Showing posts with label skirmish. Show all posts
Showing posts with label skirmish. Show all posts

Sunday, August 2, 2026

Jornath [Woodcutters Due 5]: The Storming of Solchnya Street

 



The men of 2 Platoon, 56th Lumberman's Guildmuster are now fighting a desperate holding action against a large scale counter attack by Ork Warbands on the extreme right of the Imperial's offensive operation into the Usamiljen mountains. This offensive coordinated with the Mechanicus' own push out of Prima Jama in the western portion of the continent is seeking to split Ork armies in the mountainous region in half, making them easier for Astartes and the Imperial Guard to bring to battle and destroy. However, fighting at the cities of Usamilplatz and Saltzkhost have ground to a standstill and efforts by the Guard and other formations to join the two axis of attack through the Hamlis Valley have also been rebuffed by massed Ork firepower. Now a combined Ork attack, swinging wide to the east of Saltzkhost has hit a soft point in the Imperial rear, pushing a green regiment of Jornathii men to their absolute limit, they are working hard to coordinate with their scattered platoons and join with any reinforcements to hand as they attempt to prevent the Imperial's southern axis of attack from being surrounded. Now we will see The Woodcutter's Due...

It is now early afternoon, with the Precpians' now joined with the men of 2 Platoon under Lt. Hoffens, and the local Ork artillery threat dealt with, the Imperials can catch their breath for a short while. Taking stock of the wider situation as best as he can manage it from his makeshift command center in the farmhouse of 1215 Bruno Avenue. It appears that the immediate thrust of the Ork attack over the evening has run out of steam. Scattered firefights can be heard across the area, but scouting and observation indicate that the 56th Lumberman's Guildmuster has held out. With the vox network still largely inoperable, runners begin working to carry messages to other platoon and company commands, slowly through the afternoon, painting a picture of the wider field. 

As the PDF's officers work to determine an outline of force disposition, Brother Klethos, 2 Platoons' stoic Astartes companion, opts to lead a raiding force into Ork territory to gather supplies and score a desperately needed morale win for the PDF.  

Klethos and his small team of volunteers make their way from the farm on Bruno Avenue, through the woods, and northeast, following natural ridges towards a series of small overlooks that offer better visibility of Breznasobor and the eastern suburbs of Saltzkhost. From there, the team sees evidence of growing Ork habitations and chooses a less established area to strike.

Fireteam Klethos stalks through the underbrush towards the Ork encampment


The population of the Ork encampment is minimal, a few Boyz kicking around their huts and shouting insults at a small collection of gretchin.  A quick visual inspection reveals the Orks to be 'Freebootaz' a type of alien mercenary who do not align with their species Klan Kulture. 


Klethos steps out from behind the treeline and lets loose a score of Bolt rounds into the Freebootas in the encampment. 


The Plasma gunner and the rest of the fireteam, having picked their targets join Klethos' fire into the alien settlement


The Freebootas, alerted now from the untimely death of several of their grotz, swing customized shootas toward the treeline and let loose a very impressive but ultimately ineffective torrent of solid slug rounds towards Fireteam Klethos.


Shots criss-cross Solchnya street as both sides trade heavy fire back and forth


Looking to tip the action into the Imperium's favor, Klethos leaps forward, pulling his combat blade and charging across the street.  The rest of the fireteam follows closely behind, coming across the street with a furious charge. 


Clearly the Emperor himself smiled upon Klethos' charge, as Imperial shooting during their advance on the encampment proved enough to slay each of the remaining Freebootas.  Their steaming corpses slumping to the ground just as the Imperial soldiery made footfall into the camp. 


The Imperials quickly begin upturning the camp, looking for ammunition, food, or any other supplies of note that could be carried back.


Klethos, finds an injured Grot, scrabbling through a box of mortar shells. He dispatches the creature with his boot before calling one of the Guildsmen over to add the explosives to his gear. 


As the fireteam finishes its digging, Ork Deffskullz arrive from a nearby encampment accompanied by a fearsome Killa Kan. The Imperials beat a hasty retreat with their loot. Brother Klethos stands defiant against the approaching foe.  


The Guildsmen, having met the treeline, turn and find their Astartes leader staring down a combined arms Ork assault on his own. 


The Mortifactor, unwilling to show his back to the enemy, begins hammering out shots into the closing Orks and their stomping contraption. The guildsmen turn back into the fight and begin hastily adding their fire to Klethos'. Now finding themselves strung out across the road. 


The Orks continue forward; the killa kan's 'eavy shoota opens up down the road, hitting with more accuracy than might normally be anticipated from the greenskins thanks to its grot pilot. One of the guildsmen is struck by a round and collapses to the ground with a non-fatal injury. This convinces his comrade furthest from the road to make for an escape with his share of the captured goods.


The Orks are closing in on Fireteam Klethos. 


The Plasma Gunner lets out a despairing cry as Brother Klethos is engaged by the whole of the encroaching Orks.  The Astartes warrior does not flinch, instead producing a Krak grenade alongside his combat blade and diving low under the massive swing of the Killa Kan's buzzing saw blade.


A massive detonation occurs, bathing the area in a haze of smoke.  Now the valley comes alive with the clamour of nearby Ork's.  The sounds of violence sufficent to begin truly rousing the horde. The Plasma Gunner picks up his wounded compatriot, casting furtive glances over his shoulder at the burning remnants of the encampment.  The trio of guildsmen makes for the ridges before the Orks close on them



In the aftermath, Brother Klethos was reduced to -1 wounds, even after his additional 'free' Transhuman Physiology wound. In the end he did manage to slay the Killa Kan, but was himself laid low by the explosion of his Krak Grenade. I decided to roll twice on the serious injuries chart for him, one for each of the 'death' wounds he sustained. His first gives him "Old Battle Wounds," meaning that his lingering injuries from this encounter may preclude him from being included in future games if he is chosen by the players. I think it is justifiable to say that an Astartes in the field and distant from the Apothecaries of his brotherhood maybe experience some hardship after a one-on-one melee against an Ork light walker.


His second score, gives him 'Bitter Enemy: Killa Kan' in the context of Mordhiem this would have meant the character gained Hatred against the specific character that injured them. As I'm running things in a bit of a modified way (to say the least) I'm going to treat this as any Killa Kan that Klethos might encounter. It's probably safe to say that he's gotten a bit of a vendetta against them now. 

In the dusk hours, forward pickets occupying fresh trenches at the edge of 2 Platoon's position on Bruno avenue. A lumbering form, steaming with small embers of cordite smoke still burning off its chipped and broken armor.  

Klethos, holding a blood slick Ork Choppa spoke from the gatering darkness.

"Ready yourselves, they are coming"



Thank you for reading!

-Your Favorite Madman- 





Tuesday, September 29, 2020

The Anvil of Whispers [Game 1] : The Attack on Bleaker's Farm

 


Ive been working for a little while now on retro fantasy figures with no direct goal in mind other than to "at some point" use them in a game, with Warhammer Fantasy long dead, Dragons Rampant seemed like the most favorable candidate, as it's very versatile and quick to organize.  I decided to toss together a little outline for a quick 3 game solo play campaign a la my "Woodcutters Due" 40k scenarios, and place them in a fantasy setting i've been using for a few years for traditional RPG's to help build some flavorful events to riff off of in future games set there.  Just as I had everything set up to get the game in my lovely girlfriend Jess, asked if I could show her how to play, and so I set her up with the civilized southern militia while i took control of the savage northmen. She caught on after a few turns, and seemed to enjoy things, so hopefully we will see her leading more forces into the fray in the near future!   
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Summary: The year is 2807 and the Brennaveld Imperium is in the midst of a Succession Crisis after the death of Emperor Maximilliam VII. The Imperiums greatest Marshall, the Lord Bannock, has recently met his own demise at the hands of a band of sellswords in the heart of his vast Manor in Antinar County, lost to an all-encompassing madness brought on by his fascination with foreign magics. Robbed of its Lord, and with many of its fighting men away in the Imperial Heartland defending the Capitol from illicit claimants, Antinar is now vulnerable to attack. 

North of Antinar County, the Free Tribes are being brought under a single banner, the Tal'Shahan or "Iron Men" in common, has perfected the mysteries of ancient dwarven metal shaping, and their ambitious Chieftan Renga Firesbreath, is already beginning to eye the treasure-laden cities of the Imperium, after all the best way to ensure the loyalty of a diverse tribal horde is to give them a common foe, and one with lots of gold tends to help. 

Still working to gather tribes under the banner of the Tal'Shahan, Renga Firesbreath sends his cousin, Iglak Wol, and a hundred Palvoti (Bondsmen) across the border to go to The Anvil of Whispers, a powerful Dwarven artifact, resting in the abandoned ruins of the Dwarf Hold outside the town of Honsveyl. With the Anvil, the Tal'Shahan could lace their armors and weapons with potent runic magic, but beyond this potential reward, Iglak Wol's expedition will act as a reconnaissance in force of Antinar County's military capabilities, as well as serving to survey a possible northwestern invasion route.

After only a few days, Iglak Wol's vanguard was countered at Bleaker's Farm, by a scrappy force of Antinar Provincial Militia and Knights of the Radiant Sun led by Sir Kirkegard, who had heard of the Tal'Shahan's movements by a panicked Gnome Mushroom poacher that spotted the tribesmen while out in the wilds 


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Imperial Milita of Antinar
12 Points

Knights of the Radiant Sun (3men) - Elite Foot
2x Provincial Militia (6men) - Light Foot




Vanguard of the Tal'Shahan
12 Points

2x Palvoti (6men) - Heavy Foot
Dire Razor Wolves (3 dogs) - Lesser Warbeast



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The Imperials start inside the farmyard while the Tal'shahan begin play just breaking the treeline behind the farmhouse 


The Tal'shahan deployment 


The Imperial Deployment 

The Men of Iron advance, their wolves moving quickly forward around the house



The first unit of Palvoti hops the stone wall and gets to grips with the Knights, 


The other unit of Palvoti continues its flanking march, the razor wolves find a nice tasty chicken and thus fail to activate for their move order 




The first unit of Palvoti are repulsed, losing a man, but wounding a knight. They are not unbowed and begin reforming for another charge



The Palvoti again charge the knights, just as the second unit of their kinsmen make It around the wooden fence and threaten the Militia who have formed into a schilltrom in anticipation of the attack 




Both units of Palvoti are repulsed, the unit fighting the knights loses yet another man and becomes "battered", but in the fierce melee manage to kill a knight, forcing that unit to become "battered" in return. The Palvoti fighting the militia wound a man, and lose none in return but the milita stand their ground and so the tribesmen move back in good order to build up their strength for another push.  



The knights recover from their battered state and Sally into the Palvoti by the wooden fence, in the fighting they manage to slay two of the tribesmen, in exchange for only one wound. The tribesmen break and rout from the field in response.   The Razor Wolves,  finally finished mucking about in the backfield leap the fence and attack the still formed up Militia.


The Razor dogs kill one militia man and wound another but lose one of their own number and become battered for the effort.

The ebb of the fighting has tipped decidedly in the Imperials favor with the remaing Tal'Shahan, either in rout or shakily reforming in their deployment zone

The remaining unit of Palvoti reforms for the 3rd time and moves through the wheat field for one last attempt at the Imperial position

The Razor Wolves as well get their wits about them (or at least, their desire for eating things) and move back into the courtyard to descend onto the militia




The wolves kill another militia man and wound another, but are wiped out in the course of their single minded assault.  The Palvoti, get to grips with the Knights, killing one, and suffering an injury in the process. The mounting casualties and injuries. Proves too much and one of the tribesmen abandons his kinsmen and flees, leaving the rest of his unit struggling to reform as the full strength of the Provincial Militia and remaining knight moves across the field towards them.




In the end, the last unit of Palvoti couldn't muster a 4th attack, but had to be sheparded from the field by the advancing Imperial forces none the less, eventually withdrawing back into the woods in good order.  

The advance of Iglak Wol, has been successfully blocked at Bleaker's Farm forcing the Tal'Shahan into a much more dangerous route through the mountains to get to their goal.