Showing posts with label grimdark. Show all posts
Showing posts with label grimdark. Show all posts

Monday, July 13, 2026

1490 Doom: First Test Game

 

Myself and Sophie went over to see Chris 'The Fabricator' a few weeks ago to test out Beur Games' 1490 Doom Ruleset. It's been something of an indie darling since its release and is one of several resurgent games with a decisively grim dark atmosphere. Inspired by older titles like Mordhiem and more recent major successes like Mork Borg and Trench Crusade, 1490's atmosphere is indicative of the sludgey dark fantasy genre's oppressive atmosphere combined with slick production quality.  I find the combination of 80s punk zine aesthetic and modern professional design very appealing. 

As for the game itself, the primary narrative thrust is that in the year 1490, a deadly miasma called the 'creeping death' has settled across the world. The majority of the population dies from this mysterious, deadly fog, with the remainder developing rebreathers to stay alive in this apocalyptic time. Even with this some banks of the dog are so caustic that they will still cause death.  This essentially means a 'King of the Hill' style scenario with survivor bands attempting to climb to the highest point on the board to get above the fog. 

Each player controls 3 figures, with players assigning a class out of a generous dozen or so different options and selecting options like climbing gear, throwables, and other expendable items 


My warband, the 'Dread Harvest', from left to right, an Assassin, Executioner, and Reaver


Chris' warband the 'Hallowed Hand'


Sophies warband 'The Bread Line' 


1490 is played normally on a small round table with a lot of terrain, defined as about the size of a dinner plate. For our purposes, we went with a 2x2 board and a scattering of castle terrain to give us some interesting verticality.


The warbands set out into the labarythine ruins of the castle. working aggressively to get to good positions to gain height for later in the game.  VP is scored at the end, and is primarily centered around who has models the highest up on the board, and how much vitality (health) each player has remaining in active play. 


The nature of the games setup lends itself to some cool tight aesthetics of adventurers exploring toppled ruins and castles. Which is a big win in my book


Chris' warband scrabbles around courtyards of the eastern castle looking for a way up to the top of the center tower



My assassin, whom started on the opposite side of the board from the rest of the Dread Harvest makes his way up to the southern battlements and begins heading to meet up with the Reaver to ascend to the top of the complex.


Sophie's warband works its way forward at ground level, and begins attempting to use ladders and grappling hooks to ascend at different points of the structure. 


The warbands begin meeting and violence ensues as the Dread Harvest's assassin pushes Sophies' scout off her ladder, and confrontation is had at the centre tower and north western gate between the Dread Harvest and the Hallowed Hand.


The clash of steel between my executioner and Chris' bulwark goes against me, and the executioner finds himself reduced to a gory pile in the face of his foes attacks. 


Things start getting tense at cloud level as members of each warband begin a showdown at the towers atrium, with throwables and the crash of blades signalling the beginning of the end game. 


In the final turn, everyone had made their way to the top of the tower and a frantic rush to push each other off the highest tower began. 

Chris ended up carrying the day by only a small VP margin over Sophie and myself. 

Overall it was a really enjoyable experience, that reminded me in some ways of Mordhiem, which is of course no bad thing.  It does make me consider how much versatility the ruleset has to it, so many of its abilities and mechanics focus on climbing and the ascent to higher levels for positional advantage, that it may be limited in regards to some of the more specific narratives that we tend to craft. That being said, its a great 'beer and pretzels' game, that can be played very quickly. Making it a perfect option for midweek gaming. That plus the small model count and limited space needed for the table means that I can heartily recommend the title for anyone interested. 

I think, if you are transitioning into the world of tabletop wargames from more traditional TTRPG's you may find this a particularly fun one for its limited model count and slick app support. Its certainly more approachable that larger battles games like Warhammer, or Dragons Rampant. With a tight focus that means more game, with more people. 

  Thanks for Reading! 

-Your Favorite Madman-















Monday, July 5, 2021

Unit Profile: The Sages of Enmity

 


Born of the Ultima Founding the Sages of Enmity Chapter of the Adeptus Astartes began life as members of the Unnumbered Sons of Guilliman, known also as the Grey Shields. Drawn from the genetic progeny of Ferrus Manus these men fought within the mighty armada of the Indomitus Crusade, plying the stars to arrest mankind's headlong plunge into ruin. When the devastation of the Praeses Vahlandia was discovered by the Crusade upon their arrival in the Sector, the sanction was given to form a new chapter to stand sentinel in Vahland. 

The Sages' Chapter Master, Zhong Kui. was chosen for his even-handed temperament and capable mind for political maneuvering, a useful skill in the often tumultuous political, religious, and military organizations that make up the Vahland Sector. Master Kui, after much discussion with his new Chaplains, based the Chapter's heraldry on the tragedy of their Primarch, The helm and arms of each brother would bear a blood-red pigment, symbolic of their father's sacrifice, and referencing the chapter's teachings where the origins of a warriors power lie in the mind and are channeled outward through the arms. In contrast to the fiery red, the core of their armor would be a slate gray showing their immovable resolve and acting as a symbolic metaphor for their role as the bedrock of humanity, for without the constant sacrifice and strife of the Astartes, the dominion of Mankind would surely topple.

The Chapter's Organization follows the Codex standard as laid down by Primarch Guilliman but has the quirk of the Order Youxia [You-She-Ha], which is a variation on the Crux Terminatus Honorific within other chapters, it essentially signals personal veterancy, meritorious adherence to the cult and creed of the chapter, and highlights the Brothers aptitude in combat. The Youxia, make up all manner of ranks throughout the Chapter, and each bear specially forged power blades and a ritual plumed helmet as a signifier of the honor they bear. 



The Liberation of Haspis Marina was the first conflict that the Chapter took part in, Vahland Sector's capital world, it was paramount that the new stewards of the region take part in freeing its highest offices of the taint of Chaos. A brutally hard-fought campaign, which lasted for 7 Months, the action saw the Sages of Enmity and hundreds of other Imperial formations sweep through a Chaos Tainted Coalition led by major elements of the Word Bearers. The aftermath of this action would have deeply resonating aftershocks, with many of the traitor coalition fracturing across the Sector and going on to launch their own campaigns in the years that followed, some of the Sector's most notorious villains and most glorious heroes fought at Haspis Marina, such as Galgathrax the Unwholesome, and Captain Corporis of the Sons of Medusa. The Campaign is memorialized on the Chapter Standard with a flaming sword plunging through 9 spheres wrapped with a twisting serpent, noting the Emperor's Sword wielded by Robute Guilliman, the nine worlds of the Haspian system, and its occupation by traitors.

Following the victory at Haspis Marina, the Sages of Enmity journeyed to the nearby system of Iocles, where the Chapter founded its homeworld, in the high altitude mountain ranges of the systems prime world, adopting its barely industrialized society as theirs. Master Kui, favored the world for its similarity to Medusa, the world of their gene line's progeny, and for its supposed "Sage Kings" who operate fledgling client states amidst the bones of a once ascendant Dark Age of Technology civilization. 




When the 1st Jornathii Ork War began, some 93 years following the Liberation of Haspis Marina, the Sages of Enmity had several smaller campaigns throughout the Sector under their proverbial belts. The Orks of the Skinner Worlds had been a spot of anxiety for the Chapter, Ork Empires are notoriously volatile, and prone to violent land grabs. The Sages were scattered throughout the Vahland Sector, when the initial Ork landings occurred on Jornath, dealing with threats from a number of great and lesser Xenos and Heretic forces. It was hoped that the Jornath system, being the seat of some of the Urient Sub-Sectors most prolific trade guilds, and noble families would be able to bring to bear such overwhelming manpower and equipment that a landing by Orks in such numbers as were present on the world in the Early War period would not greatly threaten regional stability. When the Emerald Scream incident occurred, triggering a major fleet deployment of Orks from the Skinner Worlds, it became clear to the Sages of Enmity that they would be required to aid in the defense alongside those Astartes and Imperial Guard Armies already present in the system. 


The Sages of Enmity arrived shortly after the Fall of Ankou, in fact, their 2nd, 4th, and 6th Companies arrived in the system during the final hours of the Battle for the High Civitans Palace, during which they joined forces with the withdrawing portions of Battlegroup Ankou, and took positions with the Jornathii System Defense Fleet and Battlefleet Vahland where the took part in what is still the largest orbital fleet action in the Sub-Sectors history.  When the Orks broke through and began landing forces in the Writt Expanse, near Hive Oakenzid, the Sages of Enmity took to the ground alongside thousands of other Astartes and millions of PDF and Guard troops. In that time many great actions occurred, with members of 4th Company neutralizing a formation of Xenos Gargants under Traggazog Metalcap, and the 2nd leading the push of 10th KCC, the 7th Chonn Heavy Infantry, 32nd Antinar Deepers and the 12/16th Oakenzid Conscripted Levy in the jaws of Ur Bloodstamp, one of the Starflaya's prime lieutenants, resulting in the death of that great foe at the hands of Color Sgt. Felica Janol of the 32nd Antinar Deepers, earning the respect of Captain Hรณng tฤo. The 32nd to this day bear the Sages Chapter marking on their regimental banner, alongside the mummified skull of Ur Bloodstamp, which hangs from the banner pole. 


In the years following the 1st Jornathii Ork War, the Sages have been active in advocating for a number of significant military expeditions in the Sink of Erasmus, and the Skinner Worlds to neutralize the significant threat posed by these dens of the aliens and heretics before they can again sally out to sew havoc through the sub-sector.  As the Chapter ages, they have continued to refine their Cult and Creed, focusing on a methodical and dispassionate response to threats, and placing special credence to rapid ruthless strikes to eliminate their targets. 







Monday, June 29, 2020

The Vitritian Interregnum: Game 3

Brother Sergeant Santius, strode over the discarded bodies of the Skitarii. The battlefield had a curiously perfumed smell, absent was the smell of blood and decay, replaced instead with the tang of hydraulic fluids and the cold stasis of long-dead flesh. It made his eye tick with the passionless nature of it, The Lamb, in particular, was despondent, as it riffled through the shattered corpses of the Mechancius footsoldiers looking for whatever its daemon addled brain judged significant enough to justify a ritual offering. He turned his attention from the possessed creature to the throng of human soldiery standing around the Cogitator Array that the Imperials had fought so hard to defend. It was an old piece of technology, a governing unit for this section of the outland promethium pipelines, it remained to be seen the significance of this seemingly innocuous terminal. 

"Report Lieutenant" Santius growled down at the leader of the Human throng. 

"My Lord, we have performed a cursory analysis of this Cogitator and noticed an abnormality. It appears this terminal is being used to mirror the signal output of a primary mainframe structure within the planet's former defense force headquarters. We are still trying to ascertain precisely why this terminal is running such a protocol, and have requested the honored Tech-Priests aboard the ship to send us specialists for this matter."  

"Very good, continue to fortify the area with reserve assets while we await the Mechanicus." Santius said to the human, mulling over the information he turned and began to walk towards the dilapidated bunker complex, when the Inter-squad vox erupted with the tectonic voice of Sergeant Ocan. 

"Santius, the 14th Rallen's pickets have reported massed Mechanicus armor moving a few kilometers away, with a speartip of specialist infantry advancing to the heights at marker 023045. I am already moving my squad to the location." 

"Affirmative Brother, we will join you shortly" retorted Santius, closing the link and grabbing the hilt of his chainsword

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This is the third game of myself and Chris' slow-grow narrative campaign, we've bumped the points up a little for this game moving up to 750pts.  The mission this time is Search and Destroy with 4 Objectives, and a classic 12" up off the long table edge deployment zone. 






The Centurions of Innocence 750pts 

Daemon Prince of Khorne, with Wings, Warp Bolter and Talisman of Burning Blood

[Warlord] Chaos Lord with the Black Axe of Ul'occa and plasma pistol - Violent Urgency Trait

Exalted Champion with Berzerkers Glaive and Plasma Pistol

3x Khorne Berzerker Squads of 5 Men, Champion has a Plasma Pistol and Power Fist, Three Berzerkers with Chainsword and Bolt Pistol and one Berzerker with Plasma Pistol and Chainsword.

3x Mutilators 




Skitarii of Metallica Forge World 750pts

Techpriest Enginseer

Techpriest Manipulus 

3x 6 man Skitarii Vanguard units, Leader has a Taser-Goad, one man has a Plasma Culverin 

2x 10 man Skitarii Titan Guard Hoplites

5 Man Sicarian Infiltrators 

3 Sydonian Dragoons




I chose to deploy as far forward as possible for obvious reasons with the Daemon Prince nestled safely inside a bunker to avoid all the nasty Plasma fire and trying to be as wily as I could to not fall into the same baiting trap with my Prince as I could. Chris' Mechanicus are vicious in close combat, Hoplites have power close combat weapons and a 4+ Invuln in close combat, that paired with Vanguard's aura of -1 Toughness can be potent, and I couldn't risk having to deal with Dragoons on top of that. 


I consolidated my right most squad to hold my Homefield objective and act as a reserve if the Hoplites proved too much for the Berzerkers and Characters. All the other units moved boldly through the tight center alley of the table. The Daemon Prince smashed into the Dragoons, killing the brutal Mechanicus cavalry before they could tear a neat hole into the middle of my forces. 


Plasma fire and the Ranged attack from the Hoplites takes a gruesome toll on the advancing Chaos Marines. The Hoplites make a charge and attempt to assault as many of the Heretics as they possibly can finishing off several and dealing many wounds to the Chaos Lord, but unfortunately for the Mechanicus, I made a truly ridiculous amount of saves and the damage was not enough. In return, the elite Skitarii were put to the sword. 


The other squad of Skitarii moved to engage the daemon prince and would attempt to kill the rampaging Chaos monster, only to be answered with a handful of casualties for their trouble



The Mutilators Deep Strike at the start of Turn three to threaten the secondary Mechanicus home Objective


The Daemon Prince, Champion, and Lord alongside the two remaining Berzerker Squad Leaders sweep into the Vanguard, Hoplites and Techpriest Manipulus, freeing the Daemon Prince from his being pinned in combat, killing the Techpriest and tearing a vanguard unit to pieces. 

With my Command Cadre and Mutilators in his deployment zone, and a fresh unit of Berzerkers in my backfield to counter the arrival of the Infiltrators the Mechanicus Concede the game.

Centurions of Innocence Victory







Monday, October 8, 2018

Jornath: Raid on Urzagz Shack


In the Aftermath of the Emerald Scream event, Imperial forces scrambled to meet a new wave of unexpected Ork reinforcement and redeployments across multiple battlefield sectors, from the growing crisis in the Airfields of Altheri Hive to the xenos armada amassing beyond the moon of Ankou the situation was chaotic to put it simply.  While forces were gathering to travel to Ankou and present desperate holding action to allow for Jornaths defenders to retrench and train many more times the number of fighting personnel originally expected. Jornathii and Astartes Special Forces moved to discover the origin point of the Scream's signal output on Jornath.   In short order Imperial auguries located the origin point within the Ork Rokk landing zones in the Kulan Exclusion Zone, specifically in an Ork Scrapburg known as "Da Stabheelz" so called for its higher than normal proportion of Gretchin.  The forces responsible for hunting down the origin and its suspected mastermind, an Ork named Bonebeard Blakkstaff, was dubbed Task Force Crimson Pendant, which would prioritize small unit insertions and lightning raids to cover large amounts of ground and ideally promote in-fighting amongst the alien war leaders, driving Blakkstaff into the open where he could be killed.

The Initial primary target for TF Crimson Pendant would be the massive Xenos Flakk Rokkit Tower on the southeastern side of the Stabheelz. This tower was being supplied by regular convoys, operating from outlying Mektowns and fabrication yards, though where these routes were exactly still needed to be identified. Intelligence gathered by scouts from the Dreadmare Companions suggested that an Ork Nob by the name of Urzagz Smunch, was an acting Xenos logistics chief in the area of the Flakk Tower.  10 Wing of the Jornathii Special Operations Battalion, were thusly tasked with paying a visit to Urzagz base of operations to discover any clues as to the ammunition convoy's whereabouts. 

Neutralizing the Convoy would allow close air support to better engage the Tower itself and with the alien's major AA emplacement silenced, drop craft could then land with relative impunity within the Stabheelz proper and the hunt for Blakkstaff could begin in earnest.














In a textbook sweep and clear operation with the support of a Helstannon troop carrier and Scout Sentinel, 10 Wing quickly assumed control of Urzagz's Shack, discovering a wealth of crudely drawn maps of the Stabheelz itself.  Not wanting to waste any time, the men of 10 Wing JSOB, opted to immediately continue through the city to an intercept point for the closest convoy route and set up a hasty ambush for the Greenskin column. 

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I hope you enjoyed this post, in the game we utilized a rough set of home brew rules to spawn in "AI" controlled Ork warriors, allowing for a joint player controlled operation, which yielded some truly interesting results. If you'd like to check out the rules you can click on the link 



Thanks for reading!  This post was a part of an ongoing narrative campaign, in the "living setting" of Jornath. For more information about Jornath as a setting, including units, missions, and posts from other Jornath bloggers be sure to click on the Jornath [40k] tab at the top of this page for an up to date list of all posts.

-Your Favorite Madman-



Sunday, March 18, 2018

Jornath: Skirmish in Anesl Hollow




.13 Months Since the Fall of Usamilplatz.

Operation Gray Jewel was wildly successful, routing Ork forces around Behras and sending the majority of Greenskins in the central combat zone scrambling back north to the safety of the mountain ranges. Its role finished in the larger offensive, the Mechanicus begins to prepare for a campaign of its own, in the mountains around its central operations facility on Jornath, Prima Jama. The Skitarii Cohorts had withdrawn from the mountain towns and villages early in the invasion to protect areas of key infrastructure or spiritual primacy to the Cult Mechanicus, leaving many of its lay-adepts and their families to fend for themselves. After all, the hand that pulls the lever can be replaced, but the machine the lever services may never see its like again.

In some cities, the civilian population had the enormous benefit of the Crater Cohort, a sizeable contingent of Jornathii Mustermen that have sworn fealty to the Magos of Prima Jama, and which benefit from the relationship with more advanced equipment. But the vast majority of towns were forced to rely on a volunteer militia for their defense. 

The Mechanicus began its operation to liberate Usamilplatz, by dispatching units of Sydonian Dragoons and Sicarian Infiltrators to act as forward reconnaissance, scouting out the forests around the major highway's, eliminating Ork encampments as quietly as possible to maximize surprise when the main force began its push towards the city.  

These units met with limited success, the Orks in Usmilplatz had grown large on a steady diet of fighting against the local partisans and had adopted good small-unit tactics to deal with fighting these forces as part of their counter-insurgency. On top of the veteran opposition, Mechanicus' command and control tethers, allowing Dominus' to give real-time orders to units in the field were being disrupted by unusual energy spikes, causing Skitarii assets to disappear from the control auspex entirely. 


Reconnaissance Asset T86-01 was one such unit, a five-man team of  Ruststalkers, tracking north along Ancillary Highway 18-UM, to eliminate a Xenos firebase when they vanished from the Auspex suddenly in Anesl Hollow, a long-abandoned iron minehead. 

Combat Asset C67-02 is dispatched to the location to search for the wayward recon team. When they arrive, their search yields no obvious explanation, about to descend into the mine itself the Skitarii are interrupted by the sudden arrival of an Ork Raiding party.








The Ork raiders, striking with surprise on their side, catch the Skitarii in a state of rare disorganization, forcing the combat unit back off the mountain, leaving the fate of T86-01 still shrouded in mystery for the time being.  

Across the field, much of the early stage objectives for Mechanicus scout teams are not met on schedule. It is of no consequence to the Magos' of Prima Jama, if infiltration and sabotage cannot win the day, then massed superior firepower surely will...

-Your Favorite Madman-


Saturday, May 27, 2017

Jornath : The Battle of Saine Yeltsville.

“Where iz Badbrag? i kalled 'em hours ago!” Warboss Domechoppa screams, slamming the head of his grot attendant into the wall. “Dis noise ‘as ta stop! I've not slept ‘n days.” As the looped music the Jornath Guard has been bombarding the Ork encampment with starts again.
The door slams open as large grease covered Ork steps forward, “Wot's up boss?”
Domechoppa’s eyes glow red as he turns towards the mek, “If ya were not so smart. I would bash ya into pieces. But for now, I need yer ta give me someth'n ta stop dis noise.”
The mek gives a toothy smile as he turns back to the door, “Don't worry boss i've got jus da fing for dis. Tomorrow we WAAAGH!”
---------------------------------- 
Krspang. Krspang. Krspang. Krspang. went Tallin's helmet as he drove his head into the wall again and again, to relieve the mind-numbing boredom and the headache the loud hailers had given him.
"I thought they said the Orks would come at us within a few hours of this garbage.." complained Mustermann Eckhard to him. He didn't justify it with a response, it didn't matter anyway it was mostly rhetorical, and besides the most he could do is file a complaint with the company commander, which would result in a lengthy even more dull lecture about duty, moral and patriotism. Thus, when the crackling pops heralding the restarting of the single bombastic marching song, Tallin merely gave the soldier a hateful sidelong glance and returned to trying to relief his head pain through persistent frontal assault.
But then he heard it, just over the drone of the loud hailers, the sound of slapping footsteps outside the bolstered ruin. Suddenly forgetting his headache, Tallin rose from the ground and moved to the far side of the abandoned dental office his platoon command team had positioned itself in.
"Who is running?" he said to Mustermann Riccar, moving quickly to the sandbagged windows. Riccar, groggily shook himself awake from atop his slump on the team's heavy bolter, slurring a
"surrywhaddid ya say sah?" out of his mouth as he woke.

As Tallin made it to the window, he could see into the dugout below him just in time to watch the last man of Squad 2 impaled on the blade of a Blood Axe warrior.
"Oh throne..." he whispered, horrifyingly realizing the platoons' position was totally compromised.
"Whats the matter sir?" asked Eckard walking behind him. Tallin turned, and in his head knew to tell the man to warn the rest of the company, knew to barricade the doors and coordinate a defense. But the words caught in his throat, and instead he was overcome by fear, thoughts of his little girl, his sickly mother in St. Yeltsville. He was a Baker by Terra, not a real soldier!
Seeing the look on Tallin's face, Eckard peered around him into the forward defenses, seeing the bodies of their comrades he started at the sight and immediately ran to the vox. Eckard barely got the word out before a half dozen Ork warriors smashed the wooden door down and breached the "command center" of F Platoon, Riccar was actually able to kill one with his bolter before a Choppa bifurcated him.
At the last, it mattered not to Tactica Command Jornath that a conscript platoon had been obliterated, only that the Orks had finally reacted to the stratagem proposed by Captain Vorodivo of the Mortifactors. In fact many in regional command at the Indigo Sparrow FOB, were tense with excitement, after all, to lose so many men so quickly could only be an indication of Xenos specialist troops, and by transference, an alien warlord. Perhaps if enough men and guns could be brought to bear quickly, a harsh blow could be laden upon the foul greenskins.
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Saine Yeltsville, is the name for the suburban areas that lie at the foot of the Keystone defensive position in the north known as both H-906 or Fort Behras. As the Ork Warboss Krump rallied his Blood Axes in the north and made speed towards the Fortress, other smaller greenskin warbands tested Imperial troops by hitting the less guarded eastern suburbs. In the early stages of this fighting, Imperial citizenry was very much in the midst of the combat, which limited the fighting capabilities of guard units who were simultaneously concerned with evacuating non-combatants and holding ground. It was after the formation of 1st Army Group (1AG) several weeks into the outbreak of the Summer Offensive that military coordination could be properly brought to bear to oust these smaller greenskin warbands out of Saine Yeltsville.  Loose defensive lines were set up a few kilometers outside of the suburban areas proper, the units comprising these lines where typically militia from the suburbs, bolstered by a few companies from the KCC in particularly vital strategic positions. 




The fighting along this eastern line was particularly static, with light skirmishing accompanying a daily artillery duel. For much of the time, the Ork warbosses and meks were quite happy to build up their warbands, with vehicles and strengthen their warriors with weekly firefights. While Imperial commanders were equally happy to allow the Eastern positions to rest in this static battle of attrition, as in the north Krump's forces smashed aside Astartes and armored formations alike on their warpath to the Fortress. 

When the Orks of Krump washed into the northern and western approaches to the Fortress, threatening to totally surround the vital position, Tactica Command's attentions were drawn back into the eastern lines. Eager to have a secure flank to work with, which would hopefully allow them to sweep up and back around from behind Krumps' Warband, High Command began to order the militia forward, into the teeth of the Ork defenses. Seeing disaster in the making Captain Vorodivo, the leader of the Mortifactor presence on the planet, suggested an alternative stratagem to sending thousands of militia headlong across no man's land. Playing on the Orks short temperedness, and the devout mentalities of the PDF, he suggested the deployment of hundreds of loud hailers, to blare out prayers. Instigating the alien to attack over open ground rather than the PDF.    

The 8-hour long engagement was hard fought, with thousands of casualties on both sides. Imperial force commanders looked to hold the greenskins at bay by organizing into ranks, platoons of lasgun armed troopers, and supporting them with massed artillery fire. As forward platoons were hacked to pieces by the Orks that survived the barrage, the alien would be slowed down and open to fire from the platoon directly behind. A costly, yet effective tactic. 




Imperial ground commanders looked to utilize large, more classical Jornathi formations. With a rigid organization of troops in blocks, firing in volleys at close range they were able to quickly adapt to pressures. The downside would come late in the day as Ork mekanized forces arrived.

The lines of Row houses and shops proved to be a vital high ground in many spots on the battlefield. These positions were often the objective of the more veteran soldiers from the KCC.  It was not uncommon for these buildings to change hands a half dozen times. 

Mining trolleys were retrofitted by tech-adepts from the Usamiljen Heights Mechanicus Outpost. The machines provided some much needed long range supporting fire to the defenders. The majority were overrun and destroyed before they could be brought to bear against the Ork armored reserves, however. 

Saine Yeltsville Cohort's armored vehicles, a mixture of Leman Russ and refitted refinery tractors. pushed forward into the midst of the alien's onslaught, their commanders annihilating the light armored transports and dreadnaughts of the Ork's early assault.  
Infantry accompanying these armored forces would dismount in the midst of the enemy, using flame and lasgun to cleanse the xenos filth from Jornath's surface.  

It was late in the day, when Ork specialist troops and additional formations of Ork dreadnaughts, slammed against the beleaguered guardsmen. Overwhelming the armored forces and KCC units holding many of the row houses. 


At the onset of dusk, the Ork Warlord presented himself, as the last of the blasphemous alien walkers stomped through the burning wreckages of Leman Russ and the misshapen hulks of broken greenskin vehicles. His surviving warriors wrestling control of the row housing for the final time that day, a great cry of vengeance was issued forth among the defenders, who surged forward and plunged their bayonets into the foul alien warboss laying him low.

While the Ork host had been largely obliterated, those that remained were specialist units or heavy combat walkers in decent positions on high ground. In comparison to the Imperial forces' mostly unsupported Infantry platoons. Ground force commanders, seeing the enemy on the high ground and the alien leader at the best severely wounded, opted to preserve their fighting forces and withdrew from the field into Saine Yeltsville proper.

The Strategic analysis was determined as largely inconclusive. Imperial troops had maintained decent fighting strength but had given up vital ground to the Orks, without being able to yield much more than heaps of expendable light infantry or scrap vehicles alongside an unconfirmed kill of a greenskin warboss. It was a devastating conclusion for Tactica Command, who now had to come face-to-face with a very real possibility of the total encirclement of Fort Behras, by multiple xenos formations