Willard’s War

Scenario special rules here.

Mutant rats!

Glarsnot Bloodcurdle could almost taste the prized delicacy as he looked up from his battlemaps at the ancient, ruined city before him. Consultations with his Chaos allies had been brief at best. Indeed, to be honest, the Greenskin commander had dozed off a little while some very earnest (and hideously deformed) Chaos geek had explained the extraordinary scientific value of the Goatronium-enhanced rodents: Blaablahh mutation… blaa blaaa DNA…. blaaaadi blaa blaaa  (evil maniacal/demonic laugh)…. By Mork’s bloody axe, the hummies—even corrupted, demon-infested, diseased and deformed hummies—could be so boring! All that Glarsnot really cared about was getting a few of those huge furry delicacies on a stick, and grilling them.

There had been little discussion of a joint plan—the forces of Chaos were just too chaotic for that, and the Orks were thinking with their stomachs. The former would take the left flank, facing a contingent of Blood Angel Space Marines across the wreckage of the ancient industrial area. The Greenskins would take the right flank, facing Tyranids across the ruins of the shattered ancient city. And they would both look for rats. If the Chaos hummies could keep the Imperial hummies out of the Orks’ way, that would be good enough.

While there wasn’t much of a joint plan, there was an Ork plan. The most valuable rat swarms were to be found in the sewers, and that’s where Orkish Warboss intended to concentrate his forces. A unit of Kommandos would be his lead force, with orders to get into the sewers as fast as possible. Once there, their ability to move through cover would be very helpful in helping them advance as quickly as possible, capturing rats along the way. To the left and right of the sewer entrance, two large units of Shoota Boyz—da Ratskewers and da Skeweratz—would take up position, hoping to use their dakka to keep any threat at bay while the Kommandos did their work down below. Not-so-Old Zogwort (grandson of the famed Old Zogwort) was attached to the Skeweratz to add some versatility to its possible attacks. Glarsnot himself would lead a unit of Trukk-mounted Ard Boyz, prepared to reinforce positions, attack targets of opportunity, or even dismount and head down the sewers too if need be. Two Deffkoptas would come in from the flanks to harass the enemy. Finally, a battery of three Lobbas would rain destruction down upon the Tyranid infantry. Although he would never admit it to the Grots, Glarsnot had developed a considerable fondness and respect for Lobbas over the years: cheap, versatile, and the bane of lightly-armoured foot- (or claw-) sloggers everywhere. (Picture, right: the Greenskins deploy.)

The Armies

1250 points each (Movie trailer below: courtesy of the CSM video production team.)

Orks: Da West End Boyz

  • Warboss Glarsnot Bloodcurdle (deployed with Ard Boyz)
  • Not-so-Old Zogwort (deployed with Skewweratz Shoota Boyz)
  • “Ratskewer” Shoota Boyz (25), Rokkits, Nob w/Powerklaw
  • “Skeweratz” Shoota Boyz (20), Rokkits, Nob w/Powerklaw
  • Ard Boyz (11), Rokkit, Nob w/Powerklaw
  • Kommandos (12), Burna, Nob w/Powerklaw
  • Deffkopta
  • Deffkopta
  • Lobbas (3)

Chaos Space Marines

  • Sorcerer of Slaanesh
  • CSM squad (10) with Icon of Chaos Glory
  • CSM squad (10) with Icon of Chaos Glory
  • Lesser Daemons (12)
  • Raptors (8) with Khorne Icon
  • Obliterator (2) squad
  • Obliterator (2) squad

Space Marines: Blood Angels Chapter

  • Reclusiarch Prayer-Brother Vincentus (with Death Company)
  • Sanguinary Priest Brother Hestus (with Assault Squad)
  • Furioso Librarian Venerable Guardian of the Word Lord Fineus, Dreadnought
  • Assault Squad (10) “3rd Blood Wing,” with Brother Sergeant Crassus. Succumbed to the Red Thirst at the beginning of battle.
  • Death Company (10) “The Black Blood” (in Stormraven)
  • Death Company Dreadnought Brother Gambinus (in Stormraven)
  • Stormraven Gunship “Hand of Sanguinius”

Tyranids (Hivemind Daryl)

  • Tervigon
  • Zoanthrope
  • Zoanthrope
  • Zoanthrope
  • Trygon Prime
  • Trygon
  • Termagaunts (10)
  • Termagaunts (10)
  • Genestealers (6)
  • Genestealers (6)
  • Genestealers (6)

Necrons (Callumintron Omega)

  • Lords (2)
  • Immortals (5)
  • Immortals (5)
  • Pariahs (10)
  • Warriors (10)
  • Warriors (10)

Turn 1

The battle started well, with the Ork-Chaos alliance seizing the initiative. As planned, the Kommandos raced for the nearest manhole, and headed down. Da Ratskewer Shoota Boyz took up positions in a ruin to the left of the sewer entrance, firing rokkits at the Marine’s Stormraven gunship and shaking it. Da Skeweratz Shoota Boyz and Zogwort moved into a ruin to the right. Glarsnot and the Ard Boyz moved behind the shelter of  the large central ruin (which itself contained one of the rat objectives).

The Lobbas immediately proved their worth by bringing a  devastating salvo down on the unit of Gaunts nearest the sewer entrance across the battlefield. Seven of the ten members of the Tyranid horde were cut down by shrapnel, amid high-pitched squeaky cheers from the Grot gun crewz.

The Tyranids responded by moving forward their fearsome Trygon Prime. The few surviving members of the wounded Gaunt unit started down the sewers, but made little progress. The Tervigon started to spawn another group of Gaunts, but then halted in a screech of pain as a claw lodged somewhere in the creature’s massive uterus. In a lucky break for the Orks, there would be no more Tyranid reproduction today.

Meanwhile, as the Greenskin deployment unfolded according to plan, the forces of Chaos were less fortunate. (Picture right: CSM and Blood Angels prepare to go at each other.) A unit of Raptors had flown forward to seize the central bridge, hoping to secure two rats located nearby. They had underestimated the range of the jump-pack equipped Assault Squad and Furioso Librarian Venerable Guardian of the Word Lord Fineus. With a roar of rockets the Marines were upon them, slaughtering the defiled ones to a defiled man. With this the Assault Squad consolidated forward across the bridge, closing the distance to the Ork lines. The Stormraven moved forward, blocking Chaos access to the manhole and preparing to disgorge troops.

Turn 2

Glarsnot Bloodcurdle looked with concern at the demise of the Raptors, and the sudden arrival of a powerful squad of Space Marines on his left flank. He had heard of the dangerous hand-to-hand abilities of the Blood Angels, and had no desire to let them get in the first assault. The Trygon Prime too could be extremely dangerous too. At all costs he had to buy enough time to get the Kommandos deeper into the sewers.

Then, as if that wasn’t enough to contemplate, there was a sudden flash of lights on the battlefield, as someone—or something—teleported into the fray. Necrons! A unit of Warriors appeared near the Orkish sewer entrance, a unit of Immortals to the Orkish rear, and a second unit of Immortals on the Orkish right flank. The remaining Necron units were deeper into the Tyranid positions.

No sooner had the cybernetic warriors blinked into existence than they opened fire, killing a few of the Shoota Boyz. Exterminate all life forms! Exterminate!

Clearly the Orkish positions had to be stabilized, and stabilized fast. “OK, ladz… grab yer choppas and let’s go open some of dem der tin’eads!” he shouted to the ‘Ard Boyz as he led them from the Trukk and in a charge against the Necron Warriors. This they did, destroying much of the Necron unit. The Skeweratz to the right then opened fired on the Trygon Prime and wounded it, then followed up with a furious charge. While Not-so-Old Zogwort was cleaved in two by a gargantuan claw in the process, he inflicted enough damage on the fearsome creature to allow the rest of the Orkish unit to bring it down in a bloody heap. The Skeweratz then consolidated into the central ruin.

Da Ratskewerz poured dakka into the Blood Angels, then charged. Unfortunately, in this case some forty or so shots failed to inflict a single wound, and the Boyz came out of the hand-to-hand combat much worse than their opponents. Still they hung on grimly. The Lobba pounded the newly-hatched Gaunt unit, inflicting a half dozen casualties. Below ground, the Kommandos ran forward, capturing their first rat in the process.

Increasingly the Tyranids found themselves engaged with the Necrons. One unit of Genestealers arrived on the flank and slammed into a unit of Necron Warriors, but failed to achieve victory. A unit of Gaunts advanced on the flank towards a ruined building and a rat objective. As the Zoanthropes brought fire down on the Necron positions, one shot fell short and wounded the surviving Trygon.

A unit of Lesser Daemons arrived to shore up the Chaos position. Still, things weren’t going less well for the defiled one. The Blood Angels’ Stormraven flew forward and disgorged Death Company in the midst of their positions, while the other Dreadnought rocketed forward to assist. The Lobba unit took some fire from the gunship, wrecking one of its guns and stunning another.

Turn 3

The Necrons shot one rat as the Gaunts approached it, and tried unsuccessfully to shoot another in the central ruins before the Orks could capture it. The Pariahs and two Necron Lords also charged the Trygon and a Zoanthrope, killing both in close combat. The fighting continued between the Genestealers and Warriors, while the other Warrior unit was finished off by the Ard Boyz.

With the Ard Boyz now freed up, Glarsnot Bloodcurdle lead them personally in a charge against the remnants of the Blood Angels Assault Squad. This was destroyed, with the exception of Sanguinary Priest Brother Hestus, who fled. Da Skeweratz Shoota Boyz in the central ruin secured a rat. The Lobbas continued to pour effective fire on the Gaunts, reducing the number around the sewer entrance to a mere three. These would spend the rest of the game holding their position, and making no effort to push on into the sewer where they might face the larger and more capable unit of Kommandos.

The Kommandos themselves, essentially alone beneath the ruined city, scored two more rat objectives—this time especially valuable rat swarms.

A Deffkopta arrived, and was deployed to the far left flank to assist the forces of Chaos. It was too little, too late. The Blood Angels finished off a Chaos squad, the Daemons, and an Obliterator squad, leaving only a single CSM squad approaching the ruined factory and a unit of Obliterators in reserve, yet to arrive. Moreover, a unit of flanking Genestealers arrived close behind the Deffkopta, and destroyed it in claw-to-hand fighting. The Lobbas once again took fire from the Space Marines, destroying the last of the guns. Miraculously (or perhaps it was the whip, Grotprod, and Squig Hounds of their Runtherd), the crew’s morale held.

Turn 4

The Necrons finished off the Genestealers, and also charged into the ruins to engage the Gaunts. They also brought some fire down upon the Zoanthropes and Tervigon, as well as the Orks in the central ruin, killing all but a few of the Skeweratz. They also killed a second rat near the bridge.

For Glarsnot Bloodcurdle, the primary concern at this point was to safeguard his successful mob of Kommandos deep underground. While the former collected their fourth rat, the two remaining mobz on the surface fell back towards the sewer grate to either defend it or join the Greenskins below. To distract the approaching Blood Angels, the remnants of the Lobba crew were sent towards them, thereby attracting their rage away from the Orks guarding the vital manhole.

A Deffkopta arrived, and it too was deployed to the far left flank to assist the forces of Chaos. It was soon destroyed. Two Chaos Obliterators, the only surviving Chaos forces, arrived by deepstrike in the Tyranid rear. They failed to hit much.

The Chaos squad killed the Genestealers, and moved into the factory. They were pursued, however, by Death Company Dreadnought Brother Gambinus and a second unit of Genesteelers arriving on their flanks. While the latter couldn’t catch them in time, the former did—wiping out the rest of the squad but being immobilized in the process. Meanwhile, Sanguinary Priest Brother Hestus, having collected one rat earlier, chased a second across the ruins of the industrial zone.

The Death Guard crossed the river (losing two of their number to its treacherous currents), and charged the Runtheard and Grot gun crew. Not surprisingly, they killed them.

Turn 5

With Tyranids, Necrons, and Blood Angels converging on his position—and with five rats now in Greenskin possession—Glarsnot Bloodcurdle decided that the best thing to do was to consolidate his defences in the fetid tunnels beneath the city. He, the few remnants of the Ard Boyz, and the sole surviving Nob of the Skeweratz all ran down into the sewers to join the Kommandos. The Trukk was sent off towards the raging Death Guard to once more draw them away from the Orkish position. They soon destroyed it, but lost precious time in doing so.

There was more fighting up top: a Tervigon died, the Obliterators fired at something at missed, the Immortals and Death Guard eyed each other suspiciously. But it didn’t matter. Down below, the Kommandos lit a fire with their burna, and Glarsnot Bloodcurdle and Da West End Boyz enjoyed a well-earned treat of roast rat.

(Picture, below: Greenskins (almost) all alone in the sewers with their rat buffet.)

After Action Review

The final score was Orks/Chaos 16, Necrons 2, Marines/Tyranids 2. I’m not sure that everyone enjoyed the game as much as I did, however. The CSM found their forces shattered early by the fearsome close combat skills of the Blood Angels, and had little to do the latter half of the battle. Most of the Blood Angels themselves were afflicted by the Red Thirst or rage, and as a result spend the game chasing after the nearest visible opponent. While this made them even more formidable in battle, it also meant they couldn’t enter the sewers (since they couldn’t chase what they couldn’t see). The Tyranids had some very poor difficult terrain rolls to enter the sewer, and in any case found most of their infantry pounded by Lobba fire, attacked by Necrons, or away on the wrong flank. The Necrons did well, but could never get anywhere near a sewer entrance to pursue the Kommandos. Overall, too, I think some players found the rat rules a little too complicated.

That being said, everything worked out in accordance with Glarsnot’s battle plan, which had hinged on getting Kommandos into the sewer as fast and as far as possible, while others guarded the nearest entrance. Had more Tyranids gone below, I’m confident I could have bested them in close combat. Non-raging Blood Angels would have been a bigger problem, but there were only two units of those in any case. I’ll have to watch out for the Blood Angels in future: killing their Assault Squad took a unit and a half of Orks, and it was frightening how quickly the Stormraven’s cargo of Death Guard and Dreadnought cut through the CSM defences.

Greenskin heroes of the day? The Kommandos and the Lobbas. The former (195 points) secured the objectives needed to win. The latter (a mere 94 points) killed more than a dozen Gaunts, and kept them from interfering below.

Welcome to Willard (rat-catching for science)

The planet of Willard 1971 was one of the more unremarkable planets of the remarkable area of space known as the Goatronium Expansions. Like many others in the sector it was covered in rich verdant tropical forests. As elsewhere, these were occasionally marked with the abandoned ruins of a mysterious and ancient civilization. No one knew much about the builders of these buildings, other than that had a rather dreary fondness for dark gothic construction and morbid skull decor. The Ancients had died out long ago, for reasons that were equally mysterious. Some archaeologists argued that they had been devastated by war. Others suggested plague, pestilence, or environmental catastrophe. Increasingly, however, the scholarly consensus was that the Ancients had simply expired due mass architecturally-induced depression.

Be that as it may, Willard did have two things that set it apart from most of the other planets in the sector. First, it was endowed with goatronium deposits of unusual purity. Second, it was overrun with rats.

Ratus Willardus (as Imperial scientists labelled them) were not your usual rats of the sort found skulking aboard tramp space-freighters, served up at Ork banquets, or gnawing upon the bones of prisoners in Chaos interrogation centres. No, these rats were faster. Stronger. Extraordinarily tough. Vicious. Something about the planet had changed their very DNA.

For this reason, four armed research teams were dispatched to Willard. The Imperial team hoped that by capturing rats they might derive a goatronium-based drug to further enhance the combat effectiveness of the already genetically-engineeered Space Marines. The forces of Chaos, in their own twisted way, hoped much the same. The Tyranids planned to integrate the mutated DNA into their own genotype, allowing the hive-mind to breed even more fearsome progeny. The Orks—well, the Orks thought that mutant rats would make one very cool lunch.

As the four armies headed for their collective rendezvous with scientific history, the usual plotting was afoot. The putrid forces of Chaos, having been badly battered in their last foray against the Greenskins, decided that much the easier way of proceeding was to simply buy them off. This they did with the promise of loot and barbecued rat-on-a-stick, the two sides agreeing to share any rodents that they managed to collect. This in turn forced the Imperium and the Hive-Mind into an uncomfortable alliance of their own. While later chroniclers might scoff at the improbability of it all, out in the dangerous fringes of the Goatronium Expansions necessity and the struggle for survival often combine to make for very strange political bedfellows indeed.

Meanwhile, amidst all the plotting and plans, somewhere deep in the darkness of space a Necron beeped, blinked, and booted into standby mode. Then two did the same. Then did 4, 8, 16, 32… until a vast network of cybernetic  warriors had awakened.

The Necrons had no interest in any biological life-form gaining any sort of enhancement or advantage from the mutated rats. They too would travel to Willard 1971. Once there, their programming would be simple: to exterminate.

Forces and Terrain

1,250 per contingent. The battlefield will consist of large ruined city in the centre, with jungle surrounding and a river (dangerous terrain) running between the two long table edges and hence separating allies from each other. Manhole covers will also give access to a network of sewers below.

Each contingent will initially deploy in their own quarter of the battlefield. Units may deepstrike (anywhere the surface on either side of the river, but not into the sewers), flank (anywhere on the surface), and infiltrate (on the surface on either side of the river, or in the sewers… although rats count as enemy units in terms of deployment distances) as usual.

If any Necrons show up, they may deploy by teleportation anywhere on the surface of the planet at the start of the second turn of the game.

Special Rules

The objective of the game is to capture samples of the mutant rats for scientific study (or, if you’re Ork, for lunch). Six rats will be randomly placed at the outset of the game in the city. Two rats and two rat swarms will be placed in the sewers. Each rat captured is worth d3 victory points, and each rat swarm worth d6 victory points. Unlike the other contingents, Necrons simply want to destroy the rats, and score one victory point for each dead rat or rat swarm (regardless of who kills it).

The game lasts until turn 5, 6 or 7 (as per the standard rules).

Rats are captured by moving into contact with them with any infantry unit (including special characters) during the movement phase. Thereafter they are treated as an independent character that moves with the unit.

A single rat is T4 W 1 with a 5+ invulnerable save and the stealth and feel no pain special rule. A rat swarm is T4 W3 with a 5+ invulnerable save and the swarm and feel no pain special rules. At the start of their movement phase, a player may attempt to move any uncaptured rats on their side of the river. Roll a scatter die and 2d6 to determine the rat’s movement. A hit usually represents no movement at all. Rats may move the full distance through all terrain except the river, which counts double distance.

At the start of their turn phase, a player may also secretly draw one playing card. You may not discuss the cards that you hold with anyone—including your ally. A card may be played at any point in the game, including during an opponent’s turn, and more than one card may be played at once. Cards usually only affect your own side of the river.

  • A/K/Q: Achh aye, that’s no ordinary rat! The rat immediately assaults any unit within 6″. It automatically inflicts 1 wound (or 3 wounds if a swarm). The attacked unit must immediately take a leadership test (subtracting one for each casualty it has suffered) or run away.
  • J: Pied piper. All uncaptured rats on both sides of the river move d6″ (dice once for all) towards a designated unit.
  • 10-9: Escape! A rat escapes from its captors. Roll one die: on a 4+ it is immediately recaptured. Otherwise, move the rat 2d6 in a random direction away from any figure in the unit.
  • 8-7: Rats nest. If any rats have been killed, take one of the casualties and place it anywhere on the battlefield at least 15″ away from all units on either side of the river. If placed in the sewer, the 15″ is measures as the line-of-travel, not the direct distance.
  • 6-5-4: Come here, little ratty…. When a rat’s scatter die results in a hit, the player using this card may decide the direction of its movement. If more than one player plays a card, dice off to see who determines the rat’s movement.
  • 3-2: Tunnels! Any rat above ground within 6″ of a manhole may be placed underground within 6″ of the same manhole (or vice-versa if underground).

Only infantry units may move in the sewers, which count as difficult terrain. Moving from a manhole down to the sewer (or the other way) is a 3″ move. The sewers are dark, and night-fighting rules apply there.

SGW Bloodcurdle Opens Red Orktober Factory

*cue patriotic Orkish music*

Taking a break from a busy schedule of raiding, pillaging, and more raiding, Supreme Greenskin Warboss Glarsnot Bloodcurdle today visited the city of Orkingrad to open a new Big Mek weapons production center. While there he declared that the city would never fall to the Imperial invaders. “Da hummies will be crushed under da metal footsies and da big snappy klaws of da Kans and da Deff Dreads made ‘ere in dis faktory!” he announced, as staff at the Red Orktober Traktor Faktory applauded and cheered (Picture below: Glarsnot Bloodcurdle declares the Red Orktober Traktor Faktory open.)

Following the opening ceremony, SGW Bloodcurdle as given a tour of the facility by the chief Mek and his team. Built using state-of-the-art technology (stolen from others) as well as advanced materials (looted from various Imperial planets), the Red Orktober Traktor Faktory features a full automated assembly line, with grots standing in for actual automation. It is capable of producing most anything, and especially anythings that look and behave quite differently from designed, intended and/or previously produced. In a testimony to superior Orkish Mek engineering, the efficient prodding of the Grot Herders, and quite a few safety-shortcuts, the entire facility was completed a mere three months after its predecessor faktory was destroyed in a tragic Shok Attack Gun accident.

With Imperial Forces advancing towards Orkingrad, it may be only a matter of time before the Faktory—and the city’s fearless greenskin defenders—are put to the test. Said the Supreme Greenskin Warlord, “My boyz will dig da graves of all dem der facisty-hummie-aggressors. Waaagh!”