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Ork Hill

Introduction

The purpose of the game was to show the generic nature of Ground Zero Games' Stargrunt  rules. And to show fans of the Evil Empire that you can still use all of those old figures that the E.E. won't allow in its games.

Battleground

The battlefield was set up to be played from one short edge to the other (that is, along the length of the table). A hill was set up about 40" away from the Ork side of the board. The hill is occupied by a Marine outpost consisting of four buildings. The front three buildings were placed in a triangular formation with the point of the triangle sitting closest to the Ork's edge of the table. The fourth building was placed behind the front building but elevated so that it had line of sight to most of the board. All four buildings were considered to have gun slits allowing fire out every side.

The Orks came on from the north edge of the table. A large set of dense woods was located northeast of the buildings. North-northeast was a smaller lightly wooded area about 18" from the buildings. Northwest of the buildings was a small hill. Another large clump of light woods sat less than 18" to the east of the buildings.

Beyond the hill, to the north, was a meandering river cutting through another dense forest. The far eastern edge of the river sat in a swamp. Due south of the buildings was another lightly wooded area.

Scattered throughout the remainder of the battlefield were individual trees and hills. The exact location of these features was not that important. They were placed for esthetic reasons and would not affect the outcome of the game.

Ork Briefing

Mission Outline

For the Orks, the mission was simple: kill as many Imperials as possible. Of secondary importance was capturing the buildings and protecting the dreadnought.

Their force consisted of 6 Boyz squads of 8 Orks (6 bolt gunners, a squad leader, and one of an assortment of support weapons Orks), 1 command squad of 4 Orks, and 1 Ork Dreadnought. The Dreadnought carried two heavy bolters.

The Orks could set up anywhere on the north side of the river. Although the western edge of the waterway was further north, it offered a faster approach to the buildings. The densewoods and swamp were impassable to the dreadnought.

Mercenary Force Listing

Force: Ork Assault Force
Motivation: Medium
Fatigue: Fresh
ADE (Hostile): None

1 Command Squad
Quality: Veteran 1
Strength: 1 commander, 3 troopers
Morale: Confident
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
CC Weapons: each has 1 close combat weapon

1 Boyz Squad
Quality: Veteran 1
Morale: Confident
Strength: 1 squad leader, 6 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Heavy Flamer (Firepower d8, Impact d8, close range only)
CC Weapons: each has 1 close combat weapon

1 Boyz Squad
Quality: Veteran 2
Morale: Confident
Strength: 1 squad leader, 6 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Missile Launcher (Firepower d8, Impact d12)
CC Weapons: each has 1 close combat weapon

1 Boyz Squad
Quality: Regular 1
Morale: Confident
Strength: 1 squad leader, 6 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Missile Launcher (Firepower d8, Impact d12)
CC Weapons: each has 1 close combat weapon

1 Boyz Squad
Quality: Regular 2
Morale: Confident
Strength: 1 squad leader, 6 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Heavy Flamer (Firepower d8, Impact d8, close range only)
CC Weapons: each has 1 close combat weapon

1 Boyz Squad
Quality: Regular 3
Morale: Confident
Strength: 1 squad leader, 6 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Plasma Gun (Firepower d8, Impact d10, fires every other turn)
CC Weapons: each has 1 close combat weapon

1 Boyz Squad
Quality: Green 2
Morale: Confident
Strength: 1 squad leader, 6 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Mesh (d6)
Sensors: Basic (d6)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Heavy Bolter (Firepower d8, Impact d8)
CC Weapons: each has 1 close combat weapon

1 Onslaught Dreadnought
Quality: Regular 2
Morale: Confident
Crew: 2
Size: 2 (small)
Mobility: Walker
Armour: Front 2, Side 1
ECM: None
Ranged Weapons: 2 Heavy Bolters (Firepower d8, Impact d8)
CC Weapons: 2 claws, for close combat or ripping open buildings

Imperial Briefing

Mission Outline

The Imperials' primary goal was to destroy the buildings on the hill and escape off any board edge with as much of its force as possible. To do this, a Squat engineering team would run from building to building setting charges. The buildings were positioned so that it would take 1 action to run to a building. It would then take 4 Squats 3 actions to place the charges. Demolishing the buildings would only require the squat leader to make a communication roll.

The secondary goal of the Imperials was to destroy the dreadnought.

To accomplish the task, the Imperials had 2 tactical squads (3 bolter-armed marines, 1 bolter-armed squad leader, and 1 missile launcher-armed marine), 2 close combat tactical squads (3 bolter-armed marines, 1 bolter-armed squad leader, and 1 flamer-armed marine), 1 command squad of two marines, and 1 Squat engineer team of 5 squats (all with bolters).

The Imperials could set up in any of the buildings and within 18" of the centre of the hill. The Imperials could set up hidden.

Imperial Force Listing

Force: Imperial Force
Motivation: Medium
Fatigue: Fresh
ADE (Hostile): None

1 Command Squad
Quality: Veteran 1
Strength: 1 commander, 1 trooper
Morale: Confident
Mobility: Normal (d6)
Armour: Marine Power Armour (d10)
Sensors: Enhanced (d8)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
CC Weapons: each has 1 close combat weapon

1 Tactical Squad
Quality: Veteran 1
Morale: Confident
Strength: 1 squad leader, 3 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Marine Power Armour (d10)
Sensors: Enhanced (d8)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Missile Launcher (Firepower d8, Impact d12)
CC Weapons: each has 1 close combat weapon

1 Tactical Squad
Quality: Veteran 2
Morale: Confident
Strength: 1 squad leader, 3 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Marine Power Armour (d10)
Sensors: Enhanced (d8)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Heavy Flamer (Firepower d8, Impact d8, close range only)
CC Weapons: each has 1 close combat weapon

1 Tactical Squad
Quality: Regular 1
Morale: Confident
Strength: 1 squad leader, 3 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Marine Power Armour (d10)
Sensors: Enhanced (d8)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Heavy Flamer (Firepower d8, Impact d8, close range only)
CC Weapons: each has 1 close combat weapon

1 Tactical Squad
Quality: Regular 2
Morale: Confident
Strength: 1 squad leader, 3 troopers, 1 support trooper
Mobility: Normal (d6)
Armour: Marine Power Armour (d10)
Sensors: Enhanced (d8)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: 1 Missile Launcher (Firepower d8, Impact d12)
CC Weapons: each has 1 close combat weapon

1 Squat Engineer Squad
Quality: Regular 2
Morale: Confident
Strength: 1 squad leader, 4 troopers
Mobility: Slow (d4)
Armour: Mesh (d6)
Sensors: Enhanced (d8)
Ranged Weapons: Bolt Guns (Firepower 2, Impact d8)
Support Weapons: None
CC Weapons: each has 1 close combat weapon
Other equipment: squad leader has remote detonator. Squats carry enough explosive to destroy all of the buildings

Victory Conditions

For the Imperial player to win, all four buildings would have to be destroyed and half of the Imperial force would have to make it off the table.

For the Orks to win, more than half the Imperials would have to be killed, and the dreadnought would have to survive the battle.

Any other result would be a tie.

Special Rules

The flamers were considered terror weapons and require a panic roll as per the Stargrunt  rules.

The Cross Training house rule was used for the Marines, only.

Marine Power Armour was treated as regular armour and not as Stargrunt  power armour.

Squats are slow movers, but they are never considered to be encumbered.