Summary: Guffmans Platz Defense Cohorts, as well as units from Merchants Houses, and local Huscarls, push into the mountain passes north of the city, in an attempt to purge the Blood Axes under the direction of Warboss Krump, and the Deffskullz, lead by Kolonel Grimmskull out of the highlands. the Offensive was preceded with 8 companies of the Jornathii Ork Hunters scouting out Xenos strongpoints and guiding Mechanized Infantry and Armored assets into these targets. The situation quickly gets out of control, the scope of the operation proves difficult for the inexperienced Jornathi field commanders to coordinate on their own. The nature of the Blood Axes, counters the typical Imperial dogma concerning the Orks, and many units are ambushed by Ork Kommandos and eradicated, The Influx of Imperial troops excites the Greenskin tribes, all across the northern theatre, and soon the mountains are dotted with scattered Imperial units, fighting ever increasing numbers of Ork infantry, as their ammunition supplies dwindle. Guffmans Platz command fully underestimates the difficulties of resupplying the troops in the mountains, they had expected the Orks to rush headlong at well disciplined columns of Chimera and Leman Russ', the reality was that the greenskins had outmaneuvered them completely. None of the officers wanted to be the ones to admit the depth of the mistake and order the withdraw, so instead PDF units lingered, without solid directions or objectives for 3 full days, until Planetary command, ordered the Offensives' end, at which point JSOB (Jornathii Special Operations Battalion) and Astartes Units needed to be moved in, to draw the Ork troop concentrations away from the besieged Imperial Guardsmen.
- Harrass Reinforcements - Orks Flood In for the Kill, these units must be stopped, elsewise the Imperial Guard risk being flooded beneath greenskins
- Special Forces Raid- Take command of a deep insertion team, and neutralize Ork assets to allow the besieged guard some breathing room.
- Diversionary Strikes- Orks crave battle of any kind, preferably the closer the better, striking at the sides of Ork clusters should draw off warriors from the assault on the Imperial Guard.
Harrass Reinforcements
POINTS: 300 - 1000 - Imperial
as Imperial + 150 in Boyz - Orks
Mission: Kill Points
Troops: 1 VP
HQ: 3 VP
Heavy Support: 2 VP
Elite: 2 VP
Fast Attack: 1 VP
Effects:
Imperial Victory: Orks lose 50 points in the next game played against the Imperial Guard, and must re-roll sucessful reserve rolls
Ork Victory: Gain 75 points of Boyz, in next game played against the Imperial Guard.
Special Forces Raid.
POINTS:
Imperium- 200 - 300 points. Chosen exclusively from Elites, Troops or Fast Attacks. All units MUST have a Toughness value, and cannot have an invulnerable save or a armor save of 2+ . These units do not have to obey restrictions of any kind, ie. 2 Tactical Marines, 4 scouts, 2 bikers. Etc.
Orks- 5x 3 man Boyz Sentries, 20 Boyz and 5 Nobz held in reserve until scenario conditions are met.
MISSION: Roll d3 below
1-2 Assassinate- An Ork Nob of a minor tribe is in this area, he will be located centrally, and may not be moved until the sentries are ACTIVE! The Imperium will win if the Nob is dead at the end of turn 5, If he survives, past this, or the Special Forces team is destroyed, then the Orks will win. The Nob may be no more than 50 points.
3-4 Precision Strike- Infiltrate the center of an ‘’ Orky Fort’’, plant and defend a beacon so that the Navy can flatten the camp using precision strikes. The Special Forces unit must plant a beacon in the exact center of the table. This is done by moving to that location and remaining stationary for 1 turn. This now counts as an objective, the Imperium must hold this objective uncontested for 2 consecutive turns to claim victory. (Bonus points if the SF Team makes it off the table)
4-5 Purgation - An Ork Artillery Position is pinning down units, scuttle the guns’ ammo stores and slay all the Xenos that you find. Turn the location into a pyre of dead aliens! 3 Ammo Dumps(Armor 11 with 2 Hull Points) are placed by the Ork Player, the Imperium must attempt to destroy at least 2 of these dumps before turn 6. Ork Player is allowed to place all ammo dumps.
SPECIAL RULES:
Sentries: Sentries are units that are not expecting to be in combat, but are still equipped to fight. They have two states ‘passive.’ and ACTIVE!. They will always start the scenario in passive this means that the controlling player will not have direct control of their movements. Sentries are placed anywhere on the board that the controlling player wishes. In the controlling player's’ movement phase they will roll a scatter die for each sentry unit. This is the direction and facing for the unit. They will move 6’’ in that direction, on a ‘hit’ the unit may move in any way the controlling player wishes. In order to become ACTIVE! The unit must have true line of sight from a sentry to an opposing model or if a ranged weapon is used within 36’’. This is why facing for sentries is vital, as the LoS for activation is dependant on the facing of the miniature. ACTIVE! Sentries move and fight as normal, moving, running, charing etc as in normal games.
Response Forces: If the special forces are spotted, or if more than 3 of the sentries teams have been killed, the Ork troops being held in reserve will be deployed from any table edge of the controlling player's choice. To simulate the escalating stakes of the mission, you may want to recycle fallen Ork Boyz into new mobs to keep the pressure up on the Special Forces team.
EFFECTS:
Assassinate- If the Ork Nob is still alive at the end of the scenario, then the Orks will gain a 250 point detachment lead by the same nob in the next battle they fight Imperial Guard. If the Imperium is successful, the Imperial Guard, will gain 2 sections of free Agis Defense Line with Autocannon turret for free.
Precision Strike- If the Special Forces team is successful in destroying the Ork settlement, all Ork Leadership statistics are lowered by 1, in the next game they fight Imperial Guard, and all Ork Reserve rolls remain at a 6+ for the entire game. If the Orks are successful, in stopping the humans, they will gain a free 10 man unit of Boyz in ‘eavy armor, in their next game.
Purgation- If th special forces team is successful, the Imperial Guard will gain 2 Agis Defence lines and an autocannon turret in their next game. If the Orks are successful, they will gain a 2 use round of shooting, from an off board unit of 3 Lobba’s .
DIVERSIONARY STRIKES
MISSION: 3 Objectives.
1 in each deployment
1 in the middle of the table.
Length of 6 turns.
Effects: If the Imperial Forces are able to secure the field. Then the Imperial guard player may select 1 Ork unit, and force it to make a Ld test, if it fails the unit will take no part in the game, as it has been drawn off to a different battle.
If the Orks are successful, then the Imperial Guard player will remove D6 guardsmen from every Infantry unit larger than 20 men, and d3 from every unit of 10 or more.