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29th October 2017

Did some work behind the scenes of the game blog page so that the game filters now work much better.

30th June 2017

A couple of months back I found loads of old notes about all the old Epic Space Marine games we played, starting from back when I was in high school. I thought it would be a good idea to type them all up as best I could, and upload them all. While I was at it, I also converted the Epic-S and 40K battle reports from their PDF state to HTML, and they can be found on the Warhammer 40K page.

16th May 2017

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Latest Blog Entry

Telling Tales

Warhammer 40,000 Battle Report

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Kaloris Campaign Battle 1: "The Awakening".
Warhammer 40K 5th Edition.
12th April 2009.

The Story So Far...

Almost a year has passed since the Waaarrrghhh! of Ork Warlord Gorrbag Smashgrot first invaded the Kaloris system. After initially losing several of the habitable planets to the tide of greenskins, the Imperial Guard defenders of the Kaloris Stone Legions managed to halt the Ork advance on the jungle planet of Kaloris Secundus. Now, with badly needed reinforcements from the Second Hand and Storm Tigers Space Marine Chapters, the warriors of the Imperium seek to hunt the Orks down and reclaim the system in the name of the Emperor.

A recent Ork attack on the city of Khalact on Kaloris Secundus has been halted and the Orks sent fleeing into the nearby forests. A small Space Marine force is hot on the heels of a mob of survivors when they make a terrifying discovery - Necron warriors setting forth from an ancient tomb buried beneath the cliffs. The war brought to this planet by the Orks must have awoken them from their millennia long slumber.

Scenario

Before the game, I typed up some instructions and gave these to the players in secret, so that they each had hidden objectives. The instructions were as follows:

Space Marines (JIK)
Points Allowed: 700pts.
Requirements: At least 1 Troop choice.
Restrictions: You may not use Heavy Support. You may only have a maximum of 1 HQ choice and 1 Elite choice.
Objectives: The Orks are no longer the main threat. You must try and slow down the arrival of the Necrons by destroying the entrance to their tomb. This is done by moving a model to the entrance of the tomb and using grenades as if you were attacking a stationary vehicle (so you automatically hit). The entrance to the tomb has an armour value of 10, and a glancing or penetrating hit will automatically succeed in destroying the entrance. Secondly, it is important somebody survives to pass on information about the Necrons. Try and have at least 1 model left standing at the end of the battle.
Special Rules: As the Space Marines are meant to be hot on the heels of the fleeing Orks, it makes sense that they may not use the infiltrate special rule. Units may make a scout move as normal if they are able. Deep striking units are allowed as normal, as the Marines would already have been using them to help hunt the Orks.
Necrons (Gallear)
Points Allowed: 700pts.
Free Unit: You have a free unit of 3 Scarabs for this battle. This unit may be increased by spending points if you wish, and it does not stop you choosing another Scarab unit.
Requirements: At least 1 Troop choice.
Restrictions: You may not use Heavy Support. You may not use a C'tan. You may only have a maximum of 1 HQ choice and 1 Elite choice.
Objectives: Your Necrons have started to awaken, and they need power. Thousands of years ago, a Necron power node was constructed near to this tomb. It has now been buried by the thick jungles and you need to find it. It could be buried beneath one of the hills, or hidden in one of the areas of forest terrain. Only Scarab units can search for the node. To do this they must enter the terrain piece (beware as entering forests is dangerous to Scarabs). You may roll to search any terrain piece that contains Scarabs at the end of your movement phase. Each area of terrain may only be searched once, and a search is successful on a roll of 4+. If the node has not been found yet when you search the fourth and final terrain piece then the search is automatically successful. When you have found the node it will be placed in that area of terrain and it is then considered activated. You must now try and protect it for the remainder of the battle. It has an armour value of 10 and is considered stationary. Glancing or penetrating hits will automatically de-activate it. Of course, the enemy will not know what this is and may not even think to attack it.
Special Rules: Any Necron unit is classed as fearless when in its own deployment zone as it stubbornly defends the tomb entrance.
Orks (Scooby)
Points Allowed: 700pts.
Requirements: At least 1 Troop choice.
Restrictions: You may not use Heavy Support. You may only have a maximum of 1 HQ choice and 1 Elite choice.
Special Rules: Stumbling upon the Necrons has confused the poor fleeing Orks. At the start of the Ork 1st turn, roll a D6 for each unit. On a roll of a 1 or 2, that unit can not be used this turn as the Orks scratch their heads and try to decide what to do. This roll does not need to be made for a HQ model (or any unit it has joined). For purposes of falling back, the Orks use either side edge to fall back to, whichever is closest at the time.
Objectives: After some initial confusion at having their escape route blocked by the awoken Necrons, your Orks make up their mind to stop all this runnin' and start puttin' the boot in! As your force is now surrounded, they become determined to go down fightin'. Don't let these stupid Oomies and Nekrunz have their way. Make a nuisance of yourself and try and stop them doing whatever it is they looks like they is trying to do.

 

Test Multiplayer Rule
You may shoot into close combat that does not contain your own models. For each shooting hit scored roll another D6. On a roll of 1-3 it hits one opponent's models, and on a roll of 4-6 it hits the other opponent's models. You may wish to modify this roll depending on how many of each opponent's models are involved in the combat. For example, if 10 Orks are in combat with 1 Space Marine and the Necrons fire at them, the hits might only hit the Space Marine on a 6, and on a roll of 1-5 they hit the Ork unit.
End Of The Battle
The battle lasts a maximum of 6 turns, or until it is obvious how the story has played out.
Deployment

The Necrons set up first, and may be set up within 12" of the tomb entrance. The Orks set up 2nd. They set up anywhere on the board, but may not be set up within 6" of the Space Marine or Necron deployment zones. The Space Marines then set up, and may be set up within 8" of their table edge.
All 3 players roll to see who will take the 1st turn. The winner decides if they wish to go 1st, 2nd or 3rd. The player who rolled second highest then can choose between the remaining 2 options.

Deployment Zones

Deployment Zones

Battle Synopsis

The Space Marines launched an attack down their right flank using bikers and a Rhino containing Assault Marines. Their Tactical Squads in the center of their lines prepared to attack the Orks, and they brought an orbital bombardment down on the Necron forces guarding the tomb entrance.
The Ork Warbuggies and Deffkoptas refused to act at first, baffled by the appearance of the Necrons, but other Ork units surged onto the offensive. Ork Boyz charged into combat with the Space Marine Tactical Squads, while Bikeboyz and Nobz made a move for the Necrons. The Necron Scarabs set out at top speed, and soon found their buried power node hidden amongst the trees to the south east. To distract their enemies from this discovery they continued to scurry around the battlefield and harass anything they could. The other Necron forces decided to make a backs-to-the-wall stand at the tomb entrance rather than move out and protect their power node.

Space Marines and Orks bore down on the tomb and a 3-way fight for the area ensued. Ork Bikeboyz gunned down scores of enemies, but the tough Necrons re-assembled themselves again and again. The Bikeboyz were eventually tank-shocked into submission and they fled as the Assault Marines leapt from the Rhino in an attempt to plant their grenades at the tomb entrance. The staunch defence of the tomb continued and the Space Marines and Orks were all eventually turned away.

The 3-way fight rages

The 3-way fight rages

To the south, the Marines and Orks had steadily been pummelling each other senseless. The fight ended with the defeat of the Space Marine Chapter Master by the lone remaining Ork Nob, who along with the Warboss were the only Orks left standing. The Space Marine Rhino beat a hasty retreat, presumably transporting several badly injured Assault Marines away from the battle, as the Necrons continued to stand firm at the tomb entrance. This battle was over, but the fight for Kaloris Secundus, and indeed the entire Kaloris system, most definitely was not...

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