Turn 5
IG win initiative.
Paralysis gives way to action but it is probably too little too late.
Space Pirates switch to close assault to clear my guard from in front of their lines. I throw in HQ and reserve platoon to help with the combat. I also throw the last assault platoon up the hill to close asault the dragtas/watraks. Pirates are broken, but kaptin annoyingly survives.
Only 1 bike detachment can reach the first fire (ouch) kult of speed and it breaks on the combined fire and close combat. Other group shelters as best it can in the wood. The left flank is now held with a rhino, a commissar, two infantry stands and two bike stands. Central group lose another stand to the stompas, also switched to first fire.
Out on the far right the Deathskulls kill the last bike, leaving the objective held by the sunbathing madboyz... "Lovely war innit mate".
End phase is ugly. Annoying survivor kaptin passes morale. My good platoon (3 stands)fails morale and this will leave me just 3 stands next turn to wipe out the kaptin. Rest of army broken (save ogryns). Tac Platoon by the Overlook fails morale. As does the CHQ supporting the reserve tac platoon (leaving them strung out on the bridge to the left flank. Brave defenders of the woods down to 2 stands passes morale. Last two bikers fail and bug out.
IG holds 20 VP in objectives, plus 2 for the Pirates. Ork holds 2 on their left flank, plus Thunderbolts (3), banbelade (2), Hellhounds (2), tac company (6), Assault company (3), Bike Company (4)= 30.
With the orks needing just 5 points left to secure victory, with most imperial forces in retreat and it being late, it was called as an Ork victory save the shouting.
I made the fatal mistake for IG- worrying about casualties. These are inevitable and irrelevant- secure the objectives and with them victory...
Ork's played a good game, maintained focus and supported each other in their plan. Mind you, they seemed suspiciously well drilled - perhaps the warlord is a secret Blood Axe...
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