First battle
As I've finished painting the first 5 space marines and quite a few grots over the summer, I though I'd get started on the campaign proper before investing in the next models required for the battle. I've spent some time with the 9th edition rulebook, and I think I've got most of it down to memory now. Enough to get me by a skirmish between a demi-squad and 30 grots at least!
I've rewritten the scenario a bit and added a single ork minder to get the grots going, as they would otherwise melt away faster than an icecream at the beach in july. I didn't really make any changes to the marines, since they seem quite alright with their new doctrine of shifting buffs for fire and close combat. The map is built for the old 4x4 and 4x6 tables I suppose, but I've built a suitable patrol-sized board to game on, so I'll be using that instead. The old mission briefing looks like this:
...which is fine by itself, and I guess I could play it right out of the box and still have a fun and engaging game, but I've amended the text a bit to fit with my changes to the setting and forces. See below:
As the Celestial Lions deployed into the forward positions around the bridgehead scouts reported a large group of greenskins amassing on the left flank around a cluster of ruins. Scanners revealed a large number of grots and their minder skulking about, spying on the astartes positions, sending runners back to the main ork force approaching from the wasteland, coming to the aid of the now cut-off ork warlord. As long as the grots held the ruins they could potentially circle around and seize the bridge itself when the larger horde arrived, sniping away at astartes positions and being a general nuisance to operations in the coming battle. Only a single squad could be spared from the defence of the main target and premiter defence to dislodge the foe. Pride Leader Okore was a veteran of the battles in Elaras Veil and knew the ork tactics of using their slave-creature well, shielding their main forces from fire and distracting their enemies for long enough to allow the larger aliens to get within range for their primitive weapons to have effect on even astartes warplate. Squad Okore was despatched and, by using a culvert to work their way forward, emerged near the ruins just before dawn.
Cleanse and Purify: Astartes Briefing
"A force of grot infiltrators in Sector 306 poses a threat to the security of the bridgehead. Your squad must kill or drive off the foe and secure the perimiter. Though you will be heavily outnumbered, such is the meat and drink of the Emperors Chosen. The strength of righteousness is with you brothers."
Forces
You have one combat squad of Space Marines under your command. All Space marines are equipped with power armour, bolt pistols, frag and krak grenades. In addition the Space marines are armed with the following:
Sergeant Okore - Bolt gun
Brother H'ka - Bolt gun
Brother Mwfande - Bolt gun
Brother Zaniba - Bolt gun
Brother Esrah - Flamer
Deployment and Game Lenght
Deploy second anywhere within 12" of your own table edge but no closer than 12" to either side. You have first turn. The game lasts four turns turns, after which you roll a dice. On a 4+ you take an additional turn.
Objective
You must destroy the aliens wherever you find them and minimize your own casualties. We cannot spare any brother in the defence of the bridge, so move carefully and use the might entrusted to you in the name of the Emperor. If all grots are destroyed or have fled the field at the end of the opponents turn, you win a complete victory. otherwise award points by the following:
0-5 grots destroyed: 0 points
Unit Wiped Out: 1 victory points
Infiltrate and destroy - Grot Briefing
"Dis is a great place to shoot up and spy on da humies from. Dey fink dey is comin' to boot us out but dey don't know dere is loadsa us Grotz up 'ere and we iz gonna kick deres butts coz we is da meanest, tuffest an shootiest Grotz around. Let's 'ope dey don't shoot back much..."
Forces
All gretchin are armed with the junk-weapons described in codex orks. In addition old Morgg is armed with a grabba' and a grot-lash.
Grit's Mob - ten grots armed with grot blastas
Scumbo's Mob - ten grots armed with grot blastas
Fergit's Mob - ten grots armed with grot blastas
Deployment and Game Length
Set up first anywhere within 12" of your own table adge but no closer than 12" to the sides. You move second. The game lasts four turns after which you roll a dice. On a 4+ you take a final turn.
Objective
"Don't let da humies get yer. Get 'em first!"
The Grot player recieves the following victory points for destroying Space Marine squads:
3+ casualties: 1 victory point
Wiped Out: 2 Victory points