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Thread: Notez from da Undaground

  1. #1

    Notez from da Undaground

    NOTEZ FROM DA UNDAGROUND
    A TALES OF THE SEFIREM SECTOR CAMPAIGN

    “All da orks ov Manos fly yer banner, Kommanda. Dere ain’t any orks what won’t follow you to Waaagh! ‘Cept fer dose odd boyz what live in da Undaground. But da doks ain’t even sure if dey IS orks....”


    Nadgers

    ---

    “I didn’t ‘ear it hit. Do annuver sounding.”

    Skullkrunk peered over the precipice and into the bottomless darkness of the forge stack’s effluence hole. It had been hard to find an entrance to the Undaground big enough for his purposes. The ability of the Sewer Muties to crawl up out of anywhere and cause havoc had always angered him, just as it had scared the boyz of Manos. Many mobs carried a burna just to flush out anything that caused a sound in the many pipes and sinkholes that pierced the surface of the ruined forge world. Skullkrunk figured it was finally time to take the disgusting mutants out on his terms.

    Dunk interrupted Skullkrunk’s seething as he readied the sounding device. “We’s ready, boss. Dis one’s lively, we’re sure ta hear it go.” The unfortunate grot struggled and chewed at Dunk’s hand desperately, emitting squawks whenever it came up for air. Dunk casually tossed the creature over the edge of the pit, and the gathered orks all strained to hear its echoing shrieks as it was swallowed up by the blackness.

    “I fink I ‘eard it hit dat time,” said Dunk. “I’ll run it by da meks, dey’ll get da cranes ready.”

    “Just make it fast,” growled Skullkrunk. “I ain’t gonna wait all day for dis.”

    Dunk shuffled off, elbowing his way through the horde of boyz that mobbed the ruined factory space around the effluence hole. Over the din of the orks, Skullkrunk’s keen ears caught the grumbling engines of war machines parked outside. The surface and the sky of Manos were under Kommanda Shinbash’s control, and it was his job to ensure the orks of the Undaground bowed to his warboss’s command.

    A sibilant hiss, almost hidden under the ambient cacophony of the orks, echoed up from deep within the effluence hole. Though the psychic warning it bore was not heard by Skullkrunk’s dim mind, its threat was unmistakable. A chill ran up Skullkrunk’s spine as the noise faded - a twang of fear that quickly shifted to rage.

    A nearby grot found itself hoisted in the air, inches away from Skullkrunk’s terrifying eyes and rusting iron gob. “GET ME MY STIKKBOMMS!” The nob’s bellow covered the cowering creature in spit. He flung the grot in the general direction of the gun pile and snarled at the darkness of the pit. “I’m gonna clear da drop zone.....”


    ---

    Though Kommanda Shinbash has taken control of Manos, the Tyranid threat still lurks in the bowels of the Forge World. Tired of fighting the half-ork half-genestealer mutants, the Kommanda dispatches his lieutenant Skullkrunk to lead an invasion of the Undaground in the hopes of flushing them out. But he underestimates the power the Tyranid hold in that dark realm...

    Skullkrunk’s Invasion Force
    Warboss with Powerklaw, Cybork Body and Bosspole
    Big Mek with Kustom Force Field
    5 Nobs with 2 Powerklaws, 2 Big Choppas, 1 Mad Dok, Cybork Bodies
    14 Lootas (2 squads of 7)
    30 Shoota Boyz with 3 Big Shootas and Nob (Powerklaw, Bosspole)
    19 ‘Ard Boyz with Nob (Powerklaw Bosspole)
    12 Choppa Boyz with Nob (Powerklaw, Bosspole)
    2 Deffkoptas with TL Rokkit Launchers
    1 Battlewagon with Deff Rolla, Armor Plating, 2 Big Shootas
    2 Trukks

    The Hungering Shadow
    Hive Tyrant with Venom Cannon, Hive Commander
    Harpy
    Genestealers with Broodlord
    Ymgarl Genestealers
    Hormagaunts
    20x Termagaunts with Fleshborers, Spore Pod
    3x Pyrovores with Spore Pod

    Setup: Two buildings set up in the south; one cathedral and some forests set up in the north. Gametype is Annhiliation, with Pitched Battle deployment.

    Tyranid deploy with the Hive Tyrant in the far northeast and the Harpy lurking behind the northern cathedral. Everything else is kept in reserve. Orks deploy with the Shoota Boyz central, the trukks, battlewagon and koptas forward, and the two squads of lootas on either side of the mob.

    Turn 1

    Tyranid: The Hive Tyrant fires a Venom Cannon shot that goes astray, while the Harpy moves into position while staying out of line of sight of the orkish firepower.

    Orks: The lootas have deployed in a way that they can catch the Hive Tyrant in a crossfire. In a storm of firepower from stolen heretek weapons, the mighty beast is caught off guard and reduced to a single wound. Uttering a warcry, the rest of the Ork forces surge forward, hoping to catch the Harpy and finish the fight.

    Turn 2

    Tyranid: Hearing the angry cries of She-Who-Sees, the rest of the hive awakens in fury. A swarm of Hormagaunts and Genestealers led by their Matriarch (Broodlord) appear on the ork’s eastern flank, while the Ymgarl genestealers crawl out of the building directly to the west. Retribution comes swift for the lootas, as they are summarily devoured by the swarms of hungry monsters, leaving the mass of shoota boyz they were protecting surrounded and terrified. Meanwhile the Harpy makes its move, swooping out of cover and using its venom cannon to blow up the trukk full of boyz.

    Orks: Ignorant of their rearguard’s trouble, the battlewagon full of ‘ard boyz and the nobs see their target clearly. While the battlewagon moves within range of the Harpy, the nobs speed towards the reeling Hive Tyrant and leap out of their trukk. Unfortunately, their hopes for a real fight are stymied when the Deffkopta’s rokkits impact with the Tyrant, finishing it off. In the backfield, the shoota boyz decide to engage their eastern flank, and move to shoot and charge the screening hormagaunts. Unfortunately for them, their guns do enough damage to send the Hormagaunts fleeing, denying them a charge and opening them up for a counterattack by the Genestealers lurking behind them. Meanwhile, the trukk boyz charge the Ymgarl genestealers in the hopes of holding them off from the main forces. However, what they hoped was a brave attack turns out to be suicidal, as they are devoured summarily. Things are not looking good for da boyz.

    Turn 3

    Tyranid: The genestealer’s noose clinches on its target. In a storm of hissing teeth and claws, the Matriarch’s Coven and Ymgarl genestealers descend on the hapless boyz. Their gruesome work is over swiftly. Reinforcement also arrive in the form of a spore pod full of Pyrovores, who land sadly off target and away from the fight. Meanwhile, the harpy’s venom cannon explodes the Battlewagon and causes it to disgorge its squad of boyz. Intent on not giving the orks the initative, the monstrous creature slams its way into the orks in an assault. Despite losses taken to the creature’s claws, the orks manage a good counterattack and injure the creature.

    Orks: While the fight with the Harpy continues, the fleeing hormagaunts catch the attention of the nobs. Not letting a good kill point go to waste, the warboss orders his nobs to move and support the fight, while he charges to chop up the hormagaunts before they can get any further. Meanwhile the Deffkoptas spot a tasty target and blow up the Pyrovore’s spore pod in a shower of gore. With a final strike of his powerklaw, the nob Dunk manages to take out the Harpy.

    Turn 4

    Tyranid: Unfortunately the ‘ard boyz warcry is cut off by a blast of acid from the Pyrovores, cutting their numbers to twelve. To make matters worse, the genestealers have finished their meal and are making their way up from the backfield, and a spore pod full of Termagaunts slams down to the north of the warboss. The gaunt’s fire pummels the arrogant warboss and takes him out of the fight.

    Orks: Though the deffkopta’s firepower gibs one of the Pyrovores, the orks have to react fast to get out of this jam. The ‘ard boyz, their numbers reduced, leap into the idling trukk left by the Nobs and escape from the reach of the Pyrovores. It drives north, attempting to ram the synapse-less gaunts and cause them to break, but the creatures prove resilient and hold despite the car full of jeering greenskins. The nobs also move north to engage the swarm.

    Turn 5

    Tyranid: In a hissing mass, the gaunts move to engage the nobs, showering them in living firepower. However the mad dok’s elixirs prove effective against their poisons, and the nobs hold. They meet the swarm in assault, and drive the wave of tyranid back, breaking their morale and causing them to flee. They use their consolidate move to retreat back towards the Deffkoptas, which have been caught in assault by the lurking Ymgarl genestealers. Though one has been grounded, the other holds against the Lost Maidens (whose numbers have been reduced by combat with the previous orks).

    Orks: The nobs rush to defend their deffkoptas, knowing that they can’t allow many more casualties if they want to stand a chance. Their assault knocks the remaining Ymgarls out, allowing the deffkopta to escape - but the Matriarch’s coven, uninjured in any conflict, lurks behind them. The nobs form a line to prevent the genestealers from going any further. Meanwhile, the ‘ard boyz take the easy killpoint and rip apart the termagaunt’s spore pod.

    The dice roll demands another turn.

    Turn 6

    Tyranid: The nob’s last stand proves to be just that, as the hissing genestealers and lumbering pyrovores descend on the foolishly brave orks. The greenskins refuse to die quickly... but nevertheless, they die. As a final insult, the fleeing termagaunts refuse to leave the field of play, the glimmer of the Hungering Shadow causing them to take their time in their retreat. With icy cunning and more than a little cheek, the Gaunts fire upon the nearby trukk - causing it to detonate in an explosion lucky enough to cause a failed morale test on the nearby boyz.

    Orks: At this point the game is over. Though the ‘ard boyz rally, they are out of range to get revenge on the gaunts.

    Final Score: Tyranid 8, Orks 6. The termagaunt’s refusal to leave the game board, and subsequent destruction of the trukk, prevented this from being a tie.

    Final Thoughts: This game was a lot closer than it should have been, mostly because I got some easy kill points off of spore pods. With a few changes, this kind of genestealer-heavy list is really nasty for da boyz.

    ---

    “Mek’s say da power’ll be on in a jiffy, boss,” said Dunk from somewhere near the back of the mob. If he could have seen him, Skullkrunk would have swatted him with his power klaw for an inane comment like that. They had been fighting in the blackness for what seemed like hours, and for all Skullkrunk knew they weren't even under the hive any more. For once though, Dunk's habitual overconfidence bore fruit, as with an enormous series of clacks the emergency floodlights switched on.

    For the first time since they’d left the powered conduits Skullkrunk could see his army in full. The sullen muck-covered orks, blinking in the sudden light change, were an infuriating sight. Skullkrunk would need a lot more hands to be able to count the number of losses his forces had suffered since entering the twisting tunnels of the Undaground.

    “Looks pretty good, boss!” said Dunk, surveying the miserable scene.

    “Go find out how many boyz we got left, ya git,” snapped Skullkrunk. “We ain’t gonna be able ta come back da way we came, not unless da walls stop coming alive.” Skullkrunk turned and peered into the echoing darkness of the cave, which slowly came into focus as the grots maneuvered the spotlights.

    It was one of the boyz that first noticed it. “Cor....” Staring up in wonder, the army stood still and just gaped.

    In stark contrast to the cramped tunnels of the forge world’s sewer and power conduits, this chamber opened up into a vast space. The cavern was clearly carved by natural forces from bedrock, its crumbling and tunneled walls kept supported by the rusted foundation beams of the hive above them. The sound of running water resolved into an underground river of toxic runoff, fed by a waterfall of oily waste from a broken pipe above. Large pillars, left standing by the erosion and covered with moss of questionable origin, loomed in the shadows.

    Atop one of these pillars, unnervingly close to the assembled mob and dramatically lit in the spotlights, stood a single robed ork.

    “OY!” bellowed Skullkrunk, jabbing a finger at the stranger. “GET DOWN FROM DERE ‘FORE WE SHOOT YA DOWN!”

    The strange ork looked up and removed its hood, ignoring the threat. It was rather obviously one of the Sewer Muties, though its face was refreshingly ork-like despite its unfamiliar orange warpaint. As its robe fell open, however, Skullkrunk was unnerved by the small arms that attempted to hold the folds of the robe closed. Probably just a helper grot, he thought to himself. With claw-arms. That’s grafted to his chest. Probably.

    The facepainted Sewer Mutie spoke, his voice gargling. “Wot’re ya doin’ in Warboss Murdread’s stompin’ grounds?”

    Skullkrunk grunted a chuckle. “Warboss Murdread? He’s dead, ya git. Got scragged by da humies ‘fore da Kommanda eva set foot on Manos. You gits gonna join the Waaagh! or we gonna have ta make ya?”

    The strange ork gargled what might have been a laugh. “Da Kommanda? Does he fink he’s da biggest on Manos? Da Sisters of da Hungerin’ Shadow know betta. Dey know ALL.”

    Now Skullkrunk was downright confused. “What da zog are you on about? Yer gonna be ground inta chow an’ fed to da squigs once I get my hands on....”

    Skullkrunk cut himself off at the sound of a strange echo that had been building at the edge of his hearing. That same sibilant hiss he’d heard before, but this time cut with the familiar sounds of orkish war cries. It built louder and louder in the giant chamber, causing Skullkrunk’s boyz to ready their weapons and search the shadows for fights.

    “Yer in our territory now,” said the warpainted ork, his voice stronger and more confident. Skullkrunk gaped as an arc of green electricity slid across the ork’s head. “And yer gonna be fed to US!” In the shadows of the cavern, the walls came alive with hissing, screaming xenos. The warpainted ork raised his hands, feeding off the combined energy of the Waaagh! and the psychic choir of the Hive Mind to produce a storm of horrendous electrical fire.

    “KILL IT!” bellowed Skullkrunk to his panicking army as he raised his big choppa in defiance. The muzzle flares of shootas lit the Undaground, their racket punctuating Skullkrunk’s warcries.

    “SHOOT EVERYTHING! KILL ‘EM ALL! WAAAAAAAAGH!”

  2. #2
    Veteran Sergeant Cold_Blooded's Avatar
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    Re: Notez from da Undaground

    Great report, really enjoyed reading it
    Surfing against the Vermintide since -1399

  3. #3
    Chapter Master SevenSins's Avatar
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    Re: Notez from da Undaground

    yeah that was a nice one
    Happiness is having an alibi and a big backyard to bury the bodies

  4. #4

    Re: Notez from da Undaground

    Ah, great stuff.

    I always enjoy your reports, Wu. Best I've read. Keep 'em coming!
    That's my story and I'm sticking to it,

    Spoik

  5. #5

    Re: Notez from da Undaground

    Skullkrunk woke up the same way he had fallen unconscious.

    As soon as his eyes could focus on the green face looming over him, he threw a punch that connected with a jaw. He staggered to his feet while his opponent reeled back, just managing to recover enough balance to receive the charge from what now resolved to be a big ork. The momentum of the tackle knocked the wind out of Skullkrunk, but he managed to stay on his feet and stagger back until his back hit a wall.

    While the two orks grappled in the clinch, a few details flew past Skullkrunk’s mind. First, he was clearly alive, a situation he did not expect when he fell during the fight with the Undaground xenos. Second, the dim chamber he was in was filled with other orks, their cheers for the two combatants muffled behind gasmasks. Third, he was missing his weapons and armor - a situation that gave him an advantage of flexibility in a fistfight.

    With a roar, Skullkrunk sank his teeth into the big ork’s shoulder. The tough hide tasted strangely of chemicals as he ripped out a large chunk of flesh. His opponent flinched back, and in the opening Skullkrunk grabbed the ork’s head and slammed it down on his knee. Unfortunately, the presence of a metal plate caused the satisfying crack of bone to come from Skullkrunk’s knee instead of the ork’s head. The two reeled back from each other in pain, and the big ork laughed.

    “HA HA HA! Dat’s a zoggin’ good fight you put up! I guess da Kommanda’s gits ain’t all weedy. Wot’s yer name?”

    Skullkrunk spat blood and tested his weight on the injured knee. “Da name’s Skullkrunk. Wot’s it to ya?”

    “Skullkrunk it is! Har har har. Welcome to da Undaground! Hope ya been enjoyin’ yerself!” The big ork’s eyes never seemed to look at the same place as he talked, and his voice swung wildly as if his mood changed mid-sentence.

    Skullkrunk shifted nervously and peered around the dim chamber at the blank stares of the gasmasked orks around him. “You ain’t Mad Murdread, is ya?”

    “DA SAME!” Murdread grinned expansively, his acid-scarred face ecstatic. “And YER gonna fight da Brain Squigs fer me!”

    Skullkrunk stared in confusion. The insane warboss seems to have skipped a few steps. “Wot?”

    “Brain Squigs! Big floaty things? Dey tell ya what ta do or blow ya up? Or sometimes dey have big claws, it changes.”

    “I have no idea wot da zog yer on about.”

    “Dat’s why ya fight em! Ya don’t hear ‘em whisperin’ in yer ‘ead like us. Listen to dem long enough and ya start turnin’ into a squig.”

    Skullkrunk peered around the room. These orks were undoubtedly Sewer Muties, but they did seem more... orky than the half-breed things he had been fighting before. He could feel the nervous tension in the air, the unmistakeable sensation of orks ready for Waaagh! Maybe this was what the Kommanda had sent him down here for.

    “I still have no idea what yer gabbin’ about, but a fight’s a fight,” he grunted. “Give me my choppa and point me at ‘em!” The tension broke as the Sewer Muties let up a gurgling cheer, their boots stomping the ground in time to the rising heartbeat of orks on the warpath.


    ---

    Though his invasion force has been ravaged by the Tyranid, Skullkrunk has found allies among the Sewer Muties - orks who, while scarred by the industrial pollution of Manos, have so far evaded the psychic domination of the Genestealer Cult. If he can strike against their Synapse creatures, he has a chance to recover control of the mission.

    Skullkrunk’s Invasion Force
    Warboss with Powerklaw, Cybork Body and Bosspole
    Big Mek with Kustom Force Field
    5 Nobs with 2 Powerklaws, 2 Big Choppas, 1 Mad Dok, Cybork Bodies
    14 Lootas (2 squads of 7)
    30 Shoota Boyz with 3 Big Shootas and Nob (Powerklaw, Bosspole)
    19 ‘Ard Boyz with Nob (Powerklaw Bosspole)
    12 Choppa Boyz with Nob (Powerklaw, Bosspole)
    2 Killa Kans with Grotzookas
    1 Battlewagon with Deff Rolla, Armor Plating, 2 Big Shootas
    2 Trukks

    Splinter Fleet Ragnarok
    She-Who-Sees (Hive Tyrant with Venom Cannon, Hive Commander, Leech Essence)
    Last-Of-Blades (6x Tyranid Warriors with Boneswords)
    Sisters of the Hungering Shadow (3x Zoanthropes with a Sporepod)
    2x Hive Guard
    9x Tyranid Warriors with Deathspitters, 1x Venom Cannon
    20x Termagaunts with Devourers

    Setup: A cathedral is located southeast of center, with forests to the north. Two buildings and assorted ruins take up the northeast and southeast side of the board. Game type is Annihilation, with Pitched Battle deployment. The Tyranid deploy first, with just the Hive Tyrant and two Hive Guard to the north of the forest. Orks deploy in a wide swathe to the south of the Cathedral, with Lootas on the far east and west sides. A Battlewagon lies to the west of the main Shoota boy squad, while the Trukks and Kans lie to the east.

    Turn 1


    Tyranid: The Tyrant and Hive Guard advance forward into the forest, trying to get out of line of sight from the Lootas. Their long-distance firepower goes awry and does no damage.

    Orks: The orks move generally forward, their long-range firepower from lootas and big shootas peppering the Hive Tyrant down to 2 wounds. The trukks hide behind the Cathedral wall, forgetting that the Hive Guard don’t need to see them to destroy them.

    Turn 2

    Tyranid: The first wave of the Tyranid attack arrives, as a Spore Pod full of Devourer-armed Termagaunts lands smack dab in the middle of the ork’s eastern forces. Relying on their alpha strike to thin out the dangerous crowd of shoota boyz, they unleash a storm of fire. Unfortunately, the boyz are protected by the battlewagon-mounted Mek’s shield, and only 8 boyz die to the fire. Meanwhile, the Hive Guard pop the forward Trukk, causing its boyz to bail out. The Tyrant’s Venom cannon continues to miss.

    Orks: Having failed to cripple their target, the stranded Gaunts are now in trouble. The Gaunts go to ground as the Kan’s grotzookas pepper them and the Loota’s firepower wipes out their Spore pod. Meanwhile the dismounted slugga boyz yell a warcry and charge the Gaunts, chewing through the creatures and wiping them. The Warboss and his Nobs, having dismounted to get in on the fun, are a bit put off by how quickly the fight ended. On the Western front, the battlewagon advances, and the shoota boyz slog into the ruins of the Cathedral.

    Turn 3

    Tyranid: The second wave hits. A new spore pod takes the place of the Gaunt’s pod - but this time it is filled with 9 Deathspitter Warriors. Meanwhile, Bonesword warriors outflank to the west, surrounding the Lootas on the flank. Finally, a pod of three Zoanthropes deploy to the north of the Battlewagon. While the bonesword warriors make a tasty snack out of the Lootas, the shooting phase doesn’t go so well. The Deathspitter warriors aim for the Warboss and Nobs, but cybork bodies and Feel No Pain protect them. Meanwhile, the Zoanthropes beat the odds and all fail their Psychic checks - one suffering a Perils of the Warp wound in the process. The only bright side is the Tyrant leeching a wound back off of the shoota boyz.

    Orks: The Battlewagon’s boyz have no interest in getting involved with the crazy murderers who just reamed the lootas. Instead, they see a chance left open by the Brain Squig’s failure. Kicking the battlewagon into gear, they arrive and pile out (except for their attached Big Mek), surrounding the synapse creatures and pulling them down despite their struggles. Meanwhile the Shoota Boyz open fire on the Bonesword warriors, dealing pitifully few wounds. On the eastern front, the Warboss meets the giant tyranid organisms head-on as the boyz and nobs charge them after a quick softening up from the Killa Kans. The fight is over quickly, as powerklaws make short work of the synpase critters. The spore pod, multi-charged in the conflagration, dies to massive No Retreat wounds.

    Turn 4

    Tyranid: The Bonesword warriors, seeing a moving car, decide to chase. They are able to multi-charge the Battlewagon and the ‘ard boyz, with many directing their attacks at the Battlewagon’s vulnerable rear armor. Unfortunately for them, they fail to hit the moving target, as it rumbles out of their reach. However those that attacked the orks find their boneswords can carve through their ‘eavy armor like butter, and they scythe through the greenskins. More orks fall to fearless checks and the Hive Tyrant’s heavy venom cannon. The Hive Guard advance on the eastern front, their strikes blowing up an empty trukk.

    Orks: The ‘ard boyz, trapped between a rock and a hard place and abandoned by their Battlewagon, put up a good fight. The powerklaw manages to kill one of the Warriors before the final greenskin is torn apart by the ravenous monsters. The shoota boyz in the Cathedral cower at the terrible screams coming from outside, and the unmistakable sound of the Warriors on the hunt for them. Meanwhile, the depleted squad of trukk boyz runs for the corner of the map to deny the Tyranid an easy kill point, while the nobs advance to engage the Hive Guard.

    Turn 5

    Tyranid: The Hive Tyrant roars as the Battlewagon appears from around the wall of the Cathedral, its giant Deff Rolla looking for bugs to squish. However, its venom cannon shot only scores the armor of the rumbling tank. The Hive Guard, firing a shot at the nobs, retreat back into cover and dare the nobs to come for them. Meanwhile, the Warriors tear out from around the corner and slam into the shoota boyz. Unfortunately for them, the boyz had time to prepare - the difficult terrain allows the boyz to do significant damage before the Tyranid begin their slaughter. Still, the claws of the Warriors hunger for orks and do terrible casualties.

    Orks: At this point, the Orks have two options: one awesome but risky, one easy. Ahead by a large number of kill points, they opt for the awesome. The Big Mek abandons his ride and charges the Spore Pod, while the Battlewagon tank shocks the Hive Tyrant with its Deff Rolla. While it would have been smarter to tank shock the Spore Pod for the easy KP, thus preventing the Hive Tyrant from succeeding at Death or Glory and soaking the Deff Rolla hits without a wound (which is exactly what happened), it wouldn’t have been in character for the Orks to do anything less. The Big Mek does succeed in dissecting the Spore Pod, though he decides it’s not orky enough to loot. Meanwhile the Warriors, weighed down by the large number of Orks, suffer terrible casualties from the powerklaws and choppas. The blood of Tyranids and Orks runs thick on the cathedral floor, but neither side can quite kill the other. .

    The dice roll dictates end of game. Orks win, 6 KP to the Tyranid’s 5.

    Final Thoughts: This game ended up a lot closer than it seemed while playing. Lekajaw was trying out his anti-Grey Knights list with lots of warriors, and found out that while Bonesword warriors are not to be messed with their exoskeletons don’t mean much against insta-deathing powerklaws. Bad luck certainly had an effect (it’s rare you roll two 11s and a 12 for three Zoanthropes) and it was a fine experiment, but one in need of tuning.

  6. #6

    Re: Notez from da Undaground

    Good stuff, Wu.

    I always enjoy your reports. I like the overarching story, and they make me feel... Orky...
    That's my story and I'm sticking to it,

    Spoik

  7. #7

    Re: Notez from da Undaground

    These are really good - I hope you make some more soon!
    Who needs a life when there are video games? (And Warhammer)

    Orks: 2000 points

  8. #8

    Re: Notez from da Undaground

    The Brain Squigs

    Twist and turn, turn and twist, back where you ‘ave been. Follow da walls, lose da walls, through da labyrinth....

    “I can’t ‘elp it. Dey talk in me ‘ead. Da closer I get to da Brain Squigs, da louder dey get. And dey get pretty zoggin’ loud, let me tell ya.”

    “You ain’t gonna go wyrd on me, are ya? I’ll scrag ya right quick if ya start muckin’ stuff up.”

    The boyz beside me is propa and right, green in skin and strong. Da boyz in front be a right good fight, sharp in tooth and claw....

    “Yer boyz need ta make a right good racket. Hollerin’ and stompin’ makes it easier ta focus.”

    “Dey’ll know we is comin’ for ‘em if we’re comin’ in like an ‘erd of squiggoths. Ain’t dere a way we can go in sneaky-like an’ krump ‘em if they’re so strong?”

    “Ain’t no place fer kunnin’ down ‘ere. Dey’s been watchin’ us da whole time. Dey got eyes everywhere, even da air ya breath.”

    The cave approaches, slick and red, the lair of Sisters lurk’n. The ones who see beyond the stars with visions dark and murky.....

    “Da brain squig is da biggest. It ‘as eyes dat see across da galaxy, and it’s plannin’ something right kunnin’. It ain’t a proper Waaagh! either. It’s somefin else, but it’s gonna make Krumptoof look like a weedy git.”

    “If he was bigga den Krumptoof he wouldn’t be skulkin’ around down ‘ere. Now let’s get movin’. I’m gettin’ tired of listenin’ to yer rubbish.”

    Hiss and claw and fetid air, darkness all around. Screams and shouts and rattlin’ guns, green boots dat pound da ground.....


    ---

    With Skullkrunk’s aid, the Sewer Muties are able to rebel against the Tyranid synapse creatures that have corrupted them. The Orks invade the twisting tunnels of the Tyranid’s lair, intent on eliminating the ‘brain squigs.’

    This is a 500 point game, played on a board with heavy terrain. The Orks gain Victory Points for killing synapse creatures (2 and 3 each), while the Tyranid gain 1 Victory Point per 100 points of units killed.

    Manos Sewer Muties
    Wyrdboy (Warp’ead)
    Shoota Boyz x30 (Nob with Powerklaw and Bosspole, 3x Big Shootas)
    Slugga Boyz x20 (Nob with Powerklaw and Bosspole, Rokkit)

    Sisters of the Hungering Shadow
    Tyranid Prime
    3x Tyranid Warriors
    Tervigon
    Squad of Termagaunts

    The slugga boyz deployed in a hallway to the west, while the Shoota boyz deployed in the courtyard of a ruined building. A stretch of rough walls, terrain, and aqueducts separated them from the Tyranid, who deployed mostly behind the cover of a building.

    Turn 1

    Orks: The boyz surge forward, with a few big shoota shots pinging harmlessly off the Termagant’s cover. The Wyrdboy tries a psychic blast but is just out of range.

    Tyranid: The Tervigon spawns a brood of 8 Termagants...and unfortunately has a hernia, unable to spawn any more. It’s a pretty big blow to the Tyranid. The existing Termagants bunch up, trying to find better cover from the Orks.

    Turn 2

    Orks: The boyz continue their progress, swarming over the ruined terrain of the underhive. Their guns are mostly ineffective, and the Wyrdboy finds himself shaken by the presence of the brain squigs and is unable to manifest a power.

    Tyranid: The Tyranid hold their ground and begin to return fire, picking off a couple boyz.

    Turn 3

    Orks: The green tide is getting perilously close. The slugga boyz now lurk on the opposite side of the aqueduct, possibly within Waaagh! range, but pass due to the risk of bad movement rolls mucking things up. The Wyrdboy lands a psychic blast in the middle of the Termagants, killing more than the inaccurate guns of the boyz.

    Tyranid: Faced with the oncoming tide, the Termagants strike. Each brood moves to engage one of the Ork mobs, firing and assaulting their way in with psychic support from the Tervigon. Though the creatures drag several orks from each mob down, the fight just energizes the greenskins. The Tyranid are wiped and the Orks sweep into the inner sanctum of the Tyranid.

    Turn 4

    Orks: The two mobs surround the Tervigon and Warriors. Though the warriors strike a significant toll on the boyz, they are instakilled by the Nob’s powerklaw, leaving only the Prime. The Tervigon also squishes some boyz, but not enough to prevent it from taking significant damage.

    Tervigon: The Prime fights ferociously, but takes several wounds in return. The Tervigon is dragged down by the greenskins, and the remaining tide encircles the final Tyranid. The next turn it finally falls.

    Final Thoughts: I guess 500 point games, especially ones with so few units, don’t really make a great tactical game or battle report. We’d debated adding some Zone Mortalis rules but ended up playing it straight; it could probably have used some narrative rules to spice up the inherent imbalance of low point games. We’ll do better next time.

    ---

    “Uh, boss? Why is we leavin’?”

    “Wot?” Skullkrunk shot a look at Dunk that made the smaller ork reflexively take a step further out of his reach. The big nob kept climbing up the steep tunnel, at the forefront of the column of orks.

    Dunk gulped and continued. “Well, er, uh, you know. I ‘eard Mad Murdred an’ you plottin’, and he said dat we killed da Brain Squigs what was botherin’ em but dat da Sisters escaped wiff da brood, so there’s gonna be an ‘uge fight pretty soon. So why is we leavin?”

    “Next time I catch you eavesdroppin’, yer ‘eads going on me trophy rack, ya understand? Dat was boss-style secret plannin’ stuff which you gits ain’t supposed ta hear else ya muck it up.”

    In truth, Skullkrunk hadn’t actually been listening to any of Murdred’s warnings about the Tyranid. He was tired of the crazy ork, and sick of mucking about in the Undaground with the Sewer Muties. Let Murdred deal with the problem; as long as the git was part of the Waaagh! he could do whatever he liked. Skullkrunk was determined to return to the surface and get back to the job of running Manos. Who knows what ambitious upstarts had tried to take control of the place while he was gone. The thought of krumping them made Skullkrunk smile for the first time since he had left the surface.

    At the end of the tunnel, light streamed through the grating of a ventilation shaft cover. With a swift kick, Skullkrunk dislodged the rusted bolts and emerged back to the surface. The boyz behind him staggered out, blinking in the dull orange light of early evening. The sight of clouds, the smell of industrial smog, and the sense of victory swiftly raised the spirits and voices of the orks.

    “Let ‘em get a bit rowdy. Dey’ve earned it,” said Skullkrunk, feeling uncharacteristically cheerful. Dunk saluted and went to place bets on the fistfight that was developing. Skullkrunk instead climbed the nearest chunk of debris and surveyed their position. Below lay the lowland run-off fields, where the massive chemical warehouses for the planet’s forges once stood. The horizon was dominated by the wreck of an Imperial troop lander, whose crash in the last war flattened the district. And now, something new marked the landscape.

    Comprehension dawned, and Skullkrunk’s shock slowly turned to gleeful rage. The massive rok that sat buzzing with activity on the plain was slathered in the colors of Krumptoof’s vassal warbosses.

    Skullkrunk’s grin was cruel. “Took ‘em long enough.” With a sudden roar, a skwadron of jets screamed overhead, trailing black smoke as they raced towards the rok in an effort to be the first to the fight. The sounds of distant artillery and gunfire began to echo, and the skies shone with the contrails of more invasion roks. War had returned to Manos.
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

    /////
    Tales of the Seferim Sector: an ongoing series of narrative battle reports.

    Kommanda Shinbash's Misfits - 1500 pt Orks

  9. #9

    Re: Notez from da Undaground

    Good win for the Orks! It's a shame that it was a bit imbalanced though.
    Who needs a life when there are video games? (And Warhammer)

    Orks: 2000 points

  10. #10
    Chapter Master SevenSins's Avatar
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    Re: Notez from da Undaground

    yeah the battle was a bit one-sided, but the story was excellent
    Happiness is having an alibi and a big backyard to bury the bodies

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