Third scenario I have devised, this time against combined forces of IG and marines(want to try that as well
If somebody wonders why imperials have so little point advantage(only 500) despite doing assaulting here's my reasoning. If you disagree tell me why and I'll up the imperial forces:
-Orks aren't best of defenders. They have low range weapons and poor shooters, they are nearly better off abandoning the defences and enter standard combat in open. Only the fact they are pretty slow stops that being best idea(too easy to be drawn into firefight)
-Imperial forces were designed to be all-mounted in transport vechiles. That's bloody lot of armoured vechiles for orks to deal with, especially with their standard lack of good AT weapons. Also the vulcan mega bolters aren't as usefull as vs foot assault.
-Marines and imperial guard working together.
-Imperial army having combined strategy rating of 3. That HAS to count something(after all vs IG orks normally has +1 advantage) coupled with the first turn special rule.
Recapturation of Omega Line:
Overall:
Omega Line. Defensive line at the sector 634 of Numenovian II, designed to protect nearby factories producing tanks and munitions for the planetary defence forces, and by now to entire regiments of Imperial Guard. For 2 days orks had launched serries of attacks against them only to be driven off, untill one assault finally broke the line, forcing PDF troops into retreat. Imperial commanders knew however that the fortifications had to be retaken, no matter the cost...
However ork assault had only knocked down 2 of the gun forts guarding the defence lines. 2 more were still active...Direct assault would be bloody indeed but the line had to be taken before orks could muster out attack against the vulnerable factories. Thus Imperial commander requested help from space marines of "fill the chapters name". Chapter Master agreed and sent parts of 7th company, along with squad of veterans and their land raider, sole survivors of fierce battle fought nearby in intense fight.
At dawn assault commenced...
Forces:
Imperial army has overall strategy value of 3. Initiave values as per normal.
Regimental HQ:
12 infantry
supreme commander
7 chimeras
hydra
3 leman russ demolisher
Mechanised Infantry company:
12 infantry
commander
9 chimeras
3 hellhounds
hydra
2 ogryns
Storm trooper platoon:
8 storm troopers
4 valkyries
Artirelly Battery:
3 basilisk
Super Heavy Tank Platoon:
Baneblade
Space Marine Tactical Detachment:
6 tactical
chaplain
3 rhinos
Space Marine Tactical Detachment:
6 tactical
razorback w/linked lascannon
3 rhinos
Space Marine Tactical Detachment:
6 tactical
2 veteran marines(count as tactical marine)
3 rhinos
land raider
If you want to refight it with different forces use 3500 pts worth of imperial forces with following restrictions:
-No more than 1500 pts may be chosen from space marines
-Maximum 2 batteries of Artirelly may be chosen(little were available at the point of battle)
-No space craft
-Aircraft limited to 20% of points
-Only following space marine units are allowed: Tacticals, rhino's, razorbacks(both variants), dreadnoughts, character upgrades(no more than 2), predators, whirlwinds and bikes(note that land raider in above force is special case).
Ork forces:
Warband:
18 boyz
6 nobz(including warlord)
10 grots
3 dreadnoughts
6 killa kanz
Warband:
9 boyz
3 nobz
5 grots
5 killa kanz
Warband:
14 boyz
3 nobz
6 grots
6 kommandos
Mekboy Gunzmob:
9 big gunz
big gunz w/slaver(supa-zzap gun)
Kult of Speed:
3 scorchas
13 warbikes
Fighta Squadron:
6 fighta bommaz
Gun forts:
2 gun forts. Each is warmachine with DC3, speed 0, Armour 5+, CC6, FF5, reinforced armour, transport 8 and armed with vulcan megabolter
If you want to refight it with different forces use 3000 pts worth of orks with following restrictions:
-No gargants
-Aircraft limited to 10% points(and these are limited to fighta bommaz only)
-May include 0-4 gun forts as above for 100 pts each
Gaming area:
Design terrain together. In center there is defence lines(count as trenches) from one wide edge to other(ie north-south). Every 30cm of it(4 in total in 120cm wide board in otherword) is position for gun fort. Positions number 1 and 3 from south have gun fort(if you are using alternative forces agree with your opponent where they are). Where isn't gunfort is small area of ruins. On the west, opposite side where IG will come from, should be pretty open(representing IG having built the defence lines in place where enemy would be in "the killing zone".
Deployment:
Imperial forces are to be set up first, maximum 20cm from the edge. Ork forces are then set up, up to 15cm to either side from center line(obviously preferably behind the walls but if ork wants to deploy outside...feel free
Special rules:
In first turn Imperial forces wins automaticly strategy roll to represent suprise etc.
Victory conditions:
Divide defence lines to 40cm sections, each gun fort position count as another section. At the end of turn 5 check which side controls most sections. Player controls the section if he has unit in contact with the defence line/gun fort. In case control is draw fight another turn. If even at that point control is draw then game is draw. In any other case the side which controls most sections has won the game.
EDIT: Oops. Gun fortin critical vaikutus unohtui. Onneksi se on helpo ja yksinkertainen, tykkitorni tuhoutuu kertalaakista.