Orkingrad: the scenario

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Orkmas is, for many greenskins, a time of great rejoicin’, lootin’, and krumpin’. For the defenders of the Free Soviet of Grot and Mek Workers, however, it was to prove a time of great peril. The Soviet had been established on the planet Uessessarr during the tumultuous days of Doctor Morork’s revolt. There,  Gretchin and Ork Meks lived a hard life of proletarian toil, but one free from exploitation by brutal and avaricious Orkish warbosses.

Through the Mororkian Wars that followed, they were largely ignored. That changed, however, following the defeat of Doctor Morork’s forces at the Second Battle of Who-Ville. Recognizing the threat posed by workers’ solidarity, two large Orkish armies were sent to capture the Soviet. A prime target was the city of Orkingrad, situated on the banks of the mighty Volgrot River.

This human city has a layout remarkably similar to the legendary proletarian stronghold of Orkingrad.

This human city has a layout remarkably similar to the legendary proletarian stronghold of Orkingrad.

Attacking from the west was the footslogging 4th Ork Army (2697 points), commanded by warbosses Andrew and Daryl:

  • Warboss Daryl + squig
  • Warboss Andrew + squig
  • 20 Slugga Boyz (with big shootas) + powerklaw Nob
  • 20 Slugga Boyz (with big shootas) + powerklaw Nob
  • 20 Slugga Boyz (with big shootas) + powerklaw Nob
  • 20 Slugga Boyz (with big shootas) + powerklaw Nob
  • 20 Shoota Boyz (with big shootas) + Nob
  • 20 Shoota Boyz (with big shootas) + Nob
  • 11 Ard Boyz + powerklaw Nob + Trukk
  • 11 Ard Boyz + powerklaw Nob + Trukk
  • 11 Tankbustas + Nob + Trukk
  • 11 Tankbustas + Nob + Trukk
  • 15 Kommandos + Nob
  • Blitizabommer
  • Burnabommer

Attacking from the south was the 6th Panzork Army (1473 points), commanded by warboss Callum:

  • Warboss Callum + squig
  • 4 Warbikers + powerklaw Nob
  • 12 Nobz + Battlewagon (with Killkannon)
  • 4 MegaNobz + Trukk
  • 4 Warbuggies (with big shootas)
  • 1 Wartrakk (with skorcha)
  • 5 Deffkoptas with buzzsaw and bombs
  • Dakkajet

The city itself was divided into three major defensive zones. Sector South consisted of the densely built-up city centre. Defences here were anchored on the fortified bastion of Pavgrot’s House.

Central Orkingrad, showing the defenders of Pavgrot's House preparing for the impending enemy assault.

Central Orkingrad, showing the defenders of Pavgrot’s House preparing for the impending enemy assault.

Sector West was dominated by Mama Gretchin hill and its entrenchments. To the east of it lay promethium storage tanks and chemical plants.

The fortifications of Mama Gretchin hill, and the chemical storage facilities beyond.

The fortifications of Mama Gretchin hill, and the chemical storage facilities beyond.

Sector North was largely an industrial area, dominated by the Red Orktober Traktor Faktory.

The industrial district and Red Orktober Traktor Faktory.

The industrial district and Red Orktober Traktor Faktory.

The defenders (4087 points) held the east bank of the river, and could expect some reinforcements to arrive by boat. The workers at the traktor faktory were also hard at work producing Killa Kans for battle. However, no real relief could be expected until the arrival of the mechanical behemoth known as “Josef Stompa,” commanded by none other than the Great Mek Marshal Zuhkork.

IN ORGKINGRAD

  • Big Mek Rex
  • Big Mek Vince
  • Big Mek
  • 20 Grots + 2 Runtherders + Painboy
  • 10 Grots + Runtherder
  • 10 Grots + Runtherder
  • 10 Grots + Runtherder
  • 10 Grots + Runtherder
  • 10 Grot Worker Militia+ Runtherd
  • 10 Grot Worker Militia+ Runtherd
  • 8 Burnas + Mek + Mad Dok Grotsnik
  • 8 Burnas + Mek + Painboy
  • 7 Lootas + Mek + Painboy
  • 7 Lootas + Mek
  • Killa Kan
  • Killa Kan
  • Killa Kan
  • Killa Kan
  • Killa Kan
  • Deff Dread
  • Deff Dread
  • 3 Lobbas
  • 2 Lobbas
  • Looted Wagon (with Killkannon)
  • Looted Wagon (with Killkannon)
  • Lobba
  • Kannon
  • Zzzap Gun
  • Mega-Kannon

IN RESERVE

  • 10 Grots + Runtherder + Barge
  • 10 Grots + Runtherder + Barge
  • 10 Grots + Runtherder + Barge
  • Killa Kan
  • Killa Kan
  • Josef Stompa

SCENARIO SPECIAL RULES

Vehicle Movement:

  • Vehicles and bikes may not mount roofs or battlements, ascend vertical obstacles higher than 1”, or otherwise do some of the silly-looking things allowed under 7th Edition rules.

Weather

  • Roll at the start of each turn, starting on Turn 2: on a 6, it is raining or snowing that turn, and ALL terrain counts as difficult. Add one for each subsequent turn.

Case Green

  • Orks move first, entering from their command’s assigned table edge.
  • At least one Ork unit per Army (in addition to flyers) must be assigned to reserves.

Pavgrot’s House

  • Imperial bunker
  • Medium Building with battlements
  • AC14, 4 HP + Void Shield (AC12)
  • 4 emplaced Big Shootas
  • 1 emplaced Quad Deffgun (w/Skyfire and Interceptor)
  • Units occupying count as stubborn.

Void Shield Generator

  • Impassable Medium Building with battlements (or barricades)
  • AC14, 4 HP
  • 3 Void Shields (AC12, 12”)

Mama Gretchin fortifications

  • Aegis Defence Line with Tanglewire and Tank Traps
  • 4+ save (2+ Gone to Ground)
  • Emplaced quad Quad Deffgun (w/Skyfire and Interceptor)
  • Units occupying count as stubborn 

Mama Gretchin watchtower

  • Wall of Martyrs bunker
  • Medium Building with battlements
  • AC14, 4 HP
  • Ammo Store (reroll 1s)
  • Trap Door (within 12”)

Grot Defence Line (x2)

  • Aegis Defence Line
  • 4+ save (2+ Gone to Ground)
  • Tanglewire, Tank Traps

Chemical Factory

  • Promethium Pipes.
  • 4+ save (on 6, reroll for explosion)
  • Burna can count as Torrent

Boobytraps

  • Four buildings, ruins, or fortifications may be booby-trapped.
  • Place 4 booby trap and 8 dummy markers to indicate this.

Endless Grots

  • Three 11-strong units of Gretchin must be placed in reserve.
  • These arrive in the usual way anywhere on the eastern (river) table edge), embarked on landing craft. The models to depict the unit must be available (from casualties).
  • Barges are treated as Trukks, with the following exceptions: they are slow, may reroll dangerous terrain, may only travel on water, and armed with a twin-linked Big Shoota.
  • All Runtherds are armed with Grotprod or Grabba Stick as the model depicts (instruments count as Grotprods). All units are assumed to have a Squighound.

Red Orktober

  • The traktor faktory is an AV 13 large building with 5 hull points, with the Mighty Bulwark special rule.
  • Two Killa Kans start the game in reserve. The models to depict the unit must be available (from casualties). These arrive from reserve inside the factory, unless it has been destroyed.
  • Units occupying count as stubborn

Grot Worker Militia

  • Grot Workers may fight as per regular Grots, but at BS and WS 1. They do have a Runtherd, but do not have a Squighound attached.
  • During the shooting phase, instead of shooting a unit of Grot Workers may instead try to repair a building or vehicle with which it is in contact. Roll a D6: on a 5+, recover one hull point.

Josef Stompa

  • Josef Stompa must be placed in reserve.
  • Dice for arrival starting Turn 3 (not Turn 2). It will automatically arrive Turn 5 (not Turn 4).
  • It must enter from the north, south, or east table edge, no closer than 12” to an enemy unit. If unable to arrive it stays in reserve.
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One thought on “Orkingrad: the scenario

  1. Pingback: Orkingrad: the battle | The Goatronium Expansions

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