+++ Message start +++
From: J. P. Morgan, Imperial Guard Commissar, Castra Odia Intelligence Agency
To: P. Regulus, Imperial Guard Colonel; Regimental Commander of His Imperial Majesty’s Colonial Oppressors (HIMCO)
Site: Frigidus IG base, Castra Odia
Subject: Inquiry into service of Captain W. Bligh, Company Commander, Green Co., HIMCO (missing)
Thought of the day: Nobody expects the Imperial Inquisition!
Item: Excerpts of diary of M. Collins, PFC, HIMCO Rgmt., Green Co., 3rd Sq. (missing). Diary retrieved from the remains of an Ork vehicle found at <location omitted>.
Finally we’re getting some rest from the ongoing battles with the darned orks, the stinking buggers. We have been transferred to the little reconnaissance base at <name omitted>; a nice little oasis in the middle of the desert, a long way away from any ork presence. We are to be on guard duty for a small air field housing just a couple of flyers and a little communication post. As our commander Captain Bligh says: “This is as good as being on R&R!”
Today the Captain had both bad and good news. The bad news: We were to fill 500 sandbags. The good news: We had a lot of sand around. He’s such a funny guy… not! So we got to it and ended up having to stack the sandbags up into ‘fortifications’ – as if we needed those out her in the middle of nowhere!
The Captain seems to get a bit relaxed. Yesterday, he assigned guard duties to a squad of conscripts, recruited from a local tribe of desert people. He handed out a couple of bottles of local amasec to each squad and told us to ‘Get into the spirits!’. The stuff is vile, but gives a nice little buzz. I’ll take any bottle of amasec over fighting orks any day. What is going to happen out here in the middle of nowhere, anyway?
Item: The last entry above was the last identified. Several pages of the diary seem to have been used for manual removal of fresh ork excreta.
Item: Lieutenant Bligh seems to have been lax in fulfilling his duties and using excessive amounts of alcoholic beverages. It is recommended that he shall be apprehended ASAP and court-martialled. Unfortunately, his current whereabouts are unknown.
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Scenario: Long Range Desert Orks – a 2nd edition scenario produced by Regulus Scenarios Ltd., based on an idea by The Tau-Reborn Think Tank. Terrain:
A desert oasis surrounded by sand dunes, cliffs, rock formations and desert plants. The oasis contains some plants & palm trees and a small aerodrome. The aerodrome houses a small communication post and hosts two flyers of the Valkyrie/Vendetta family. The base is protected by some sandbag fortifications and the flyers are surrounded by blast shields doubling as cover. Some tents are erected to house the Imperial Guard troops doing guard duty. Any applicable terrain rules should be sorted out by the players before the game starts. Forces:
The aerodrome is guarded by around 750 p IG from HIMCO. These keep inside the perimeter. On active guard duty is a 10 man squad of local conscripts armed with lasguns. A small recce unit (consisting of 1 Rover personnel patrol car and 1 Buggy heavy weapon platform car) is on patrol but may be called for assistance and for game purposes count as a reserve for IG.
The Orks have around 1500 p at their disposal. Anything goes, but it is recommended that a fair amount of transports are used as that is sort of the point with this scenario. Setup:
The IG sets up in the middle, i.e. at least 12” from any board edge. The conscripts are set up in the periphery between 8” and 12” from any board edge and at least 8” from each other.
The Orks do not set up on the board but come in on any long board edge in any order and way they like, incl. the use of reserves if they so desire.
The Ork is attacking and start the game. Objectives:
Orks: Maim, kill and destroy!
The Orks gain victory points in the following way:
- A flyer damaged: 1 VP
- A flyer destroyed: 1 VP for immobilisation + 2 extra VP (for at total of 3)
- Communication post damaged: 1 VP
- Communication post destroyed: 1 VP for damage + 2 extra VP (for a total of 3)
- Each over-half-strength Ork unit passed of the opposite board edge at the end of the game: 1 VP
- Each IG unit reduced to under half strength: 1 VP
- Each IG unit wiped out: 1 VP for half strength + 1 extra VP (for at total of 2)
IG: Defend the honour and the aerodrome!
The IG gain victory points in the following way:
- A flyer damaged but not destroyed at the end of the game: 1 VP
- A flyer wholly unharmed: 3 VP
- Communication post damaged but not destroyed: 1 VP
- Communication post wholly undamaged: 3 VP
- Each Ork unit reduced to under half strength: 1 VP
- Each Ork unit wiped out: 1 VP for half-strength + 1 extra VP (for a total of 2)
- Each over-half-strength Ork unit still on the board at the end of the game: 1 VP
Each unit broken at the end of the game gives the opposite player 1 VP at the end. Game plan:
The game is divided into 2 main parts: Da Sneek-up and Da Scrap.
- Da Sneek-up starts with an Ork turn. It consists of the Orks trying to sneak up to the aerodrome and get into position without sounding the alarm, i.e. killing the perimeter guards without being heard and settle in to good firing or assault positions without making too much noise. As soon as the alarm sounds Da Sneek-up is over.
- Da Scrap starts with an Ork turn. It consists of the Orks trying to damage or destroy their objectives, kill as many IG as possible and get out on the other side. The IG defends. This is a game as normal. Perimeter guards:
- The guards patrol in a randomised way: For each guard roll a artillery and a scatter dice: the guard moves ½ the distance in inches and in the direction of the arrow. Misfire means the guard doesn’t move but just turns in the direction of the arrow. Hit doesn’t mean anything – just the arrow counts. If the guard bumps into something impassable he stops.
- The Orks may try to charge the guard in hand-to-hand. If they succeed in killing the guard without sounding the alarm, then Da Sneek-up continues. If the guard succeeds in killing his attackers he will immediately sound the alarm.
The alarm may be activated during Da Sneek-up in several ways:
- If a perimeter guard sees an Ork or an Ork vehicle in full view within his field of vision (90 degrees to the front) within 3” he will sound the alarm on 2+ on D6. If the guard only sees half or less, he will sound the alarm on 4+ on D6. If the Ork or vehicle is in full view but between 3” and 6” away he will sound the alarm on 6+. In any other case the guard will not sound the alarm (he won’t believe his own eyes).
- If a pistol is fired anywhere on the board (even in hand-to-hand combat) the alarm will sound on 6+
- If a basic or special weapon is fired anywhere on the board the alarm will sound on 4+
- If a heavy weapon is fired anywhere on the board the alarm will sound on 2+
- If a support weapon is fired anywhere on board the alarm will sound automatically.
- If an Ork vehicle drives onto the board in combat speed the alarm will sound on 6+ (Ork vehicles are noisy)
- If an Ork vehicle roars onto the board in full speed the alarm will sound on 4+ (Ork vehicles at full speed are very noisy)
REMARK: as soon as the alarm sounds the remaining perimeter guards will leg it off the board as they are local conscripts and therefore per definition cowards, according to HIMCO. Remove them from the board.
Damaging and destroying a flyer:
A flyer has armour 16 all way round. It counts as a large target (+1 to hit).
Roll for location: 1: Undercarriage; 2-4: Hull; 5-6: Wing Undercarriage damage:
1: The shot scratches a leg, but nothing further happens
2-5: The shot rips off a shock absorber. The flyer sinks down and counts as damaged.
6: The shot rips a leg clean off. The flyer falls down hard, counts as damaged and a further roll is taken for hull damage. Hull damage:
1: The shot takes off some paint, but nothing further happens.
2-4: The shot damages the hull.
5: The shot destroys the cockpit and the flyer is effectively destroyed.
6: The shot sets off all kinds of flammable and explosive stuff. The flyer explodes and hits everything within D6 inches with a S6 hit. Wing damage:
1: The shot pings through the wing but nothing further happens.
2-4: The shot rips off the wing: The flyer counts as damaged.
5: The shot rips off the wing and sets of the wing tank. The flyer is damaged and a further roll is taken for hull damage.
6: The shot rips off the wing and sets of the wing weaponry. The wing explodes and hits everything within D6 inches with a S5 hit. The flyer is damaged and a further roll with +1 is taken for hull damage.
REMARK: the flyers are only used as objectives and do not take any active part in the game.
Special rules for communication post re. reserves:
If the communication post is not destroyed at the start of an IG turn during Da Scrap the IG may attempt to recall the patrol. On 4+ they succeed to contact the patrol which will arrive on a random board edge at the start of the next IG turn.
Damaging and destroying the communication post:
Roll for location: 1-2: Antennae (armour 10); 3-6: Hull (armour 18 all way round) Antennae damage:
1-2: Some minor antenna is ripped off reducing the IG’s chances to recall the patrol to 5+
3-4: Some important antenna is ripped off reducing the IG’s chances to recall the patrol to 6+
5-6: All antennae are ripped off removing any chance of recalling the patrol. The communication post counts as damaged. Hull damage:
1: Some paint is scraped off but nothing further happens.
2-4: Some important device is destroyed. No recall may be made. The communication post counts as damaged.
5: Several important systems are hit and set the communication post on fire. The communications post is destroyed.
6: The power unit is hit and overloads. The communication post explodes and hits everything within D6 inches with a S5 hit. Pictures from the game:Everything is peace and quite at the Imperial OutpostThe silly little guardsmen go about cleaning their rifles and roasting marshmellowsUnsuspecting of the horror that will ensueVRRROOOOOOOOOOOOOMMM!!!!Trooper Ackmedinesjood stands fast!An Ork hovercraft zooms in and delivers a deadly load of kommandosThe vehicles roar forward and unlimber guns and grot tank riders.Panic stricken guardsmen try to form a thin red line
End of turn 1