The Siege of Tobrork

Shortly after the Outbreak of World Waaagh II, Greenskin forces went on the offensive in the Western Desert, pushing back the Imperium, and capturing the strategic port of Tobrork. A few months later, however, the Imperial Guard—reinforced with additional armour—counterattacked under the command of famed Field Marshal Tommy von Tommel and his famed “eBayka Korps.” Orkish forces (many of them ANZORKs from the southern colonies) were surrounded and besieged in Tobrork, their backs against the sea.

There followed a race against time. Could the Orkish forces hold out until a Greenskin offensive could relieve them? Or would the Imperial Guard be able to overwhelm the defenders?


Forces: 2,000 points, Imperial Guard versus Orks.

Rules: Modified Planetstrike. Orks hold four objectives: two AV 14 bunkers (worth 1 point each) and an AV14  bastion (worth 2 points). Objectives are contested and controlled as per the regular (not Planetstrike) rules. The bastion mounts a Orkarus Lascannon, and four Big Shootas. The attackers receive an initial 2D6+3 Firestorm attacks. Players need not reveal the contents of vehicles, buildings, or bunkers until they fire. Units in buildings (but not bunkers) that fire may be shot at, but receive a 3+ cover save.

Defender Deployment: One half of the Orkish units may be deployed in Tobrork. The remainder generally arrive as reinforcements on the eastern table edge starting from Turn 2 (4+), arriving within 12″ of the road. Exceptions: Ork buggies (from the famed Long Range Desert Mob) may flank anywhere on the south table edge; Ork Deffkoptas (from the equally famed Royal Orky Force) may flank on the north or south table edges; Kommandos may not infiltrate, but may arrive by sea at Tobrork port unhindered, or elsewhere along the shoreline (where they will be subject to a turn of Imperial fire before landing). (Picture, right: The main gates of the Tobrork bastion.)

Attacker Deployment: No units may deepstrike. Two-thirds of Guard units may start anywhere on the table, provided that they are at least 20″ from the perimeter of Tobrork and 12″ from the eastern table edge. The remaining Imperial Guard are in reserve, and may arrive starting Turn 1 (3+) on the western table edge within 12″ of the road. No troops may flank or infiltrate, with the exception that Imperial flyers and skimmers may flank the same as Deffkoptas.


Orkish forces deployed first. In Tobrork, a force of 10 Lootas and a Big Mek (with KFF) garrisoned the main bastion, while the southern bunker was held by another 5 Lootas, and the eastern bunker by 10 Shoota Boyz (including a Nob with a Big Choppa). A second Mek with a Shokk Attack Gun was situated in the westernmost house in town, and a battery of 3 Lobbas was positioned along the docks. Two large mobs of 25 ANZORKs were held the forward lines: the first (with Shootas) inside the defence lines to the west, while the second (with Choppas) held the perimeter to the south. (Picture above: Orkish forces await the Impie assault in Tobrork; bottom right: Lobbas prepare to fire from the docks.)

The Orkish commander  hoped that the KFF in the main bastion would help to keep both it and the mobz deployed along the perimeter intact. The Lootas would use their Deffguns to break open the enemy transports, at which point Shoota fire, the Lobba battery, and the SAG would pound the infantry within. If all went well, this would be enough to stall the Imperial assault until elements of the relief force started to arrive:

  • a Trukk Mob of 12 Ard Boyz
  • a Trukk Mob of 3 MegaNobz, plus a Warboss
  • a Sneakymob of 11 Kommandoz, plus a Nob (w/Powerklaw)
  • a Killa Kan (w/Rokkits)
  • a squadron of 3 Buggies (Big Shootas and Rokkits)
  • a Deffkopta
  • a Deffkopta (w/Buzzsaw)

The Imperial Guard attack forces consisted of:

  • Company Command Squad (with a Master of Ordnance)
  • Infantry squad, in Chimera (multilaser)
  • Infantry squad, in Chimera (multilaser)
  • Heavy weapons squad, with 3 mortars
  • Heavy weapons squad, with 3 lascannons
  • Veteran squad, in Chimera (flamer)
  • Ogryn squad, in Chimera (flamer)
  • 2 Scout sentinels
  • 1 Leman Russ squadron (2 tanks, with battle cannons)
  • 2 Manticore missile launchers

The Guard were deployed to the west and southwest of Tobrork, in a broad arc. Field Marshal von Tommel’s plan was clear: as Tobrork was battered with artillery, rockets, mortars, and tank fire, a massive assault would be launched against the southwestern edge of the perimeter by the Ogryn and Veteran squads. The regular Imperial Guard squads would follow on to provide fire support and to exploit the gaps in the defences. In addition, held in reserve were:

  • Platoon HQ, in Chimera (multilaser)
  • Veteran squad, in Valkyrie (twin rocket pods)
  • Scout Sentinel

The Valkyrie could be used to reinforce the assault, insert a squad into Tobrork, on its flanks, or even to block reinforcements from the south.

Preliminary Bombardment

With a ear-shattering roar, 8 massive Firestorm blasts rocked Tobrork, almost all of them aimed at the central citadel. When the smoke cleared, however, only the Orkyrus Lascannon and a Big Shoota had been dinged, a few Boyz in the forward defences were out of action, and there was a large crater where there had once been a rather fine fungus garden outside the front gates of the bastion.

Big Mek May Becheezybutdatsdarul patted the huge contraption on her back with satisfaction. A Kustom Force Field was indeed a useful thing to have in a  siege.

Turn 1

All of the Imperial reinforcements arrived, with the Valkyrie swooping in from the sea northwest of the city and turning so that it could fire on the defenders. Imperial rocket, tank, and lascannon fire concentrated once more on the main bastion, doing little. Mortars rained downed on the Choppa Boyz, killing a half dozen or so. The main assault forces in Chimeras advanced towards the southwest bunker, popping smoke and untroubled by the ineffectual Loota fire issuing from the fortification. The Lootas in the bastion were more successful, immobilizing the Valkyrie. The Shokk Attack Gun did little. (Picture below: Imperial forces advance towards Tobrork.)

Turn 2

The two Chimeras with flamers moved forward and fired upon the Orkish defenders, killing the Lootas in the bunker as well as several of the Choppa Boyz. Further Imperial fire destroyed the bunker altogether, creating a major gap in the greenskin defences. The Veterans in the Valkyrie disembarked and cautiously advanced towards the Ork defence lines, supported by fire from the mortars and another Chimera. Other Guard units continued to pour heavy weapons fire into the bastion–dinging another Big Shoota, but with no other effect. (Picture below: Imperial guard mechanized infantry close in.)

At this point, a plume of dust could be seen far to the south. The first of the reinforcements—the Long Range Desert Mob—had arrived. Driving dangerously close to the Imperial Sentinels, and skirting a patch of rocky ground at high speed, they fired at the vulnerable rear armour of the distant Chimeras, damaging the flame turret on one. As they did so, further reinforcements arrived, in the form of a ROF Deffkopta speeding in from the north. It fired upon the immobilized Valkyrie and stunned it. (Picture below: the LRDM speed across the desert wastes.)

The Shoota Boyz and Big Lobbas fired on the dismounted Veterans, destroying the unit. The Lootas in the bastion hit the second flamer Chimera, forcing the Veterans inside to bail out. (Picture below: Orks return fire.)

Turn 3

The Imperial Guard Chimera to the west of the defense lines charged forward, intending to breach the perimeter. It fell afoul of a ditch in front of the fortifications, however, and was immobilized. Nevertheless, fire from the Mortars on the Shoota Boyz was devastating, and their morale broke—sending them fleeing back towards the port in the hopes of finding a boat to safety.

The turretless Chimera advanced slowly through the rubble of the destroyed bunker, firing upon the Choppa Boyz with both its hull-mounted flamer and the Ogyrn squad inside. Meanwhile, the nearby Veterans moved forward to claim the rubble, and their first objective. The Sentinels opened fire on the LRDM, destroying two of the Buggies.

Imperial fire against the Bastion stunned the garrison, but failed to destroy it.

Further Orkish reinforcements appeared on the scene. A boatload of Kommandos arrived at the dock and disembarked, running forward in the hope of plugging the widening hole in the Greenskin defences. A Trukk Mob of Ard Boys appeared on road to the east, and sped forward. A Killa Kan appeared behind it, plodding more slowly. Finally, a second ROP Deffkopta arrived and jetted forward to assault the tank squadron with its Buzzsaw, stunning one.

Inside Tobrork, the Lobbas opened fire one the Veterans, killing one or two, while a Rokkit from the Choppa Boys exploded the turretless flamer Chimera, forcing the Ogyrns inside to bail out. One took a wound from the Big Shoota of the remaining Ork Buggy.

Turn 4

The Ogyrns roared with dismay at the shattered, smoking hulk of their Chimera, and charged the Choppa Boys to seek their revenge. One Ogyrn died in the fight, while the Orks held fast despite taking higher casualties.

The two Sentinels to the south destroyed the remaining LRDM Buggy. Lascannons, Manticores, and tanks battered the Bastion, dinging the final Big Shoota. Fire from a Sentinel and nearby Guardsman took down the Buzzsaw-equipped Deffkopta. The Platoon Command Squad drove forward, reaching the edge of the now-abandoned Orkish defense lines.

While the Shoota Boyz continued the flee, the Choppa Boyz continued to struggle in viscous close quarter fighting with the Ogyrns. Although reduced to but a single Nob, they held on. The small mob of Shoota Boys moved out of the eastern bunker, firing upon the Veterans following behind the Ogryns and dropping a couple. The Kommandos ran forward through the docks, but started to take casualties from Imperial Mortars and Multilasters. The remaining Deffkopta moves behind a Leman Russ and fired its Rokkits, stunning it. (Picture below: The Kommandos run forward towards the fight, while the few survivors of the ANZORK Choppa Boyz flee.)

The last of the Orkish reinforcements–a Trukk Mob of MegaNobz—arrived. Like the Ard Boyz, they raced at top speed towards the city, passing first through the small village to the east.

Turn 5

The Platoon command vehicle moved across the defence lines, nearer the bastion. The Ogyrns finished off the Nob, and consolidated forward. The now expended Manticores moved up, as did other Imperial forces. A Sentinel assaulted the remaining Deffkopta, but the fighting was inconclusive. Despite efforts to hit-and-run, the Deffkopta was unable to disengage. (Picture below: The last moments of the heroic Nob.)

Orkish reinforcements continued to move forward. The Meganobz’ Trukk was immobilized by enemy fire, forcing the heavily-armoured Greenskins to advance more slowly on their heavily armoured feet.

Declaring a Waaagh, the Kommandos run forward and assault both the Veterans and the Platoon Command Chimera. They kill a few of the former, while destroying the Multilaser turret on the latter.

The Shokk Attack Gun continued to be largely ineffective, as did Imperial Tank and Lascannon fire against the bastion, although the Lootas inside were once again stunned.

Turn 6

The Ogyrns fired upon then assaulted the small mob of Shoota Boyz, wiping them out. The Platoon Command vehicle slipped behind the Kommandos, moving adjacent to the Bastion and contesting control of that 2 point objective. The Kommandos themselves are all but destroyed with a combination of Multilaser fire, fire from Guards squads to the west, mortars, and tank fire. (Picture below: Ogyrns consolidate forward towards the bastion and an empty bunker, having wiped out the Shoota Boyz)

Just in time, however, the Ard Boyz arrived, despite having had the Big Shoota shot off their Trukk by a Sentinel. They dismounted, survived a misaimed shot from the Shokk Attack Gun, charge the remaining Ogyrn, and wiped them out in close combat. Encouraged by the arrival of reinforcements, the Lootas and Mek in the Bastion sallied forth and charged the advancing Veterans, destroying them too. They then consolidated forward, contesting control of the former southwest bunker.

With this, night falls. On points, a bunker and the bastion are both contested, while the second bunker is under Ork control—a 1-0 victory on paper. However, it is clear that the beleaguered Ork forces will not long survive the withering fire of the three remaining Guard squads, two tanks, two heavy weapons squads, and the two unengaged Sentinels. The game is therefore called a draw.

After Action Review

When we play complex scenarios of this sort, we usually post all the special rules well in advance so as to avoid confusion. In this case, however, we were discussing it all up until game time, which lead to some confusion when we played. It also led the me to forget that we had given the bunkers and bastion a defence stratagem each (power generators and ammunition store respectively). This made little difference to the game, however—perhaps the Valkyrie would have been destroyed rather than immobilized, but after that the Lootas in the citadel spent half the game stunned.

We also encountered problems arising from the ambiguity of the KFF rules. Because we allowed it to affect buildings (on the grounds that they are treated as vehicles in the core rules), it was extremely effective at keeping the central bastion alive—which in turn drew considerable volumes of fire that could have wrecked havoc on my ground forces.

The LRDM wasn’t terribly effective—I would have been better to have taken Boyz or another Deffkopta—but given the setting and how they are modelled they just fitted too well to pass up! The Shokk Attack Gun also did almost nothing, killing perhaps 2-3 Imperial Guards during the entire game. That, however, is an occupational hazard with a SAG—sometimes it does little, sometimes it blows up, and sometimes a single high-strength AP2 large blast will wipe out an entire enemy squad.

Of the various special rules that we used, allowing a player to conceal the contents of buildings, bunkers and closed transports provides a much better feel to the game, so I’m inclined to use that again. I also liked allowing targets in buildings to be shot at, although perhaps a 2+ (rather than 3+) cover save would be more appropriate.

World Waaagh II: The Orkandy Landings

As part of the World Waaagh II series of battles, I’m hoping to recreate G-Day, the famous greenskin amphibious landings on the beaches of Orkandy. (Those who of you who have seen the movie Saving Private Grot will know what I mean).

First step—I need landing craft. I found a dozen of these, very cheap:

And with some quick paint and modifications, they’ve become these rather Orkier ones:

I’ll probably treat them as slower Trukks, but with twin-linked AA Big Shootas and Grot Riggers. My opponent has picked up three larger landing craft for vehicles.

Next step: the beach (I’m torn between doing Sword, Juno, and something more abstract.. plus I still have to make it). And then there is finding the  time…

Battle Report: The Lost City of Cojones

Da BossesAfter days of trekking through the fetid heat of the Great Fungus Forest, MegaBoss Zaghul Krataha and the Greenskin Expeditionary Force finally arrived at the edge of the Myconid River. There, in the distance, could be seen their destination: the legendary Lost City of Cojones. The ravages of time and the exuberant growth of the verdant jungle had claimed much of it. However, amid the ruins there could be seen the Great Cojonian Ball of Power–still glowing blue with the unimaginable ancient energy it contained. Nearby, several smaller Balls of Power still lay, intact, on ancient pedestals. As loot went, it was quite the find.

Before the GEF could advance further, however, there was a high-pitched shriek, followed by dozens of bright flashes in the distance. A Necron army, materializing on the planet’s surface! No doubt it was here to seize the Balls of Power, and use them to upgrade a new generation of unstoppable cybernetic evil (version 2.0).

The pitiless machines needed to be stopped. Plus there was all the loot to consider too, of course. Zaghul Krataha (distant cousin of the famed Ghazkul Thraka) spat his wad of chewing-grot onto the floor of the forest, and turned to his troops. (Above right: The Ork bosses plot their strategy)

“Wez gunna be breaking thingz today, boyz!” the huge Ork bellowed, pounding his massive exoklaw for emphasis. A cheer went up from the Greenskins. Breaking things was what Okies did best!


Forces: 1,500 points, Orks versus Necrons.

Mission: Seize Ground with four objectives (the main Ball of Power in the centre of the battlefield, and three others).

Deployment: Spearhead.

Special rules: Little known about the metal dish surrounding the Great Ball of Power. When the first unit attempts to cross it, roll a D6: on a 1-3 it is difficult ground, on 4-6 it arcs with electricity and is considered dangerous ground. In either case it provides a 5+ cover save.

Initial Depoyment

The Necrons deployed first, to the northwest edge of the battlefield. Two units of Warriors occupied the ground and upper floors respectively of the northern ruin. Immediately behind them a Monolith was deployed, and with it that most fearsome of C’tan: Nightbringer. Two additional units of Warriors would secure one of the objectives to the Necron rear, while Destroyers and Immortals were deployed to the Necron left and right flanks respectively, the later augmented by a Necron Lord with a Veil of Darkness.

(Picture, above right: Necron warriors look down at the smaller Ball of Power in the ruins to the south of them, while troops in the rear secure another. A Necron Monolith–looking for all the world like a bug lantern with a flashing red bicycle light inside it–hovers menacingly in the background.)

Seeing the Necrons deploy, the Greenskin Megaboss drew up his own plans. Mad Doc X (a former orderly of the famed Mad Doc Grotsnik) would lead a large mob of Choppa Boyz up through the center, and assault whatever they might find. While the ranged fire from the enemy would likely be heavy, their fungusbrew-induced Feel No Pain would reduce casualties. More importantly, the whole formation would draw the enemy’s attention. While this was occuring, two Trukks—one containing the Megaboss himself and four MegaNobz, the other containing a unit of Ard Boyz—would move forward on the left, shielded by the Orc foot-sloggers. When the chance arose, they would race forward and disembark their boyz, who would rush forward to assault. A unit of Stormboyz would similarly look for an opportunity to rocket forward into the attack. On the right, a mob of Shoota Boyz would advance on foot, providing covering fire and also drawing fire from away from the Trukks. A small unit of Grots was held in reserve at the back, and were ordered to secure and hold the nearest objective.

(Picture above: Boyz deploy around one of the smaller Balls of Power, while looking at the Great Ball of Power in front of them. Necron warriors can be seen in the distant ruins, beeping ominously.)

Turn 1

Necron unit commander 17778-X-11 looked down from the ruins at with a cold steely gaze. Some 1100001  green target-units were approaching (in binary terms, of course). He sent a report to the cybernetic network, and the machine-god that commanded them. Moments later, his orders were received: His warriors would stand their ground, and engage the green target-units with gauss-blaster fire. Destroyers would move up on the left, and the Immortals would teleport forward on the right. The God would bide its time… the C’tan knew something about time, after all.

(Picture, above: Necron Warriors look down from the ruins at the approaching green target units, and beep even more menacingly.)

The Necron Warriors fired, as did others. Many of the green target units fell. Many, however, seemed to get up again, and continue their advance, grinning maniacal, toothy grins and shouting various obscenities (most of which, in a literal sense, did not compute). One in particular seemed to be waving a surgical saw, and frothing at the mouth. The anomaly was duly noted.

The Ork plan required getting into assault as fast as possible, so that’s what they did. Mad Doc X and the Choppa Boyz ran forward. The Shoota Boyz marched forward, and opened fire on the Destroyers to the northwest, downing three of them with some lucky shots from their Big Shootas.

The Stormboyz ran forward to the edge of the large metal contraption surrounding the Great Ball of Power… only to find that it still harnessed deadly energies. One Stormboy died, and the others backed off carefully. Finally, the two Trukks moved forward, into positions from which they could launch assaults the next turn.

(Picture right: The Green Tide sweeps forward.)

Turn 2

The Necrons Destroyers teleported back to Monolith, repairing all of the units in the process. The other Necron units fired on whatever Orks were in range, dropping a  few more. The Immortals managed to hit the Trukk of Ard Boyz, which careened forward towards them before tipping over, disgorging its load of greenskins.

The Orks responded by launching their attack, suffused by the primal power of a mighty Waaagh called by MegaBoss Zaghul Krataha. The MegaNobz raced forward, disembarked from their Trukk, and simultaneously assaulted both Necron units in the ruins. Mad Doc X and his Choppa Boyz ran forward to do the same. The Ard Boys ran towards the Destroyers and assaulted. The Stormboyz rocketed forward to the southern ruins. Soon, three Necron units would be stomped into little living metal pieces….

Well, that was the theory. Suddenly the sky darkened, as a great Etheric Tempest formed on the battlefield. The Ard Boyz and Choppa Boyz were pushed back, leaving only Zaghul Krataha and the higher-strength MegaNobz in the fray. What evil was this? The Ork MegaBoss hadn’t fought Necrons before, and was unprepared for the power of the C’tan. To take his mind off of the difficult tactical problem that this presented, he and his MegaNobz idly pulled the metal heads off the twenty or so Necron Warriors in the ruins, while the cyborgs pounded futilely against the greenskins’ heavily armoured exoskeletons.

Turn 3

Towering above the ruins, the C’tan watched as the snipped metal limbs of his guardians were casually thrown out the windows by the Ork MegaNobz. This would not do. He would show them. He, who had defied time and space, who had known the downfall of the Old Ones, would feed on their very souls.

Silently, the C’tan passed through and into the building, swinging his scythe at the foe. Two MegaNobz were instantly killed. The Orks struck back, however, harder than he would have imagined, and wounding the Nightbringer too.

Meanwhile, the Monolith fired on the Choppa Boyz, but once against the fortifying effects of fungusbrew inoculated most of the Orks from serious damage. The Immortals and Destroyers turned their sights on the unit of Ard Boyz that had been thrown back from combat by the Nightbringer’s Ethereal Tempest. They all were shot down.

The Choppa Orks once more surged forward, with Doc X and the unit Nob joining the melee with the dark Necron God. The Orkish Megaboss was wounded in the fight, and two more wounds were put on the Nightbringer.

On the greenskin right, the Shoota Boyz continued to advance, engaging the Necrons on the northwest hill with long-range Big Shoota fire.

Turn 4

The melee continued to swirl in the ruins, pitting the C’tan against now fewer than four powerklaw-eqipped foes. Well, make that three: Zaghul Krataha was decapitated with a scythe. He would soon be avenged by Mad Doc X, however, who did surgery of his own on the towering god. With a silent cry, the Nightbringer collapsed—then exploded in a flash of ethereal vengeance, killing the last remaining MegaNob. (Picture below: The victorious Orks in the northern ruin.)

One of the two remaining units of Necrons was repaired, and gated to the base of the Monolith. The Destroyers advanced rapidly, turboboosting and hoping to challenge the Grots and their control of one of the smaller, oddly 20-sided, Power Balls. A few grots fired at them with pistols, but missed.

Meanwhile, the Stormboyz rocketed out of the  southern ruins, and attacked the Immortals. The Immortals, and the Necron Lord with them, were all destroyed, for the loss of three of the Orks. The Shoota Boyz moved forward again, firing and contesting one of the smaller Balls of Power.

Turn 5

The Necron cybernetic network rapidly adapted to the loss of their god, with the remaining units firing upon both large groups of Orks. Several Shoota Boyz and a few Choppa Boyz fell. The Stormboyz were less lucky, with the remnants of the unit cut down in a hail of fire from the Destroyers and Monolith. (Picture below: Shoota Boyz preparing to charge)

Far from satiating Mad Doc X’s bloodlust, all of this only seemed to increase it. He charged the Monolith and the unit of Warriors beside it. The Shoota Boyz emptied much dakka into the Warriors by the hill, and charged them too. The Grots steeled themselves to having to face the Destroyers. (Picture below: Doc X and his Boyz rush to assault, forgetting in their enthusiasm the Doc’s need to charge the nearest opponent as well)

But it didn’t happen. As choppaz swung and Necrons fell, there was once more an eerie sound and then flash of living metal dematerializing. Stochastic predictions and dynamically computed algorithms had determined that the Necron force had less than a pi-squared-to-one chance of prevailing, and the entire army phased out of existence.

Postscript and Post-Mortem

My strategy from the start had been to kill Necrons until the army reached its phase-out point of 75% casualties. My forces had been configured to present so many greenskin targets that it would overwhelm the superior Necron firepower, and get my boyz close enough to disassemble the enemy in close combat.

Still, it had been a close-run thing. When the Nightbringer had first used its Ethereal Tempest, I had thought the game lost. How could I possibly win if I could only assault with the Nobs? I certainly wasn’t going to do much damage with shooting, and Mad Doc X seemed destined to assault (and be blown back) in an endlessly-repeating loop.

Fortunately, the C’tan—eager to cut down my troops with his formidable melee powers—did not reuse the Tempest. That allowed me to get two more powerklaws (from the Doc and a Nob) into the fight at a crucial time. Still, losing an expensive warboss and a full unit of MegaNobz to the Necron god was very costly indeed.

As planned, Mad Doc X’s Feel No Pain proved essential in allowing the Choppa Boyz enough resilience to survive considerable Necron shooting. The requirement that the good Doc move towards the nearest unit and assault it is a considerable handicap, and can certainly be exploited by the opposing player. Then again, greenskins should remember that a Mad Doc unit is free to assault other units as well, as long as it assaults the nearest—and can often win such multiple assaults.

What would I do differently, now that I’ve encountered an Ethereal Tempest? Tactically, the Ard Boyz could have charged the Immortals and killed them, rather than their futile attempt to get to the Destroyers (where they were within range of the C’tan). Strategically, I could have bought some decent shooters who could have whittled down the Warriors (such as Lootas with Deffguns), or template weapons that could kill massed Necrons when they huddled near the C’tan for protection. Then again, a greentide relies on force of numbers, and too many fire support units could have compromised that.

* * *

The disappearance of the Necrons meant that there were no cyborg parts to loot. The Cojonian Balls of Power, were quite the prize—powerful enough to power several new Ork Roks, as the greenskin Waaagh continued.