Sunday, February 16, 2020

Jornath [The Woodcutters Due] : Raid on Fendricks Altelier




The 56th Lumberman's Guildmuster, a portion of the 23rd New Model Cohort of Northern Manfredi, was deployed in reserve to the 1st Usamiljen Bastion Cohort's Operation Vengeful Deliverance, which is that units liberation of the Mountain town of Saltzkhost in an attempt to wrestle control of major transit roadways through the region from the Orks. With the 334th Idirian Irregulars, the other supporting Regiment, in retreat after the Fall of Wilset 452, to the north of Saltzkhost, and the Fusiliers themselves embroiled in house to house fighting in the town proper, the 56th Lumberman's Guildmuster are left to punch through on the right by seizing control of the village of Breznasobor to the North East of Saltzkhost, from which they can threaten the aliens line of supply and potentially encircle their overstretching forces.  The first stepping stone to this goal is the seizure of Fendricks Altelier, a long-abandoned artists workshop on a bluff within mortar range of Breznasobor.

The 1st Companies 2nd Platoon is the leading element, with their 2nd Squad entering the midst of the Altelier, where they encountered warriors of Klurgz Krumpin Korp, prowling through the overgrown ruins....




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Its been nearly a year since I've moved house in with my lovely girlfriend Jess, and with things starting to calm down in my work life to a relatively steady rhythm, I finally started to get to work on a board for my new home.  With the first 2x2 complete, I will admit I got a bit excited and decided to leap into a skirmish game using a bastardized version of the 40k corerules, Mordhiem and Kill Team own my own devising.  While I play these little solo skirmishes Ive been sending the live AAR to other members of the Jornath group via Facebook messanger.  Here are the photos and commentary for posterities sake.









Turn 1 ends with the Jornathii advancing cautiously, peppering the aliens with long range Las fire and slaying one. The orks advance quickly and output a surprisingly accurate amount of fire, but the armor and cover (perhaps also the emperors divine intervention) save all but one of the guardsmen. Leaving casualties at the end of the first tied with 1 down apiece







The imperials take the bold approach and aggressively push to force the aliens back from the ateliers gate and meet with early success, with the flamer slaying one beast outright and bayonets scoring two wounds on one boy and one on the other. However the aliens saved all their armor checks and slew the guard Sgt for his trouble and 'stunned' two others,. In their turn the orks turn the tables on the imperials rolling their flank just as they sought to do to them. A Cascade of slugga and shoota rounds impact the guard flamer operator, but he passes 4 armor saves (evidently blessed flak armor). And scores two 'stunned' results on the Xenos who sought to move into assault and finish him. Can the guard turn the failed charge into victory? We will see, as we move into turn 3



The imperial injured begin two recover moving to 'knocked down' allowing them to begin crawling away from the danger. The flamer makes best use of his change in luck, pressing into the orks left flank, scoring a 'knocked down' result on one. The other lasgunner still standing attempts to finish off the stunned orks in the courtyard but fails the shot. In the Ork turn, those wounded last turn move to 'knocked down' and crawl away from the errant flamer operator. The remaining Ork on the left charges the flamer but is slain in a gout of promethium in the attempt. The orks at the gate slay the embattled guardsman and fall upon the flamer as they consolidate from the combat.







The imperial wounded recover, and pour Las rounds at the wounded and unengaged aliens, slaying one of the down aliens, all attempt to charge into the combat to save the flamer operator but only one makes the charge, and bayonets prove unable to injure the nerveless flesh of the greenskin, and the alien hacks the flamer to the ground with brutal arcs of his Choppa.





The orks recover and set about shooting and hacking their way across the board. Fortunately, the emperor still smiles over two platoon and both men are only 'knocked down'. With the man at the gate passing 3 of 4 armor saves against the aliens axes and rolling low on the injury die.







The orks continue to push the separated guardsmen, looking for anything to halt the aliens the last man still standing throws a frag grenade at the onrushing orks but sadly rolls on a 2 for the hits. However the result was still enough to injure and kill one of the aliens! Though it was small comfort, as the survivor quickly ran the man down and tore him to pieces. In the guards deployment, the wounded man is charged by the other Choppa boy and is auto slain. With one guardsman left against three orks, it may well take a divine miracle to bring victory to jornaths defenders










The last man recovers and signals his intent to die before submitting to the alien by slaying the nearest greenskin in a torrent of las fire. For the next two turns, he fights a running gun battle with the remaining orks where he passes three armor saves, but unfortunately couldn't get the edge over the aliens and is finally slain in a hail of bullets. The Atelier has fallen to the orkish Invaders.






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