Invasion: Necromunda

Phase 2

    Armies: Orks vs Imperial
    Initial Necromuda Campaign:
  • House Delaque (Eric-A, Yves Sti-man)
  • House Esher (Marc)
  • House Orlock (Michael)
  • Redemptionist Crusaders (Eric-G)
  • Ratskin Renegades (Frederic)
  • Blood Axe Commandoes (JP et Dji)
  • 35th Assault Marine Squad (JP) Points per Army: Yet Undetermined
    Winner: Not yet faught

Setting
This battle takes place after a short Necromunda campaign that ended with the Bloodaxe Commandoes blowing up an Imperial generator deep within the underhive. High Commissar Yarrick came himself to stop the destruction, but came in too late to save the generator.
The second part of the battle takes place in the Underhive. Commissar Yarrick, being extremely mad at the Underhivers (The Trash), decides to recruit them and turn them quickly into Imperial troops. He plans on using them as a militia force to try and have them destroy a part of the Ork forces. Yarrick himself will lead the army into battle.
After some early successes (and mainly due to the insufficient number of a battle-worthy force on the Imperial's part), Gazkul knew he would have to get some additionnal supplies and ammunition for his troops. So he plans on raiding the settlement of Fort Pacman. But Yarrick has other plans for the Ork warlord.

Battlefield
The Battlefield will be one modeled around a Necromunda Underhive. The Orks will have only limited access to vehicules.

Orders

Orks (Lead by Gazkull)
The Ork's mission is to cross the battle field. They will gain victory points as for an "Engage & Destroy" and they will get the value (as if destroyed) for every unit that passed. They plan to kill as many Oomies as possible doing so.

Imperial Forces (Lead by Yarrick)
Yarrick's troops know the terrain and the ways of fighting in the underhive and this will give them a huge advantage. They will BOTH deploy last AND start playing. The Ork player will have the advantage of the table edge.
Yarrick's order is to maintain the line for at least 5 turns. At the end of the five turns, he will gain a number of points equal to the point value of his standing men.

Game Duration
The game lasts for five turns or until one of the forces are withdrawn.

Special Rules
For the Underhivers, coherence rules will apply and the Imperial Guard rule stating that the Heavy Weapon can separate from the gang. There will be NO barrage shots (the battle is held inside the Spyre).
The Bottle-out rules do apply (only for Underhivers), but only when 50% of a gang are down
To speeden the game, every model running out of wounds is automatically considered Out-of-Action. However, all "Captured" rolls are considered "Full Recovery".
Also, all the gangs will be given the "Dispersed Formation" ability.Thus allowing them to spread 4' apart. Each gang member will be given his own action (like in a Necromunda game) instead of one action for the whole gang/squad.

Battle Result
The result of this battle will determine campaign scenarios for our Necromunda League.


Mata Ne !
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