|The "deal" goes down on 24601.|
|Ork mercenaries pre-game|
|The Ork mercenary commander|
|Dallas' awesome troops - infantry from Brigade, and tanks from GZG|
|Ork skirmish line at the start of the game|
|The corporate power armour enters the table...slowly....|
|Corporate tanks advance.|
|Now that's a flank shot! Dave's near-suicidal tactics pay handsome dividends.|
|Armour without infantry support - it ends in tears for the Corporate guys...|
|The Ork mercenary commander and his bodyguard literally tear the corporate tanks apart|
The key decision point in the game came when the un-supported merc armour got within reach (literally) of the Ork mercenary commander and his body guards, who used their power claws etc to rip the tanks apart. I'm sure the power armoured infantry might have had something to say about this, but all those "1"s for activation rolls were hurting...
Dallas and Brian gave it their best to make up for this loss- the merc power-armoured infantry mowed down a number of the Ork grunts, but they could not get enough command rolls to move forward to the objective.
|Heavy fire from the Ork infantry slows the corporate troops down, but does little harm in the end.|
|The transport prepares to take off - the transaction is complete...|
Final result - win for the Orks. The mysterious components stolen from Binary Petroleum have now moved elsewhere. What will this mean for the humble Colony 24601? Only time will tell...
|Final shot of the game - the corporate troops are sweeping toward the target, but it is too late.|
As it stands, units that fail to activate get to go on a kind of Overwatch, but it's still not that fun to go through, and when you are putting on a game, having fun is the key! I am going to fiddle with the rules a bit to try and ensure some basic options (i.e. a move, or shoot at -1, or something) are always available, even on a failed activation.
Stay tuned for further FUBAR adventures...