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.