his name, by combat moving (19cm) onto the hill, trying to kill the last Squat engineer - but only suppressed him with a hail of heavy bolter shells.

Squad Yunqeus on the left Imperial flank send a krak missile into the torso of the Dreadnought, blowing him up!

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The last surviving Orks withdrew.

Debriefing

None