Epic War - Midnight Campaign Part III: Marakith Meatgrinder

It's battle two of the Midnight campaign!  Both the Orks and Squats have sent 2,000 points worth of forces to battle. 35VPs are required for victory. The ruleset is Net Epic Evolution.

One major difference to set up is that because the Ork Kommander, Galez, sent his force into battle on Charge orders against a prepared Squat army led by Commander Kili on First Fire orders, the Squats automatically gain Initiative on Turns 1 and 2, can deploy a further 25cm forward than usual and can set up forces after the Ork player has placed all of his army!
Here we see an overview of the battlefield and the forces being deployed. The Squats are set up at the top of the picture, the Orks at the bottom.



A side view of the table. Ork Copters are once again being proxied with Land Speeders.


The view from the other side of the battlefield. Note the how far into the board the Squat forces deploy.


Commander Kili loads the bulk of his force down his right hand flank, seeking to maximise the advantage he gained. The plan is to decimate one half of the Ork force before dealing with the other.


The centre ground is where the Ork forces are most concentrated and boast an impressive fleet of vehicles which will surely be tested by the Squat airships!


A Kult of Speed rev up their Warbuggies and Warbikes and take off!


Immediately engaging with two squads of Squat Bikes!


 The green-skinned warriors scream insanely as they slam into the bearded bikers!



But against determined and highly organized Squat biker units there can be no victory!



The Warbuggies are utterly decimated by the superior skills of the Squat bikers!



End of Turn 1 Squat Casualties - just a few Squat bikes.



End of Turn 1 Ork Casualties - as well as hammering the Kult of Speed, the Overlord Armoured Airships destroyed a Bowelburna and three Spleenrippas!


But at the end of Turn 1, it's the Orks who lead having captured 4 objectives to the Squats' 1. Two objectives have yet to be captured, while another is disputed. No units have been broken.



End of Turn 1:
Squats 5VPs
Orks 20VPs



A final view of the battlefield at the end of Turn One.


Drawing howls of derision from the Orks, one squad of Gyrocopters "cower" (or sensibly take cover) behind buildings.



Initiative automatically with them for the second turn, Squat Trikes activate with their Guildmaster Commander Kili in attendance, multi-meltas reducing an Ork Gibletgrinda to molten slag!


The Evil Sunz close in on an Overlord Airship but they cannot land any hits upon the floating behemoth!



The Overlord Airship has no such problems and reins a deadly hail upon reckless Battlewagons!


The Copters see a chance to jump Squat Rhinos holding an objective at the Marakith Monument.


While the Squat bikes counter Ork Bonecrushas!

Annihilating them in Close Combat! Nearby can be seen the destruction wreaked by Airships and Gyrocopters! Dangerous Braincrushas who were unfortunate not to take down a single Airship are targeted with maximum prejdice and obliterated!


The Copters overcome two Rhinos and take an objective!


Just left of centre on the board, you can see the results of bitter exchanges between the Ork Warboss and his entourage against more Gyrocopters. They bring down two Copters but several Nobz find themselves on the wrong side of brutal Squat retaliation!


End of Turn 2:
Squats 34VPs
Orks 16VPs

The Squats are tantalisingly close to victory but one point short!  The Orks are still in this, but only just!


The Kult of Speed was finally broken this turn! Ork losses are heaping up, and their firepower severely reduced.

Only a Squad of Rhinos have been broken by the Orks but Gyrocopter and Bike casualties are beginning to mount!


A Gyrocopter squadron pops up and fires at more Evil Sunz before dropping back out of sight. Bowelburnas spray lethal flames through the cover of the building, destroying all three Gyrocopters! There is no hiding from the fiery hell spewed by their lethal scorchers!


Warboss and army Commander Galez picks off two more Gyrocopters...but dies in returning fire! Distraught, the crew of his Battlewagon peel away to steal an objective!


And the taking of that objective prevents the Squats from sealing victory again this turn!


End of Turn 3:
Squats 32VPs
Orks 21VPs


Overlord Armoured Airships continue to lay down fire upon the Evil Sunz, taking the whole clan to the brink of breaking!


Emboldened by taking out Galez, a Gyrocopter recklessly surges forward, aiming to finish the job of breaking the Evil Sunz! It opens fire but misses! The Battlewagon turret spins around and returns fire...


And destroys the Gyrocopter, taking the whole wing to the brink of breaking!
An Overlord Airship picks off several more Boyz and the Evil Sunz are finally broken!


The other remaining Gyrocopters steal another objective but the battleweary Evil Sunz embark on a desperate advance through the woods to make a critical series of kills! A Gyrocopter and a Squat biker are picked off by the Boyz and both Companies break!





























With the Squats able to mop up all but one objective, the Orks are finally defeated! It has been a brutal battle however, and the Squats paid a heavy price for their victory literally with the Orks last throw of the dice! Losing two Companies at the death is a particularly bitter pill to swallow!


Another final look at the battlefield, both forces have been decimated!


End of Turn 4:
Squats 56VPs
Orks 22VPs

The Squats win the day and, after the defeat in the Forest of Shadows, secure what they hope is the first of several victories!


Squat Casualties:




























Ork Casualties:


Only a handful of survivors including Commander Kili (Guildmaster) see out the battle. He is relieved that the Airships rode their luck throughout the battle to remain intact.


Kommander Galez would have been distraught to see that the only survivors from his army were a handful of Boyz and 4 Copters (who fled during the battle).


Come back next week for Part IV of the Midnight Campaign!








Epic War - Midnight Campaign Part II: Skirmish in the Shadows

In the first battle instigated as part of the Midnight campaign, both the Orks and Squats have sent 2,000 points worth of forces to battle. 35VPs are required for victory. The ruleset is Net Epic Evolution.

Below, we see an overview of the battlefield and the forces being deployed. The Squats are set up at the top of the picture, the Orks at the bottom.


The view of the battlefield from the opposing side of the board.
The Squats have Retributor and Ironshield tanks in attendance, these proxied with some excellent Plasmablast miniatures!


And one final look at the set up. The Orks Copter Squadron is missing in these set up pictures. The Copters are being proxied with Space Marine Land Speeders.


Commander Fili - who commands the Squat force on the board - leads by example, opening fire on the foul Ork horde!


He picks off two battlewagons! First blood to the Squats!


Both sides surge forward. Ork Spleenrippas open fire on two powerful Squat Retributor tanks!


...and obliterate them!


Squat Thunderers (top centre left) pull back as far as they can and pick off a few Nobz who are part of the Warboss' guard in a building (centre left). The Thunderers have positioned themselves outside the Warboss and Nobz' range!  Sneaky!


The Kult of Speed take up position behind a hill on the Ork's right flank.  The roar of the revving of their ramshackle engines can be heard by Squat bikers in a nearby wood.


A Gibletgrinda tank ploughs into the woods, attempting to crush a unit of trikes in its path but fails (the required 4+ roll on the first attempt). The Squat riders breathe a collective sigh of relief! 


Evil Sunz position themselves in a central wood.



A unit of Warbuggies (part of the Kult of Speed but being commanded by the Warboss) steal an objective deep in Squat territory.



While Copters take another objective unopposed.



The sight of Bowelburnas moving into position is a cause for concern for Commander Fili.



Ironshield Tanks fire as they activate on Advance orders before moving to take cover behind a hill.



Two biker squadrons put themselves in a good position to attack the Kult of Speed next turn.




End of Turn One Overview:
Squats have captured 3 objectives while the Orks have taken 5 and broken the Retributor tanks for an additional 4VPs.

Squats 15 VPs
Orks 29



An alternative view of the board at the end of Turn One.



The Thunderers open fire at the start of Turn Two, but despite their superior firepower and +1 to attack rolls for opting to go on first fire orders most of their rockets miss their targets!



The Squats make an ill-judged attack, engaging Nobz Bikes and Warbuggies from the Kult of Speed.


The Nobz bikes opt to go on First Fire orders and wipe out their attackers!


Bowelburnas cook the tough flesh of several units of Warriors! The Warboss and Warbuggies push their advantage, securing another objective deep in Squat territory!


More Squat bikes jump the Warbuggies on the right flank.


Bonecruncha tanks attempt to use their Deathrollas to pulverise Beserkers but the Squats quickly scatter, barely avoiding being crushed to death!


Trikes push away from the Gibletgrinda but pick off fewer units than would be expected.


The Orks still have significant numbers to take more objectives.



The Trikes having abandoned the wood, the Gibletgrinda (far left) gratefully accepts another objective!



And a lone Warbuggy manages to overcome two bike units in close combat and retain another objective!



Squat casualites at the end of Turn 2.



Ork casualties at the end of Turn 2. Casualties for both sides are relatively light for a game of Net Epic Evolution.



End of Turn 2 Overview from Ork side of the board. The Orks have siezed 6 Objectives and also broken the Rhino and Ironshield Squadrons.



...while the Squats have broken nothing!  The Orks have won the first battle!  Is this the sign of things to come?

Squats: 10VPs
Orks: 38VPs


A final view of the battlefield where the Orks have gotten off to the best possible start with an overwhelming victory!

Part III coming soon!







Epic War - Midnight Campaign Part I: Building a War


Welcome to Midnight!

The Orks launch an invasion of the land of Midnight, home to many Squat settlements and cities. Both sides have 40,000 points of Net Epic forces at their disposal. I'm using my home-brew Epic War! campaign rules to run this.

At stake is the land of Midnight, (see map below). Note that "Citadels" are actually "Cities" for the purposes of the campaign. 

The Squats and Orks will split their 40,000 points between armies of 2,000, 4,000 or 6,000 points. These armies will fight across this landscape, with each force having a base. 

The player who racks up 400VPs first wins.

Players tally up the VPs earned in-game for breaking enemy units and for controlling Campaign Objective Markers (COMs)


A grid is applied to the map (see below). Small armies of 2,000 points can move 3 squares per turn if on Advance orders, 6 if on Charge orders. 4,000 points can move 2 squares per turn, 4 on Charge orders. 6,000 points can move 1 square per turn, 2 on Charge orders.

The Squat base is the city of Xajorkith (highlighted near the right-hand bottom of map), while the Ork base is the city of Ushgarak (near centre top of map, highlighted in green).

There are eight Campaign Objective Markers (COMs) to be captured by the competing armies, each worth 20 CVPs. Bases are each worth 40 CVPs.



Both players decided to split their forces into 10 armies (this was a decision made independently of each other). Each army is represented by a Commander token (as shown on right hand side of the map). Each Commander will be represented on the field of battle by an HQ unit of some description. Each player can only field as many armies as they have Commanders. All armies start in the bases but once they move out they may not occupy the same square on the grid as another army. (This is to prevent steamroller tactics where armies are stacked.)


And without further delay, the war begins!

Turn 1 (Post Movement): Ork and Squat armies surge forth from their bases and move to capture COMs.


Turn 1 (End Phase): the Squats have captured 2 COMs while the Orks have captured 3!  (Remember that COMs are worth 20VPs each, while Base COMs are worth 40VPs.)

Squats 60 VPs
Orks 80 VPS

Target: 400VPs


Turn 2 (Post Movement): There are two flashpoints as armies clash! On the left, a Squat army charges to take the Campaign Objective near to the Tower of the Moon but an Ork army also charges and moves to fight for the objective! 

Meanwhile, the Orks also launch an assault on the City of Marakith but the Squats are better prepared for attack as, already in position, they opt to use First Fire orders. With the Orks Charging in, the Squats will get some in-battle bonuses!

The battles will be fought on the squares outlined in red.

Watch out for Midnight Campaign Part II: Skirmish in the Shadows!













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