Battle Report II (Sabotage):
Out
Wit' Da Lights
Armageddon
Campaign Special Scenario
Jim K. & Ken Lacy
The warning siren screamed in the night as the guardsmen rushed to encircle the power generator which provided electricity for the Helsreach refinery. The speed freeks were coming, no doubt to destroy the essential power plant. Without it, the refinery would be plunged into total darkness just hours before the alien horde was due to arrive. Fighting the ork horde in the dark was something best not contemplated.
This is the second battle leading up the massive Fires of Helsreach megabattle. This mission centers around a power generator that controls the Helsreach Refinery's lighting grid. If the orks manage to destroy it, the megabattle will use nightfighting rules. If not, the refinery will belit up like Christmas on the night of the orks' attack, denying them the cover of darkness.
Ken: Being the lazy git I am, I brought the exact same force I had used in the previous battle. Part of it was confidence that a balanced army could do well in any mission (well, apart from a Slave Raid, of course), and part of it was to create a sense of continuity, but part of it was also my laziness (did I mention that?) I knew in advance that the scenario would be a Sabotage, but wasn't too terribly concerned, as the composition of my army meant that I would be starting with everything on the board at the beginning of the game; everything, that is, except the Ogryn, who (I hoped) would make a brilliant and decisive flanking maneuver and smash into the totally unprepared Orkish foe as they entered!
With only an 8" set-up zone around the objective, that meant that my guardsmen were packed quite tightly, even more so because the Power Generator model Jim had been working on was very pretty, but didn't leave a lot of space for miniatures to be placed. The final set-up was a near-perfect circle, with the six infantry squads on the perimeter, the two heavy weapons teams on one side of the objective, the Command HQ on the other, and the two Command squads on either side, just behind the infantry squads. The Armored Fist chimera squeezed into the circle next to the Armored Fist squad, and two Sentinels somehow found room among the tightly packed ranks of guardsmen. Since I knew Jim would be coming from one or the other of the short table edges (and I guessed it would be the one with more cover, in the form of many small copses of trees), that gave me a bit more room to breathe, despite being packed so tightly and vulnerably like that. My plan was quite simple: move the Chimera out of the way and threaten things with its Heavy Flamer, move my other units into better positions if they had no LOS, and simply stand and shoot like the dickens if they had. Although it looked a bit silly, with so many guardsmen in a big circle like that -- well, that's 40K missions for ya!

|
Name |
Details |
Pts |
|
|
HQ |
Colonel Ran-Lo |
Colonel
with Powersword, Boltpistol, Targeter |
136 |
|
..Fire-Support Team |
.. .. 3x Heavy Bolters, Commlink |
85 |
|
|
..Anti-Tank Team |
.. .. 3x Lascannons, Commlink |
130 |
|
|
ELITE |
Ogryn Squad |
5x Ogryn with Ogryn Close Combat Weapons |
150 |
|
..Led by Preacher |
.. .. Preacher w/Powerfist & Rosarius (& laspistol) |
30 |
|
|
..In Chimera |
..
Heavy Flamer (turret), Heavy Bolter (front) |
93 |
|
|
TROOP 1 |
"The Eagle" |
Lieutenant
with Plasma Pistol, Targeter |
77 |
|
..Squad Akira |
.. Sergeant w/Lasgun, 1x Lascannon, 1x Flamer |
83 |
|
|
..Squad Varaig |
.. Sergeant w/Lasgun, 1x Autocannon, 1x Meltagun |
83 |
|
|
TROOP 2 |
"The Fox" |
Lieutenant
with Bolter, Targeter |
69 |
|
..Squad Antiope |
.. Sergeant w/Laspistol & CCW, 1x Heavy Bolter, 1x Plasmagun |
78 |
|
|
..Squad Redemption |
.. Sergeant w/Laspistol & CCW, 1x Heavy Bolter, 1x Gren. Lnchr. |
78 |
|
|
..Squad Stalwart |
.. Sergeant w/Laspistol & CCW, 1x Heavy Bolter, 1x Meltagun |
78 |
|
|
TROOP 3 |
Armored Fist Squad |
Sergeant w/Lasgun, 1x Missile Launcher, 1x Flamer, Commlink |
83 |
|
..Led by Preacher |
.. .. Preacher w/Powerfist & Rosarius (& laspistol) |
30 |
|
|
..In Chimera |
..
Heavy Flamer (turret), Heavy Bolter (front) |
105 |
|
|
FAST 1 |
Sentinel Alpha |
Multilaser, Searchlight, Improved Comms |
66 |
|
FAST 2 |
Sentinel Beta |
Multilaser, Searchlight |
46 |
Jim: Well, I entered this game fairly sure that I could swamp Ken's IG and get into contact with the power plant pretty quickly. I was a bit put off by the fact that Ken chose a single piece of the model to represent the objective. So, at the most I could get two or three figures in contact with it. Still, the scenario was definately in my favor and I had enough cover to move my trukks on the first turn, hide them from the deadly IG guns, then move and assault on the second turn. That was the plan anyway. As for my army list, I finally finished all my skarboyz and had my army exactly as I wanted it when starting the massive project months ago. Not too much different from last game, here's what I brought...

|
Name |
Details |
Pts |
|
|
HQ 1 |
Buzzaw |
Warboss w/ power claw, 'eavy armor, iron gob, bionic bonce, cybork body, choppa, frags |
122 |
|
6 Nobs, Mek |
4 w/ 'eavy armor, sluggas and choppas, 2 w/ megarmor, mega boosta, 1 combi-skorcha, 1 more dakka, shootier, frags Mek w/ kustom force field, choppa |
297 |
|
|
Da Boss' Trukk |
big shoota, red paint, grot riggers, armor plates |
48 |
|
|
HQ 2 |
Big Mek |
Kustom
force field, choppa, mek tools |
49 |
|
ELITE |
Skarboyz |
19
skarsw/ 3 burnas, nob w/ claw and 'eavy armor |
281 |
|
TROOP 1 |
Skwad Blue |
9
trukk boyz, burna, nob w/powerclaw, 'eavy armor, iron gob |
189 |
|
TROOP 2 |
Skwad Black |
9
trukk boyz, burna, nob w/ iron gob, 'eavy armor |
164 |
|
TROOP 3 |
Skwad Red |
9
trukk boyz, burna, nob w/ iron gob, 'eavy armor |
164 |
|
HEAVY 1 |
Battlewagon |
Zzap gun, red paint, grot riggers, searchlight, armor plates, 3 bolt-on big shootas, force field |
186 |