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Apoc

REDCAR: Meet at the Clarendon at 7:30PM on Thursdays

Apoc

Postby Typhus » Mon Jul 14, 2008 1:08 pm

Gentlemen, after last weeks battle against chris’s ork horde (bloody 120+ orks, sheesh) I would like to propose our next Apoc Game. The green tide….

Rough idea, needs padding out.

Ork invasion of an imperial planet.

Imperial forces defending a fixed spaceport attempting to hold the orks off until vital personal can be evacuated off planet.

Duration 6 turns, variable. Max 8

Objectives:

Imperials: keep the orks out and away from damaging the ‘vital targets’.

Orks: bash, squish, charge, be stompy. Destroy the ‘Vital Targets’.

Note: I imagine 4 vital targets. Two within the imperial spaceport. 1 just outside of the ork deployment zone. 1 in no-mans land. Small contingents of imperial defenders (between 750 – 1000 points) holding the vital targets outside of the space port (with suitable buildings, fortifications, etc). Should provide suitable heroic last stands!

Victory conditions: orks destroy 3+ vital targets.

Special Rules:

Orks have sustained assault (troop choices only, but including dedicated transports). Also they can not, under any circumstance (no matter how clever the argument, or how many teeth offered in bribes) start on/around the imperial spaceport or come on from any other table edge but there own (including deep strike abilities, Skintrot rules, scout ability, tunnels, or anything else I have missed, etc, etc, etc). Units may only start upto 18” from there selected table edge (strictly)

All units of orks (excluding vehicles, but including dreads & Kans carry a Big Bomz). These may only used on the ‘Vital Targets’. Cannot be used if unit in close combat, Str 6 + 2d6 AP. A unit may only use 1 Big Bomz per turn (it’s a biiigggg bomz and takes careful handling to plant, well as much careful handling as orks can manage …)

‘Vital Targets’ count as fixed vehicles, AV14 all round. Consider as protected by sufficient arcane tech shielding that only a close combat attack with the Big Bomz can destroy it (ie no power claws, no ranged shots, etc)


Imperials get to set up there spaceport with an appropriate number of points of imperial fortifications (value to be decided). Before the first turn imperials may remove D3 +1 areas of cover (they had time to prepare the killing field). No other restrictions or benefits!

I am also toying with the idea of applying the ‘stubborn’ rule to all defenders. They know they will not be leaving the planet alive. To much?

Teams:
Orks: Gav, JB, Chris, whoever else has green skins
Imperials: Nige, Chris, Ian, ste + whoever else has imperials

I will play on either team to balance out the numbers. It may even be worth you guys deciding amongst yourselves which teams people are on and what points values to have then just giving me a points value to field (will make two lists up). I can then set up the table the way I picture it, in a hopeful non-biased, but impressive spectacular, way.
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Postby cgra1 » Mon Jul 14, 2008 1:29 pm

I Like... I like it alot..... Me, Gav and JB should be able to get 250+ orks with Sustained attack, itll be a blood fest, but fun.
Can I use my Baneblade as a Skullhamma?

It might be worth combining our models to get the best Attack force.
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Postby Taumaul » Mon Jul 14, 2008 1:41 pm

Ive got a Baneblade we could use too Chris and Im sure JB will be bringing "Steve" along with him.

Better buy me some more orks. :lol:
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Postby Sammael » Mon Jul 14, 2008 8:27 pm

Chris is on both teams ?? :|

Where does Busta fit into this? :( lol

Sounds great, when are you thinking of having this?
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Postby skywalker » Tue Jul 15, 2008 12:43 pm

I've got a lot of assault cannons............................oh and a baneblade :twisted:
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Postby cgra1 » Tue Jul 15, 2008 1:49 pm

B.A.C.R.T.G :lol:
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Postby Sammael » Wed Jul 16, 2008 11:25 pm

Si asked me to post this for the coming Apoc game :

Image
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Postby Taumaul » Wed Jul 16, 2008 11:27 pm

I have 2 castles we can use as fort(1 us GW castle and other is homemade).
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Postby cgra1 » Wed Jul 16, 2008 11:38 pm

will the orks have craters and blasted ruins to hide in?
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Postby Taumaul » Thu Jul 17, 2008 12:14 am

They better have or it would be a pointless game
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Postby Typhus » Thu Jul 17, 2008 8:33 am

Gentlemen, the board will be appropriate. There has been no suggestion the board will be open so in the immortal words ‘Don’t Panic!’

This is just the first concept, I wanted to show you what I pictured in my mind. All input is welcome :D

The fort will be as IA update 2006. Corner towers will have long barrelled AA guns. Gate Towers will have 1 twin linked Las Cannon + twin lined H Bolter. Each wall section will have twin linked H bolters. All BS 3. Weapons cannot be targeted directly, the relevant section must be destroyed to remove the weapon.

Please don’t forget orks in fast vehicles will only be in the open for one turn…… a single shooting phase to repel the massive ork hordes before they smash against the fortress walls (assuming they start at there own board edge). That combined with ‘sustained assault’ makes this a very, very challenging game for the defenders.

I hope you guys can see the problems of trying to balance out ‘sustained assault’ for such a fast moving potent horde army! /shudder

I suspect the defenders may need further benefits to balance the whole thing out. Suggestions welcomed :D

Notes on fortress walls: On consideration D weapons do D3 damage to a wall or tower section (as per super heavies). This includes ork Shok attack guns rolling double 6 (or whatever the result is that destroys everything under the template). People may either shoot at the wall, or those on the wall. NOT both. The cover save on top of the wall is 3+ and 4+ if the wall is destroyed (in the picture above I stated the save incorrectly). Jump jet troops can jump on top of the wall (space allowing) and assault troops directly (remember no deep strike though)
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Postby Typhus » Thu Jul 17, 2008 8:57 am

Sat in the office and I was totting up in my mind what the ork force is likely to have. At first I burst out laughing, then I shuddered!

I figured Gav, JB and Chris will have minimum of 4 trucks each filled with orks (12 total).

At least 2 skull hammers filled to capacity with greenskins

Then I thought about Gargantuan Squiggoths….. JB has 3 or 4…. (remember the time a single squigoth was shot at by a 3k mech eldar force followed by a warhound titan and 4 flyers… and lived… lol)

150+ foot sloggers

The 30+ jump troops…

The grecthlin mobs….

The 30+ loota’s

The shok attack guns pounding away every turn

Grecthlin controlled artillery….

Sustained assault……

Lol, I think the table is two small!

I have the image of Gargantuan squigoths assaulting the fortress walls…. Its somehow so appealing!
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Postby cgra1 » Thu Jul 17, 2008 10:21 am

AA Guns :!: Long Barrelled Autocannons :!: Twin Linked Las :!: Twin Linked Heavy bolters :!: Baneblades :!: Titans :!: and Rapid Fire bolters!

Thats all I can see :lol:

Its going to be a green blood bath. :twisted:

Im looking forward to it but Im still not sure about an Ork victory :evil:

As long as my boyz have something to shoot at theyll be happy. :P

Can we use Susbstitute models for fighter bomberz and Stompas :?: Me and Gav had had some ideas along that line :wink: (Robogear / Dr Who)
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Postby Sammael » Thu Jul 17, 2008 11:10 am

I thought fortress guns were just normal sentry guns BS2 ?

Also Jump Pack guys can now DS in 5th. I presume we are using 5th ed rules for Apoc instead of 4th ed rules, otherwise this will be really confusing.

Do all ork units have the sustained assault Si, or just troops? And if it is just troops, do they get their trukks second time onwards?

The fortress walls are a nice touch, but we need something nice to represent them. At the mo I'm not aware of anything we have to do the job (haven't seen Gav's castles yet).

Chris stop being a pussy. With 3 or 4 Gargantuam creatures and baneblades we are gonna get raped. :D

Can we have the orbital laser in our fortress Si ;) with no range restrictions as it will be centrally placed. :twisted:

Si I agree, a bigga table please, we are about to become Ork play things.

Gav, the only pointless thing that day will be you :roll: mr. negative.... lol cheer up fella :D

Another thought. Flank march... that would allow the orks straight into the ass end of the fortress... sort of defeats the whole senerio :(

And another: Is the fortress our only deployment area. If so we're not going to get everything in there. Also Titans, can they jump the wall? Shoot over the walls? Start outside and walk on our table edge? etc.
Last edited by Sammael on Thu Jul 17, 2008 11:16 am, edited 3 times in total.
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Postby Sammael » Thu Jul 17, 2008 11:11 am

Cgra1 wrote:AA Guns :!: Long Barrelled Autocannons :!: Twin Linked Las :!: Twin Linked Heavy bolters :!: Baneblades :!: Titans :!: and Rapid Fire bolters!


you forgot about the assault cannons :D hihi
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