Monday, April 10, 2017

Jornath: Assault on Nizajain





The second portion of the Orks Summer Offensive takes place in Kula Hive's municipalities or more specifically the coast off the Hive's Eastern shore. Where in the northern reaches,  1st Army Group was entangled in a large scale regiment scale assault on a broad front from multiple Ork forces converging on the vital Fortress Behras. In the south, the situation was different, the KCC and cohorts from Oakenzid and the South Plains had been slowly strangling the life out of the Ork Kroozer's crash site which had become a ragged Xenos city.  The green skins having taken brutal losses in their command structure during the crash, had been largely fighting amongst themselves, making the concentration easy pickings for Imperial troops.  However, a month before the Orks assaulted the Northern defensive line, much of the fighting between tribes in the southern zone had subsided and grouped behind a half-dozen warlords.  Of these warlords,  two opted to send their warriors in an all-out charge at the Imperial troops surrounding their positions,  while the other four, guided by a council of mek's from the Kroozer's engine room took their forces and descended on the city of Bolasku, a major shipwright center and port on the coast.  Bolasku was defended by 6 Reg KCC,  the 1st Royal NeoHuscarl, along with massed citizens militia, and while the J-PDF forces put up a bitter last stand to hold back the mass of aliens, it was scant few hours before the entire city was totally overrun. Barely missing a beat the Orks set about turning the massive shipyards of the city to the construction of a ramshackle scrap fleet.  Ground troops struggled to break through the outer two warbands to stop the aliens from breaking out to the open ocean, but it was sure to be a close run thing. In Orbit however, the angles of Death stirred to bring a decisive strike to the Ork plan




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Missions
  1. Raid on Bolasku
  2. Destruction at the Pillars of Grehazin
  3. On Darker Shores.
  4. Last Stand of the Nizajan 100.  
  5. The Fishermen and the Beast



Raid on Bolasku


Summary: The port town of Bolasku, could always have been described as important to Jornath, its shipwrights crafted expert naval vessels of all kinds,  and it was a major source of planetary trade, between the merchant guilds.  During the War for Jornath. It became much more than a vital seaside production and trade center, as the city was located inside the decimated stretch of land where the Ork Rokks, crash landed.  Its position, placed its ship crafting facilities, and miles of material warehouses in easy reach of the Ork invaders.  The threat this posed was not lost of the Imperium who stationed the 6th Kula Conservator Cohort,  and 1st Royal Neohuscarl in the city.  Both regiments were slain to a man defending the position in the first 18 hours of the Summer Invasion. With the orks in control of the dockyards, and threat of a breakout in the north a dangerously real possibility the Imperium sends its most elite forces to kill the Mek’s and destroy their workshops in the Dockyards.  


Objectives: The Imperial Forces must kill any “Mek” independant characters in the Ork army and destroy the Av 13 / HP 2  building on the board designated as the Mek Workshop,  before turn 6.  


Terrain: The Board should be divided into two sections, one filled with ruins and buildings, and the other filled with coastal obstacles, driftwood, dunes, or hills.  


Special Rules / Units:  


Raiders:  The attack represents a preemptive attack by imperial forces,  and as such are elite.  They should consist of Scions, Veterans, or Space Marines. As only these troops can be considered able bodied enough to succeed in the attack.


Surprise Attack:  The Imperial troops will attack in a sudden and ferocious surprise assault.  All Imperial Units may choose to deploy via Infiltrate,  or Deep Strike,  regardless of whether they have that special rule in their unit profile.



Destruction at the Pillars of Grehazin


Summary: Despite the best efforts of the Imperial Raiders, their efforts merely delay the inevitable, and soon the oily clouds of thousands of Ork naval vessels blackened the channel between Bolasku and Nizajain Island. Imperial Navy assets worked overtime to scuttle as many vessels as they could before the Ork armada escaped the bottleneck of the Channel. Many of the Ork vessels,  fled the slaughter towards Nizajain, eager to get to grips with an enemy and avoid the Imperial bombing craft.  With no other forces to call upon Imperial Navy ratings, and Space Marines were deployed against the breakaway Ork vessels.  Deploying directly onto the Command ships via Valkyrie, Thunderhawk, and even civilian craft,  in order to scuttle vital ship systems.


Objectives: The Imperial Forces must secure at least 2 of 3 objectives on the table, by the end of 6 turns.


Terrain: An ork naval vessel,  which could be represented by a series of building kits placed together,  or by specially created terrain.  


Special Rules / Units:  


Naval Ratings:  Navy Ratings are used to the tight confines of CQC fighting in spaceships, and as such are equally as apt to the close quarters fighting on board sea vessels as well,  Navy Ratings are 10 man Guardsmen units, equipped with Shotguns. (Range: 24”,  Str 4,  AP -,  Assault 1)  as well as offensive and defensive grenades,  they are 65 points.


Aerial Landing: The Imperial assault force must be deployed on the largest area of flat ground on the board,  the limits of this area are the limits of imperial deployment.   1 Imperial Unit may be deployed on the tallest piece of terrain on the board.


Exhaustion:  Aerial forces from both sides, have been fighting continuously for 36 hours. Units with the ‘Flyer’ and ‘Skimmer’ unit type have a -1 to their Bs for this battle.




On Darker Shores...


Summary: While the gap between the Pillars of Grehazin, has been filled with enough Ork vessels, to make sailing through it a slow and dangerous affair around three dozen Ork naval craft escaped the aerial raids to land on the Southwestern shores on Nizajain converging on the coastal village of Happjain.  The Isle Guard of Nizajain whom had been preparing their defense for the past 2 days,  stood ready to annihilate the greenskins from sandbag duggouts, and fortified cafes.  Battle was joined as the first Ork warriors hit the black sand shores.


Objectives: The Orks must move as many units from their deployment zone on one short table edge, through the Imperial Units and off the opposite short table edge.


Terrain: The board should be divided into thirds,  the ork deployment zone,  no mans land and the Imperial deployment.  The Ork deployment should be mostly devoid of cover, save for hills and light foliage. No mans land, should have loose obstacles, tank traps, minefields, and razorwire.  And the Imperial deployment should have a handful of fortified buildings and defensive structures,


Special Rules / Units:  


Naval Landing: On the 1st turn of the game  no Ork units may run, and vehicles may only move 12’’ at their furthest, to represent the effects of high tide on movement.  

















Last Stand of the Nizajain 100


Summary: Fighting on the Isle of Nizajain lasted for nearly 2 weeks,  the Isle Guard killing thousands of Xenos as they fought tooth and nail for their homes.  But sadly after the days of intense fighting the 2,000 man unit numbered only 112 men. Commanded by Lt. Fary,  the “Nizajain 100”  would make their stand on the northern peak of the island at the shell hole poked ground below a lighthouse.   While the of no strategic importance,  the outcome of the battle would pervade the memories of the Imperial defenders for the duration of the War for Jornath


Objectives: Kill Points,  


Terrain: The Lighthouse sits at the end of an extended craggy bluff,  the Imperial Guard have fortified the ground beneath it,  by utilizing the artillery shell holes as fighting pits.  The area is very much a moonscape,  littered with hundreds of shell craters, destroyed bunkers and vehicle husks.


Special Rules / Units:  


Terrorizing Attrition:  The Ork assault represents the last breath of a truly massive assault on the position.  The Imperial forces may place d3 piles of Ork corpses, that measure 2’’x 2’’  any Ork unit that ends its turn within 6’’ of one of these piles must take a morale check.


Look to the Colors!  The Imperial troops here are led to their defense by the charismatic and hardy Lt. Fary.  If Fary is killed,  all Imperial troops must take a morale check, re-rolling the first success.


Exhaustion:  Forces from both sides, have been fighting continuously for nearly 2 weeks. All Units have a -1 to their Bs, Ld and I for this battle.




The Fishermen and the Beast


Summary: While the Isle Guard battled the Orks on Nizajain, and the Navy and Space Marines conducted strategic landings on board Ork vessels, heading into Open ocean.  The Imperial troops were not able to stop the Xenos vessels breaking south towards Oakenzid.  Though only a handful,  these Orks would land along the east coast in numerous seaside villages.  Where the only troops left to fight them were fishermen, bakers, and schoolteachers. The War had come into the homes of the average citizen,  and in the end it would be these citizens that would decide if the Orks would breakout into southern Kula.


Objectives: The First force to completely destroy all enemy units is the victor.


Terrain: The Board should reflect a small coastal villages, bordered on one side by a small forest, and on the other by the Ork Landing beach.    


Special Rules / Units:  


Citizen Militia: The Imperial Guard, build their force using a modified structure.    With the “Platoon Command” and “Ministorum Priest”  options being the only available HQ choices.   Platoons in turn do not have to include a Platoon Command,  and may not take special weapons teams, and have a limit of 0-1 heavy weapons 0-1 Infantry squads,  but a limit of 2-8 Conscript squads.  

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OUTCOME.


Major Victory (4+ Games Won)  
Orks: Imperial troops were smashed aside, not only was Nizajain Island lost to the Xenos,  soon to become one of the largest Ork settlement and muster areas in the entire war. But much of the East coast between Kula and Oakenzid not belong to the Invaders,  Orky Forts sit where once, were sleepy fishing towns, and Battlewagonz now grind west across the heartland of Kula province...


Imperial: Imperial troops slaughtered the Xenos, though the Isle Guard were massacred, their defense wasted the aliens strength and the greenskins were swiftly purged from the Island, which would soon serve as the muster zone for Imperial offensives into the Rokk Crash-Sites.  The handful of ork vessels that made landfall in the East coast, were able to be contained, and while many towns were decimated,  an Ork breakout in the south was prevented.  


Minor Victory (3 Games Won)
Orks: A grinding slog on both sides, the Orks proved to be the stronger for the moment, securing Nizajain Island, and turning it into a mustering point for raids all along the coastline. Though a major breakthrough into the south was prevented, it was only through the loss of thousands of soldiers and civilian militia troops. The Eastern Front had opened up,  Ork naval raids and attacks even as far south as Oakenzid, spread the Jornathi PDF even thinner.

Imperial: A grinding slog on both sides, the Imperials proved to be the stronger for the moment.  A breakout in the south had been prevented, but Nizajain had been lost,  neither force being able to truly claim the position, the Isle becomes a quagmire of sporadic fighting for nearly three decades. But for the moment,  the east coast had been stabilized, with the Orks bottled back into their Rokk crashsites.

Tuesday, April 4, 2017

Fictional Histories - Fine Art about Tabletop Hobbies

Perhaps some of you will know, and some won't. But I've had the immense privilege to attend undergrad at the University of North Carolina in Greensboro for the past four years, as a member of the New Media and Design specification in the School of Art. During the time that I have spent in college, I like to think that I've grown as a member of the global academic community as well as an artist.  While I shy away from putting artworks up on this blog, as it's dedicated to my exploits in Tabletop gaming, I have found my professional and private interests strangely brought closer together.  Specifically during an intensive photography study that I participated in during the summer of 2015, which was exhibited in the Big Visions show in the fall of the same year.   During the final stages of that project, I was struggling in trying to find a connection with Southern France and my life in the United States, around the same time I discovered the Games Workshop store in Aix-en-Provence, and hung around the place in my spare time as a sort of lifeline to home (the cafe' across the plaza also had excellent espresso, which didn't hurt matters)   Up until that point I had drawn a pretty hardline not to include things from "nerd culture" in my work, I had this opinion in my head that it was unprofessional to incorporate things like miniatures gaming or hobbies into work.  After a very enlightening discussion with my professors, they convinced me to branch out and really explore how miniatures gaming could influence my experience of France. While I never ended up putting those French miniatures photos into the final show, they were crucial to altering how I looked at my entire experience of the place.

Fast-forwarding a bit, we come to the present and my last semester at the University. Having incorporated bits and pieces of miniatures gaming in abstract ways into my works since France, for my final project with the school, I opted to actually dive in and explore something that I've always wanted to know.  I have often found myself fascinated by the amount of time and effort that gamers are willing to exert on building their settings, I'm reminded of blogs like Palladian Guard or Devos IV. that recorded in painstaking detail the names, stories, and planets of men that do not and have not ever existed in detail that would make some historians blush.  Of course, we look at men like Tolkien and his Mythopoeia for a classical example of this behavior. I have often asked the question of myself, (readers of this blog will know I'm also quite guilty of this behavior) what inspires me to create so much content and data for a fictional history to be consumed by a small sub-group of the social scene around me, especially in the face of misunderstanding or hostility even from my girlfriend and others who sit outside the hobby community.


My last project is titled Fictional Histories and seeks to ask others that question of themselves, as well as to get a glimpse of the settings, memorable games, and thoughts of other people who are as committed to tabletop gaming as I am. The plan is to conduct an interview with a tabletop gamer, ask them a few questions, foremost amongst these is a memorable moment in tabletop gaming, and then I will create a diorama of that moment, pair it with the recorded or transcribed interview as well as any documents (things like army lists, stories etc.) miniatures or props the interviewee might be willing to loan for the duration of the project and then display the diorama, its interview and its ancillary material in the same way a museum might display information about a real historical event. The hope is, we explore the people that are involved in the hobby, and also de-mystify it a little for the people that see it but maybe write it off as immaturity or weird.



If you think you'd like to participate in an interview with me for this project then please feel free to...

Email me:     impcommander@gmail.com   [w/ Subject "Fictional Histories"]
Call or Text:  3369061755




Wednesday, March 29, 2017

Jornath: The Green Summer











Similar to the earlier battles for Remits Maw,  I created a book of contextual missions to allow for other players within the Jornath Facebook group to play specific themed scenarios,  below I give you the first half of the scenarios from the book. These were designed to typify the sorts of engagements in the Guffmans-Platz front during and immediately after the surprise Ork offensive that occurred in the first year of the war.


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Missions.
  1. Fighting on the Line! - Archetypal Missions of the War.
    1. Trench Assault
    2. Jornathii Vindratus
  2. The Battle for Fort Behras - Web Campaign
  1. Dawn on the Walls
  2. Thoroughfare of Blood
  3. Wall of Martyrs
  4. Pinnacle of Absolution
  5. Fields of Brass




Fighting on The Line.


The Ork counter offensive of the first summer was, not merely a surprise,  it was also massive, stretching in excess of  600 km,  from the Central Ctre Valley, all the way into Northern Kula and the Usamiljin Heights.  The Bulk of the heavy fighting in the north saw the Imperium on the defensive. In some places, ancient lordly fortresses, bolstered by the mechanicus stood bristling with ordinance,  surrounded by kilometers of trench lines, minefields, void shield generators and protected by legions of conscripted Jornath citizenry. But alas,  this is the exception and not the rule, more often than not Cohort commanders or  Guildmasters would suffice with a fortified barn and a dozen meters or so of earthworks and emplaced weapons to hold back regiment strength Ork units.
The Ecclesiarchy on Jornath  recorded over twenty two hundred priests and acolytes of the ministorum,  who died, of exhaustion, accidents or raids in the opening eighteen hours of the offensive.  Without the efforts of  the ministorum, it may have been impossible to give the conscripted soldiers the courage to die where they stood, buying time for the veteran reserves from the Kula combat zone to arrive and support the defenders.  The ministorum is a constant presence in the life of an Imperial citizen, from birth all the way until death, for many,  faith in the Imperial Cult can be a source of family, togetherness, and solace in a time of unremitting cruelty.  The Cult furthers the traditions and culture of the wider Imperium,  while its various planetary sects encourage worship of  planetary martyrs, and how the deeds of that planet's guardsmen play into the labyrinthine story of the Imperial faith.  So it was that on Jornath,  the priests inspired the masses of terrified conscripts,  huddled in sun baked trenches,  with tales of the glories of Jornathi heros, guardsmen, commanders, and knights.  The thunderous concussion of massed ork artillery punctuating the sermons, creating a symphonious harmony of death and faith, culminating in the two word litany of hateful defiance that would be the characterizing watchwords of the Summer.  “Jornathii Vindratus” Jornathi twinged High Gothic, meaning vaguely “In the Wings of Death, We Are Jornath”

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Trench Assault
  1. The board is divided lengthways into thirds
  2. The Imperial(s) may place any fortifications and obstacles inside the fortification zone
  3. The Imperials deploy any of his troops, HQ’s, or Heavy Support units in the fortification zone, he doesn’t have to set-up all of them but he does need at least one.  The rest of his forces are in reserve.
  4. The Ork deploys all his forces in No Man’s Land, up to 6’’ from his table edge, any forces that will not fit are placed into reserve.  


Objective: The attacker must get as many units as possible into the ‘second line’ he will get  2 Points for every unit there at the end of the game,  while the defender will get 1 Point for every enemy unit not within his second line.


Special Rules:  
Fortified Position- The Imperials do not have to pay for any of their defenses, minefields, bunkers, sandbags, trenches, and bastions are placed from the players terrain collection.


Da Big Gunz’ - The Orks gain a preliminary bombardment, that they may use before the beginning of their first movement phase.  It consists of  D3 Large Blasts, with no ability to reduce scatter, hitting at Strength 3  Ap 6,  Pinning.  

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Jornathii Vindratus
  1. The Orks deploy on one long table edge, and both short table edges,  18 inches away from the Imperial Deployment zone
  2. Any structures or fortifications should be placed within or immediately surrounding the imperial deployment zone.  While any craters or ruins should be placed in between both forces deployment areas.
  3. The mission is divided into 3 segments,  referred to as Primus, Secundus and Tertiarum,  the objective of the Orks is to wipe out or rout all Imperial forces as quickly as possible. While the Imperials are attempting keep their forces alive for as many turns as possible.
  4. Primus represents only the most early stages of the assault,  being turns 1-2,  while Secundus is turns 3-5,  and Tertiarum is 6+.   The game ends when all Imperial troops have been routed or killed.     

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Objectives:  The Imperials “win” the game if they can survive until the Tertiarum stage of the attack,  the Orks will win if they can eliminate the Imperial forces before the end of turn 5.  


Special Rules:


Da Big Mob: The Ork force should be at least twice the total points of the Imperial defenders, it should be divided into two halves of equivalent points, with the second half arriving from the Ork table edges in the ‘Secundus’ phase.












The Battle of Fort Behras
Under cover of precision raids by the Dreadmare Companions, Blood Angels, and White Scars, the Guffmans Platz cohorts of the J-PDF withdrew from the Ctre Valley to Fort Behras, and dozens of fortified bastions all across the defensive line separating the Ork held northern mountains and the critical rail lines, and population centres of the foothills. The Fortress represented the pivotal loadstone of the entire northern defensive network,  from here Jornathi units could be marshalled and supported with massive long range anti-air missile sites,  siege cannon,  and stockpiles of supplies.  Should the fortress fall, it would represent a catastrophic turn in the Northern campaign,  with the removal of a major strategic asset  for offensive actions,  and all manner of heavy ordnance potentially being looted by the aliens. Whether the Blood Axe Warboss Krump knew of the massive strategic importance that the Fortress afforded his adversaries or whether he just knew it would provide the most challenge in overcoming is secondary to the fact that his greenskins, would kick off the summer invasion with a vicious dawn blitz at the fortress’ walls.  The crucial nature of  the location, saw the Imperium’s finest cast into the fire to stymie the Ork hordes, what few veteran guardsmen the Guffmans Platz Cohort had, were located within the plastcrete walls of the fortress. Many fresh from the horrors of Remits Maw, had vengeful debts of scores of fallen friends, and the tear filled eyes of terrified Jornathi citizenry to fuel their defiant stand against the Xenos. The fiery contrails of hundreds of Imperial fighter craft duelled above the skies of Behras with screaming Blood Axe Fighta’ Acez,  and Skwadrons of Deffkoptas; as below in dust choked thoroughfares grinding looted wagons, stompas, and Kustom Mek creations, were smashed apart by Imperial Guard sapper teams,  plasma turrets,  and units of Astartes Devastators.  The fortress was built into the rock of Hill 906, an orphaned peak at the apex of the Ctre glacial valley, its white rock, hollowed out thousands of years ago, and replaced with miles of underground generators, command centers, factories and hab blocks. In effect a small underground city, with towering cathedrals of the immortal emperor serving as the entrance and exit way, all surrounded by criss-crossing processional avenues, drill squares,  artillery pits, and a 30 meter reinforced plastcrete wall replete with bastions. Every meter, the Orks took of the Fortress would be paved in the slick black blood of the alien.  

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Dawn on the Walls
Credit: James Barr


Deployment: Long table edges. IG player can set up trenches and other terrain as desired in their deployment zone (18” in from their table edge). Spread craters, wrecked vehicles (from much earlier failed raid) and assorted other terrain in the remainder. IG set up first, up to 18” from their edge and place three objectives. Orks deploy second up to 6” from their table edge and go first. Space Marines are all in Reserve.

Special Rules:
Unexpected attack: Night Fight for first two turns. During those turns, IG units that are further than 12” from an Ork unit must pass a Ld check to move, run, or shoot. For this purpose roll for vehicles as if they had Ld8. If a unit is given an order, consider the check to follow the order the check to pass this as well; you do not have to roll twice to follow an order.


Counter Strike: All Space Marine units start in Reserve and gain Outflank. For all units that arrive on the same turn, the controlling player may elect to use one roll for all of them when determining the table side they arrive on. If an HQ model or a unit of bikers, scout bikers, or scouts are part of the outflanking units that turn, the combined roll may be re-rolled if desired.


Wake the guns: If at any point the Orks control two or more objectives, sector command will accept this as a serious attack and release artillery assets. After this condition is met, once during the game in their shooting phase the IG player may call in artillery support. This takes the form of 3 Basilisk shots (S9 AP3 large blast ordnance barrage, range unlimited). Do not reduce scatter by BS; use the full 2d6” but a HIT still applies. With dialed-in coordinates, they may be centered on any objective instead of on a model – if you do so you may re-roll the scatter if desired.


Victory Conditions: Each objective is worth 3pts. The Orks get 1VP for each Ork unit that exits the defender table edge. Defender gets 1VP for every two non-HQ Ork units destroyed, and 2VP for every Ork HQ unit destroyed.   

Campaign Outcome:


If the mission results in an ORK victory, the next mission played will be Thoroughfare of Death,


If the mission results in an IMPERIAL victory the next mission played will be Wall of Martyrs







Thoroughfare of Death


Deployment: Short Table Edges, extending 12’’.   With terrain being placed only 12’’ in from the long table edges. Order of Placement and 1st Turn is determined through roll-off.  


Special Rules:


Counter Strike: All Space Marine units start in Reserve and gain Outflank. For all units that arrive on the same turn, the controlling player may elect to use one roll for all of them when determining the table side they arrive on. If an HQ model or a unit of bikers, scout bikers, or scouts are part of the outflanking units that turn, the combined roll may be re-rolled if desired.


Triumphal Bastion:  All bastions purchased by the Imperial forces are free,  but reduced to a limit of 0-2, they must be placed parallel to the other on opposite sides of the road.  These bastions are each equipped with a twin-linked plasma cannon on top,  and 4 heavy bolter casements.  

Victory Conditions:  3 objectives are placed along the length of the board.  One each in the Ork and Imperial deployments, and one in the exact center of the table.  The force that commands the most objectives at the end of 6 turns is the Victor.

Campaign Outcome:


In the event of an Ork victory the next game will be Pinnacle of Absolution


In the event of an Imperial victory the next game will be Fields of Brass







Wall of Martyrs


Deployment: Imperial forces may deploy anywhere within the boundaries of the fortress, including on the walls.    Ork forces will deploy in 6’’ from the table edge(s) opposite the fortress wall.


Special Rules:


Fortress Walls: The Imperial player(s) place a piece of impassable terrain that must at least encompass a 12” square area.  But may at its largest bisect the table at its centre. The Fortress Walls are  Armor Value: 14   with 3 Hull Points, and can be attack in 6’’ sections.


Killtower: An Ork motorized siege tower, the Orks start the scenario with 2 free such vehicles with the following profile. And have a disembarkation point of equivalent height to that of the fortress walls.
Vehicle,  Assault Ramp,  2x Big Shootas
Transport Capacity:  20
Armor Value:
Front : 14     Side: 14     Rear: 10    HP: 3


Stymie the Gap: Imperial Guard troops fighting on an area of destroyed “Fortress Walls” is Fearless

Victory Conditions: The Scenario is determined through Victory Points,  with Victory Points being determined through the points cost of enemy units killed.

Campaign Outcome:
In the event of an Imperial victory,  the Imperium wins the Battle of Fort Behras


In the event of an Ork victory, the next game is Thoroughfare of Death





Pinnacle of Absolution


Deployment:  The Imperials deploy within two 10’’ squares, whose center is 1 foot in from the short table edges. The Orks will deploy 6’’ in along one of the long table edges.  Any Orks that cannot fit are placed into Ongoing Reserve.   Any Imperial forces from Codex: Astra Militarum, or  Militarum Tempestus, not in a Valkyire or Vendetta Gunship that cannot fit are considered destroyed.   Those within these vehicles,  or from the space marine codices are placed into Ongoing Reserve to arrive via deep strike.


Special Rules:


Flower of the Emperor:  At the center of each Imperial deployment zone sits the control panel for one of two Sanctioned Nuclear Warheads. They are ticking down, to prevent the Orks from claiming the resources of Behras, hopefully purging thousands of Xenos in the process. The arcane machineries of the ancient weapons are painfully delicate, and require the ceaseless ministrations of their sworn caretakers, all the way up until the seconds before detonation, Therefore, The Orks Cannot be allowed to destroy the panel or its operator.  


Victory Conditions: The Orks must obtain an “Objective Secured” on both of the control panels described in “flower of the emperor” The Imperials Must prevent this for 5 turns. At the end of Turn 5 the game immediately ends.

Campaign Outcome:
In the event of an Imperial victory,  the Battle for Fort Behras is a Strategic Draw


In the event of an Ork victory, the Battle of Fort Behras is an Ork Victory.








Fields of Brass


Deployment:  Played either on the floor or on multiple tables,  the playing space should be approximately 8 x 12.   Ork and Imperials deploy 12’’  in from either short table edge.


Special Rules:


Tank Warfare. All Infantry units that can take an dedicated transport vehicle MUST take them, or they are not allowed to be utilized in this mission. At least 50% of the forces total points MUST be spent on units with the vehicle unit type.


Victory Conditions: The Scenario is determined through Victory Points,  with Victory Points being determined through the points cost of enemy units killed.

Campaign Outcome:
In the event of an Imperial victory,  the next game will be Wall of Martyrs


In the event of an Ork victory, the next game will be Thoroughfare of Death