Epic War - Midnight Campaign Part V: Oasis Overkill!


Battle three of the Midnight campaign, sees both the Orks and Squats send 4,000 points worth of forces to battle. 45VPs are required for victory. The ruleset is Net Epic Evolution.

One major difference to set up is that because the Ork Kommander, Raza, sent his force into battle on Advance orders against a prepared Squat army (led by Commander Gloin) on First Fire orders, the Squats automatically gain Initiative on Turn 1 and can deploy a further 15cm forward than usual.
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.



Ork legions line up close to the village on the outskirts of the city of Kumar…


…as do the Squats. They are outnumbered, but can they make their heavy firepower count?


In the centre of the battlefield, nestled between the sandy foothills of the Mountains of Kumar lies an oasis. It is the strategic value of this water supply that has drawn both forces to battle here.


Plasmablast tanks once again proxy for Squat Ironshield and Ironhammer tanks.


While high up in the foothills, Land Speeders proxy for Ork Copters.



Gobsmasha tanks (proxied by Scorchers) move into the outskirts of Kumar city, but have few targets.


At the oasis, Squat bikes and the Kult of Speed attack and counter attack one another, instigating a number of close assaults that will be resolved later in the turn.


The fighting around the edge of the city is particularly fierce as the Orks use their numerical advantage by surging forward, hoping to overwhelm the beleaguered Squats! The Squats welcome the all-out assault and the might of their Overlord Armoured Airships, tanks and Praetorians inflict serious carnage and destruction to the Ork lines. Formations of Bonebreakers and Spleenrippas completely obliterated!


As their reckless Boyz are cut down, the real power behind the Ork force, the Nobz and their Warboss Raza mow down many Squat Warriors and Berserkers, while hammering the Collosus’ void shields!


In the close combat phase, two Rhinos are overwhelmed and destroyed by their Ork opponents!


In the wake of the close combat phase, Ork Nobz still have plenty of cover as they position themselves behind thinning lines of Boyz.


The Squat bikes make short work of War Buggies in the close combat but they are horribly exposed for the next turn!


Things are looking precarious for the Squats on this flank. They have no serious firepower to deal with the onslaught of the Kult of Speed and supporting Gibletgrindas!


An overview of the battle at the end of turn one. Even though casualties have been high, both forces can take heavy punishment due to high Break Point values. Only a squadron of Squat Rhinos has been broken!



Despite the lack of broken units, the valley is a scene of utter carnage and wreckage! We ran out of explosion markers that we use for vehicle destruction!



The Squats take three objectives while the Orks capture 4.  

End of Turn One: 
Squats 15VPs
Orks 21VPs



Into turn 2 and the Squats pick off two of the three Bowelburnas…but one survives and sprays fiery vengeance at a whole team of Squat bikers on the far side of the oasis!



…with devastating consequences! Most of the bikers howl in agony as the flesh is burned from their bones! Only a few survivors manage to weave their way through the firestorm!  



As well as cutting down more Boyz, the Leviathan destroys two Stompas!


Kommander Raza spots Commander Gloin and he and his entourage train all of guns their upon him! The can be no survival against such reckless hate and brave Gloin falls in battle!


Their Kommander leading the fight, the Orks howl in derision and delight, hitting the Colossus with everything they’ve got! The void shields are stripped and shot after shot tears up the praetorian, but it stands up to everything the Orks have got…until one final volley from Lungbustas destroy the mighty Doomsday Cannon, causing a flashback which destroys the bridge! Scores of burning Squats pour out of the Colossus and collapse in the sand, howling in despair and agony. Their grinning green tormentors take almost physical pleasure in watching their bearded enemies burn to death!



The battle continues to go ill for the Squats as their bikers and Gyrocopters are wiped out by Copters, Nobz bikes and supporting fire from Gibletgrindas!


The collapse of this flank rewards the Orks with several objectives!


Things are little better for the Squats on the outskirts of Kumar City!


Despite suffering heavy losses, the Orks not only hold a number of objectives but take more!


Though the sand has been stained with the green blood of the Orks, they still have significant numbers left.


The same cannot be said of the suffering Squats! Their force is a pitiful shadow of the one deployed mere hours ago and they only hold one objective at the end of turn two! Ork victory is assured!


An overview of the battlefield at the end of turn two. Despite their victory, the Orks' Bad Moons, Evil Sunz and Goff Clans all broke, awarding a huge number of VPs to the Squats! However, the Squat Iron Eagle Gyrocopter Wing, the Guild Biker Company, Ironhammers, Grand Warlord and Colossus have all broken also!


Looking up the valley at the end of turn two.


End of Turn Two: 
Squats 37VPs 
Orks 62VPs 

Overwhelming victory to the Orks!


Ork Casualties at the end of the game.


Squat Casualties at the end of the game.



The small group of Squat survivors from the battle. They are already thirsty for vengeance!



But the day belongs to victorious Kommander and Warboss Raza! He will return to torment the Squats once again!








Epic War - Midnight Campaign Part IV: War Journal

Turn 2 (Post-Battle): The Orks have taken a Campaign Objective after their victory in the Forest of Shadows while the Squats hold on to the City of Marakith! One commander was killed for each side in the battles, meaning both players can only field 7 armies now!


Turn 2 (End Phase): the Squats hold 3 Campaign Objective markers while the Orks have 5! Both players opt to break down their armies which fought this turn and all surviving units and Commanders are placed "In Transit". These can be used to build new armies in the End Phase of the following Campaign Turn.

Squats 113 CVPs

Orks 157 CVPs

Target: 400VPs

Campaign Victory Points (CVPs) Awarded Thus:
Base Objective: 40CVPs
Other Objectives: 20CVPs
Breaking Enemy Formations: Post Battle VPs awarded for breaking enemy units become CVPs
Drawing a Battle: 4CVP for each Player
Winning a Battle: 8CVPs for victor
Overwhelming Victory (when VPs at end of battle exceed 3:2): 12CVPs

Calculated Thus:
Battle 1: Squats 0CVPs, Orks 8CVPs + 12CVPs for overwhelming victory
Battle 2: Squats: 21CVPs + 12CVPs for overwhelming victory, Orks 17CVPs
Objectives: Squats; Home Base 40CVPs + 2 Standard Objectives 20CVPs each = 80CVPs
Objectives: Orks; Home Base 40CVPs + 4 Standard Objectives 20CVPs each = 120CVPs

Therefore:
Squats: 0 + 33 + 80 = 113 CVPs
Orks: 20 + 17 + 120 = 157 CVPs



Turn 3 (Post Movement): There are another two flashpoints as armies clash! On the left, the Orks charge an army to retain the Campaign Objective south of the Forest of Shadows. A nearby Squat army advances in and for a second time both sides clash to fight for the objective! 

Meanwhile, the Orks also Advance to launch an assault on the City of Kumar where the Squats are better prepared for attack as, already in position, they opt to use First Fire orders.
The battles will be fought on the squares outlined in red.


Watch out for Midnight Campaign Part V!






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!








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