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wy ; Yi aE aN PLO) eae | EVYVYVVVVVVVVYVVVVVVYVVV VYVVVYYVVVVVVYVVVVVVVVYVYVV" Storm of Vengeance Orks Battle Briefing PRODUCED BY GAMES WORKSHOP Citadel & the Citadel castle, Derk Angels, Deathwing, Games Workshop & the Games Workshop logo, ‘Mecine and Warhammer are all registered vademnarks of Games Workshop Ltd, Bad Moon, Battlawagon, Bigboss, Blocd Axe, Coder, Deathskull, Evil Sun, Ghazghkull Mag Unik Thraka, Golf Gretchin, Land Speeder, Makari, Nazdreg Ug Urdgruib, Ork, Pulsa Rokkit, Ravenwing, ‘Skarboy, Snakebite, Storm of Vengeance, Terminator, Warboss and Wartrak ‘are all trademarks of Games Workshop Ltd All artwork in at Games Workshop producis and the images contained theroin ‘havo boon produced other in-house or as work for hiro, The exclusive copyright in the artwork and the images it depicts is the property of Games Workshop Ltd. © Copyright Gamos Workshop Ltd, 1997. All ights rosorvod. Part Number: 60 31 01 99 003: Product Code: 60 02 01 98 002 Scenario 1: “IF YA WANT SUMFIN’ DONE The Ork force consists of Ghazghkull, Makari, and additional troops worth up to 500 points, chosen from the army list in Codex Orks. ‘The limitations listed below apply to the forces you may choose from the Ork army list. In particular, note that Ghazghkull’s force has no vehicles or support weapons such as Pulsa Rokkits, and that they are on foot. This is because the first use of the telly porta had not proved all that successful and completely failed to teleport anything much larger than Ork size. * Ghazghkull Thraka and Makati may be included in the army for free (ie, you don’t have to pay any points for them!) and they do not count towards the points allocation for characters. No other special characters may be used. * Only Bigbosses and Nobz may be chosen from the character section of the army list. + Only Nobz mobs, and Boyz mobs from the Bad Moon, Blood Axe, Deathskulls and Goff clans may be chosen from the Mobs section of the army list. + No troops at all may be chosen from the Support section of the army list. + Special characters are limited to the wargear listed in their description in the Ork Codex. They may not be given any additional wargear or equipment. * Other characters may not be given any wargear card worth more than 25 points + Characters may not be given any additional equipment from the transport section of the Wargear List (all of Ghazghkull’s troops were on foot). SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Ork player may use the following cards in this battle: Insane Courage and Crack Shot. The Power Plant: The power plant is vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself. In addition, ‘weapons with blast markers that can scatter — in fact any weapon that might scatter ~ may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead. Handpicked Orks: For this attack Ghazghkull handpicked a force of the toughest, meanest Orks he could find. To represent this all the Ork Boyz and Nobz are assumed to have a Weapon Skill and Leadership 1 point higher than normal. Note that this does not apply to Ork characters and it cannot take Leadership scores over 10. TACTICAL HINTS + The Ork Boy have to move as fast as they can towards the power plant to win this scenario, + Concentrate on wiping out the Space Marines who are in reach of the power plant. * Close combat Boyz and hard characters are good at killing the Space Marines when you get to the power plant and attempt to capture it + Characters with deatlly close ‘combat weapons are essential if you ‘are up against any Terminators, and a few Deathskull Lootas are useful to have around in case your opponent has any Ravenwing vehicles. " KARAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAL Scenario 2: DARK CATHEDRAL The Ork force consists of 300 points, chosen from the army list in the Ork Codex. The limitations listed below apply to the things you may choose from the Ork army list. ‘You must pick your army before you know whether you are attacking or defending (one battle’s attackers are the next battle’s defenders). Note that the normal 50% allowance for characters applies. + No special characters may be used. * You do not have to take a Warboss for your army unless you wish to (and you still can’t take more than one). + No psykers may be taken. + The minimum size listed for Ork and Gretchin mobs does not apply in this scenario. A mob can have any number of models from 1 up. You may include specialist Boyz (such as Kommandos) if you wish, but Stormboyz may not be equipped with jump packs. * You may not include Evil Sunz or Snakebite characters or mobs in the army. ‘+ No troops at all may be chosen from the ‘Support section of the army list. + Characters may not be given any wargear card worth more than 20 points. * Characters may not be given any additional equipment from the transport section of the Wargear list. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards, Instead the Ork player may use the following card in this battle: If he is the attacking player — Saved! If he is the defender — Booby Traps (which cannot be played until all the attacking models are on the table). To The Death! Your Boyz will fight to the death. They are immune to psychology and never have to take a Break test. Mob Cohereney: The Squad Coherency rules do not apply in this scenario. All models move individually. TACTICAL HINTS * The playing area is not very large in this scenario so close combat troops will have a big advantage. # It’s best to take a Bigboss or a Warboss equipped for close combat to kill any hard enemy characters. + If you’re attacking, watch out for the Booby Traps strategy card and disperse your Boyz as quickly as possible. |L IVY VY VVVVVVVYVVVVVVVVVVYYVVVVYYVVVVVVYVVYVVVVVVYVV" dud] Scenario 3: CUT & RUN The Ork force consists of 1,200 points, chosen from the army list in the Ork Codex. The limitations listed below apply to the things you may choose from the Ork army list. + No special characters apart from Nazdreg may be used. + No psyker may be used, * Ork battlewagons and captured Blood Axe vehicles may not be used. s cost double their normal points + Characters may not be given any wargear cards worth more than 20 points. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the ‘Ork player has the following card to use in this battle: Jnsane Courage. Ork Contingents: After the Ork player has chosen his army he must split it into six contingents numbered ~ wait for it, wait for it — one to six! Each contingent must contain at least one character, mob, vehicle or support weapon from the army. ‘There is no maximum number of choices you may put in a contingent. Mobs may not be split across contingents. If there aren’t enough elements of the Ork army to make six contingents, then the Ork player has to choose a new army! Haphazard Deployment: Roll a D6 at the start of cach Ork tun. On a roll of 4-6, one contingent enters play from the eastern table edge. Roll a D6 to determine which contingent enters play. If that contingent is already in play, you may pick which contingent to bring on instead. IMPORTANT: The Space Marines may not start to withdraw (i.e, move out of the Scouting Zone) until you roll for a contingent and it’s already in play or you bring mounted or vehicle driving Orks into play. TACTICAL HINTS: + When your reinforcements enter play make sure that they move towards the enemy as fast as possible. * Try to get your fast stuff between the Space Marines and their table edge. * Some Lootas are good for gunning. down those high speed Ravenwing vehicles when they try to escape. ++I you put all your yehicles in one squadron, you will avoid the Space ‘Marines realising that they are facing overwhelming odds until the last moment, (" \AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAL Scenario 4: HOLD THE LINE! ‘The Ork force consists of at least 1,500 points (see the Recon Report in the rulebook for notes on game size), chosen from the army list in the Ork Codex. The limitations listed below apply to the things you may choose from the Ork army list + No special characters apart from Nazdreg may be used. + No psyker may be included in the army. + Ork battlewagons and Blood Axe captured vehicles may not be used. * Vehicles and support weapons cost double their normal points value. * With the exception of Nazdreg, characters may not be given any wargear card worth more than 20 points. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead, the Ork player has the following card to use in this battle: Reinforcements. Wot a Bunch of Panzies: The Orks’ initial success meant that the Boyz’ morale was on a high at the start of the battle. Because of this Orks that fail a Break test become ‘shaken’ me way as Space Marines do. This special rule no longer applies from the 4th Ork turn, once it becomes obvious to the Boyz that this isn’t going to be quite the walk-over they had anticipated... If a mob is shaken at the start of the 4th Ork tum it becomes broken as normal. TACTICAL HINTS + As well as having lots of Boyz and a huge Gretchin screen for the main assault on Koth Ridge, make sure that you can deal with anything the Space Marine reinforcements may throw at you. * Take lots of heavy weapons and put them on overwatch in case some vehicles turn up packed with Space Marines. * Bring along lots of close combat Boyz (particularly Goff Skarboyz and Kommandos) to deal with ‘enemy Assault squads. * All of the Space Marines will be behind cover and on overwatch during the first turn, so take heavy weapons that do not require any tolls to hit. Shokk Attack guns, Kustom Kombi weapons, Pulsa Rokkits (not too many), to name but a few, are all very efficient at attacking troops in cover. AAV VVYVVYVVYVYVYVYVVVVVVVVYVVYVVVVYVVVVVVVYVVVVVVVV" Scenario 5: SHADOW WARRIORS ‘The Ork army consists of two parts ~ the Gretchin picket line (acting as sentries, not on strike!) and the Orks encamped to the cast, The Ork player starts with ten Gretchin to form his picket line. The Ork split into two Mobs, each ng 2D6 basic Orks (with bolt pistol, axe and Frag stikkbombz). If you roll a double the Mob also includes a Nob, armed with a bolt pistol, chainsword, Frag and Krak stikkbombz. The Nob does not count towards the number of Orks (for example, a roll of double 4 indicates that a Nob and 8 Boyz are present). SPECIAL RULES Strategy Cards: The Orks have no strategy cards in this battle. Picket Line & Campsites: At the start of the battle there are three mobs of Orks or Gretchin on the table. The two Ork mobs are placed round the campsites, and the Gretchin mob forms the picket line. The Gretchin may ignore the rules for Squad coherency, while the Orks in the campsite form regular mobs and must maintain coherency for the entire battle. The Gretchin act as sentries and move as detailed in the rulebook. The Ork mobs do nothing and may not spot the Scouts until ised (unless a scout moves istance, in which case you should check as normal), Psychology: The Orks will be outraged if their camp is disturbed, and they are under special orders to let nothing pass their position. All the Ork forces in this scenario are immune to psychology and Break test TACTICAL HINTS * When you place the Gretchin try to space them out so that they cover as much ground as possible and deploy them in depth. This way, even if the Scouts get past the first line of sentries, there will always be more in front of them. + Once the Scouts have been spotted, you will have the advantage of numbers and firepower, so use them well. * Watch out for Sergeant Naaman, He is very good in hand-to-hand combat. WS) VV VV VVVVVVVVVVVVVVVVYVVVY MAAAAAAAAAAAAAAAAAAAAAAAAAL /LAEVYVYVVVYVYVVVVVVVYYVYVVV" Scenario 6: REVELATIONS ‘The Ork force consists of two armies chosen from the army list in the Ork Codex. One army starts deployed on the table and is worth 500 points. The second army enters play as reinforcements and is worth 1,500 points. The limitations listed below apply to the things you may choose from the Ork army list. + No special characters may be used in either army. + No psyker may be u * Ork battlewagons and Blood Axe captured vehicles may not be used. * Vehicles and support weapons cost double their normal points value. * Characters may not be given any wargear card worth more than 20 points. * The Ork army that starts on the table mu nclude a mob of at least 10 Ork Boyz on foot (ie, not on boars or bikes!). ‘The Boyz may come from any clan. SPECIAL RULES Strategy Cards: The Orks have no strategy cards in this battle. Wotz Goin’ On? The Orks were initially unaware of the Space Marines’ presence and were slow to react to the attack, In the first tum, roll a dice for each Ork mob, character and vehicle. On a roll of 6 they may move and fight normally; on any other roll the mob or character may do nothing for the turn. In the second turn repeat the process, however the Orks may act normally on a roll of 4, 5 or 6, Note that you must roll for every mob, character or vehicle in the second turn, even if they reacted in the first turn, From the third turn onwards, the Orks have realised what is going on and may move and fight as normal, Ork Reinforcement Contingents: The reinforcement Ork army must be split into six contingents numbered one through six Each contingent must contain at least one character, mob, vehicle or support weapon from the army. There is no maximum. number of choices you may put in a contingent. Mobs may not be split across contingents. If there aren’t enough elements of the Ork army to make six contingents, then the Ork player has to choose a new army! Random Ork Reinforcements: Starting with the Orks’ third turn, roll a D6 each turn. On a roll of 4-6 one randomly chosen Ork contingent arrives. Roll a D6 to determine which contingent turns up. If that contingent has already arrived you may choose which one arrives instead. Roll the Scatter dice in the middle of the table to determine from where on the table edge they enter play. A ‘hit’ on the Scatter dice means that they ‘port onto the table through the energy portal! Vehicles enter ‘at combat speed, other troops may not run or charge on their ier player is allowed to deliberately attack the building itself. In addi ‘weapons with blast markers that can scatter — in fact any weapon that might scatter — may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead. Finally, vehicles are not allowed to ram the building; any vehicle forced to do so will flip and crash 2" short of the building (assume the driver or another AAAAAAAAAAAAAAAAAAAAAAAAA[E] TACTICAL HINTS +The Orks must defend the power plant and the relay at all costs. + Unfortunately, Deathwing ‘Terminators are attacking, so you ‘will have to equip your Boyz with some weapons that can get through their armour. + Sergeant Naaman makes an ‘appearance in this scenario so you would be wise to have a few tricks ‘up your sleeve to deal with him. Scenario 7: BATTLE AT BARRAK GORGE isis of 1,500 points st in the Ork Codex. The limitations listed below apply to the things you may choose from the Ork army list + No special characters apart from Nazdreg may be used in the army. + No psyker may be included in the army. + The only things that may be taken from the Support section are buggies, warbikes, Scorchers and wartraks. Nothing else from the Support section may be used. + Vehicles cost double their normal points value, * With the exception of Nazdreg, characters may not be given any wargear ‘card worth more than 20 ps SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Ork player has the following cards to use in this battle: Divine Inspiration and Saved. Nazdreg’s Flank Attack: Nazdreg led a small force up a hidden gorge to coutflank the Imperial position. To represent this, Nazdreg and a force consisting of characters, Nobz, and Boyz. who are a) all on foot (no bikes or Boarboyz!) and b) are worth no more that 200 points not including Nazdreg. This force may deploy in the same way as Blood Axe Kommandbs (see the Ork Codex). All of the models must deploy together in an area within 6" of Nazdreg. (" KAA AAA AAAAAAAAAAAAAAAAAAL MAAAAAAAAAAAAAAAAAAAAAAAAAL The Power Plant: The power plant is vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself. In addition weapons with blast markers that can seatter — in fact any weapon that might scatter — may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead, Finally, vehicles are not allowed to ram the building; any vehicle forced to do so will flip and crash 2" short of the building (assume the driver or another crewman caused the crash as he attempted to swerve away, or whatever!). (DAAAAAAAAAAAAAAAAAAAAAAAAA TACTICAL HINTS + The Orks must capture the power station quickly, so take as many fast ‘troops as you can. + Using Blood Axe Kommandos and Nardreg’s flank attack will give you the perfect opportunity to deploy big mobs of Boyz close to the enemy, ready to attack. + Most of the Space Marine defenders will be deployed in hard cover so any ‘weapons that ignore cover, such as Kustom kombi-weapons and flamers, will come in very handy. ‘+ Remember not to waste points on blast marker weapons as they cannot be used near the power plant, where most of the Space Marine defenders will be. Scenario 8: COUNTER-ATTACK The Ork force consists of 1,500 points chosen from the army list in the Ork Codex. The limitations listed below apply to the things you may choose from the Ork ial characters apart from Nazdreg may be used in the army. + No psykers may be included in the army. + The only things that may be taken from the support section are buggies, warbikes, Scorchers and wartraks. Nothing else from the Support section may be used. (The rest of the available Ork support weapons have been moved into position for an attack on Koth Ridge, and are not available for this battle). * With the exception of Nazdreg, characters may not be given any wargear card worth more than 20 points. + No allies may be used. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Ork player has the following cards to use in this battle: Reinforcements and Insane Courage. The Power Plant: The power plant is vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself. In addition weapons wi — in fact any weapon that might scatter — may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead. Finally, vehicles are not allowed to ram the building; any vehicle forced to do so will flip and crash 2" short of the building (assume the driver or another crewman caused the crash as he attempted to swerve away, or whatever!). A Rag-Tag Force: The Orks defending the power plant were a rag-tag collecti of troops that just happened to be in the area at the time. ‘To represent this, the Ork player must randomly split his army into two groups, and then pick one of these groups to defend the power plant. To do this the Ork player rolls a D6 for each character, mob, vehicle or vehicle squadron. On a roll of 1-3 the unit goes to group A, on a 4-6 it goes to group B. Once all the army has been randomly divided up, the Ork player may pick which group he wishes to set up on the higher percentage of certain types of troops than would rmally be allowed Ork Reserves: The Orks that do not set up on the table represent the Ork reserves that are available. At the start of each turn th blast markers that can scatter DAAAAAAAAAAAAAAAAAAAAAAAA[A] the Ork player may pick one mob, vehicle or vehicle squadron (which can be joined by one character model if he wishes) to enter play as reserves. TACTICAL HINTS: + In this scenario you must defend both the power plant and the telly porta portal, but the Space Marines will probably make a big thrust for ‘one of them. Don’t fall for a decoy attack — watch the enemy closely. + The Space Marines will probably have a very quick attacking force of Ravenwing bikes and landspeeders, Assault squads and other nasty stuff. ‘Make sure you have the troops and weapons to deal with them. + Kustom kombi-weapons and Shokk Attack guns are good at destroying Ravenwing vehicles, and close combat troops can deal with any Space Marines who try to get close enough to take the objectives. MAAAAAAAAAAAAAAAAAAAAAAAAL ("KAA AA AAAAAAAAAAAAAAAAAAAL A VYVYVYVVVVVYVVYVVVVVVVV\.) Scenario 9: DEATH BY MOONLIGHT The Ork force consists of at least 1,500 points, chosen from the army list in the Ork Codex. The limitations listed below apply to the things you may choose from the Ork army list. + No special characters apart from Nazdreg may be used. + No psykers may be included in the army. + Ork battlewagons and Blood Axe captured vehicles may not be used. + Except for Nazdreg, characters may not be given any wargear card worth over 20 points. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Ork player has the following cards to use in this battle: Look Out Sir, Aaargh! and Insane Courage, Night Battle: This battle was fought TACTICAL HINTS during the night (albeit a moonlit one), so + Attacking on one flank is far easier the maximum range of any weapon is ‘vai atucle ne ua cone limited to 16", no matter what is stated in the rulebook (hit modifiers for short and + If you launch your main attack long range apply as normal). Weapons that down one flank, try using & scatter may hit targets that the attacker diversionary attack down the other. can’t see, but must initially be fired at a This will split the Space Marine visible target. forces and make it harder for them No Headlights: As vehicles are driving CONOR EE without headlights to avoid being spotted, * Bikes and buggies are essential in roll a D6 cach time a vehicle moves at fast this scenario as they provide a speed. Make the dice roll just before the punch to your attack and will open vehicle moyes. On a roll of 2-6 the vehicle up gaps in the Space Marine line. may move normally, but on a roll of 1 it moves out of control for the tum. (ARAAA RADAR AAAAAAAA AAAI fa eRETR Ork Battle

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