The Death of Hive Balmung

Spooked me there for a minute! But I calmed down once I realized that the only Ork I have to deal with is Grimdurk now. :D
 
Spooked me there for a minute! But I calmed down once I realized that the only Ork I have to deal with is Grimdurk now. :D



So you say, or I could metagame this and go all Kamikazi on you. I may not win but I doubt you would win either :p
 
I know that neither of us would metagame Hunter, and my comment is only meant as a joking jab. ;)

But seriously, Dakka Splatta is much more big, green and Orky than Grimdork. I won't believe otherwise until the latter shows that he's Ork enough to take on Dakka Splatta.
 
To: Orks
From: Weak Frightened Humans


We're much more afraid of Dakka Splatta than Grimdurk, if someone is to truly make us quake in our boots and cry like children, it is the fearsome Dakka Splatta! Grimdurk isn't very frightening at all, shouldn't even be in charge if you ask us- he's nothing compared to his larger, stronger and orkier rival.

OOC:
Spoiler :
I-see-what-you-did-there-Fry.jpg


IC:
To Weak 'umies:
From: Da Meanerest Badderest Toughest Ork, Grimdurk, Chosen of Gork or possibly Mork

I 'eard dat. Firts, I wuz gonna eat ya firts, but den I got da best idear. Youz is gonna die last. Wez gonna go around and youz can see us kill all youz weedy 'umie friends. Den wez gonna eat youz all alive. Youz not worthy of fightin'. Youz is just too weedy. Wez don't even need no dakka to killz youz. WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!!!!!!!
 
From Colonel-Commissar Vladimir Koschei (DEFENDER OF THE IMPERIUM), Leader of the Brotherhood of Iron
To "General" Aerion

You will ACKNOWLEDGE the truce between your guardsmen and the BROTHERHOOD, formally and publicly, and FORSWEAR all intent to do us HARM, or I will declare you a traitor and DISCHARGE my duty in the NAME of the Emperor, praise BE to him.
 
To: Mechanicus Working Group Sigma Delta Epsilon, The Cathedral and all her faithful flock bring you greetings in the name of the God-Emperor, who sees all the deeds of man, rewarding and punishing as is His Good Pleasure.

It has been the custom in times past that certain heretics be allowed the honor of serving the Emperor, turned over by our most august body to your hands to turn them into arco-flagellants, so that they might be a beacon of hope for the faithful and a living symbol of the Divine Wrath of the Emperor to the unbeliever, heretic, mutant, alien, and all others who hate good and love evil. With the presence of the Foulness in our midst, we have instituted a witch-hunt to root out the heretic so that their corruption might not blemish the Pure. We ask if your men maintain the ability to serve the Emperor in constructing arco-flagellants for the use of the Church and the Emperor, and if so what sum we might pay you for your services.


To: All the Faithful Children of the Emperor

It is written, “And they asked him saying, ‘How then might we be saved?’ Then he replied, ‘Salvation does not come except by blood and water.’” This then is what he means. For by blood, he refers to the blood of the heretic, the mutant, and the xeno. For this reason we “suffer not the witch to live,” nor the heretic, nor the mutant, nor the xeno, nor any who breaks His laws. Thus the Ecclesiarchy, in order to spread the salvation of the Emperor to all men must needs enact a witch-hunt so that His people might be cleansed through the blood of the evil ones. Let all the Emperor’s faithful children not hinder us in our sacred task but support us in all manners. For cleansing is not done by one but by many, for the ruler grants the Witch Hunter access to his territory, and places their men at his disposal, and the citizens tell the Witch Hunter all they have seen that is suspicious done by their neighbors, and so all do their part.

But what, then does he mean when he says, “and water?” The water is the sweat of your brow shed when you work in His service. Therefore the Holy Church declared a crusade, so that you might join it, and bring His Righteous Wrath to all who His Anger rests on. But if you are unable to join as a Crusader, for only the Pure can stand its burden work still remains in His service. For one, by the sweat of his brow grows the crops of which he gladly and freely gives for the support of his fighting brethren. Another, by the same sweat, earns the money, which he gives for the Holy Task. Still others labor so as to make the weapons and the armor, and so are blessed by touching those implements which are made sacred by bathing in the blood of the unbeliever.

So let all consider in their hearts what they might do to accomplish the Will of the Emperor, and so bring salvation to them and their household. But know that the one who stands by and does nothing endangers not only their own soul, but all of mankind. For the Righteous who watch evil prosper, and do nothing, is not Righteous, but shares in the murder of all the Righteous who the evil ones kill. Thus they become murders indeed, and deserving of the Righteous Punishment meted out by the Emperor upon the wicked. But the one who follows the Emperor’s Will, and is clothed in their Holy Deeds, will find inexpressible joy, for the blessings of the Emperor will rest upon them now and always. Amen.
 
To: Mechanicus Working Group Sigma Delta Epsilon, The Cathedral and all her faithful flock bring you greetings in the name of the God-Emperor, who sees all the deeds of man, rewarding and punishing as is His Good Pleasure.

It has been the custom in times past that certain heretics be allowed the honor of serving the Emperor, turned over by our most august body to your hands to turn them into arco-flagellants, so that they might be a beacon of hope for the faithful and a living symbol of the Divine Wrath of the Emperor to the unbeliever, heretic, mutant, alien, and all others who hate good and love evil. With the presence of the Foulness in our midst, we have instituted a witch-hunt to root out the heretic so that their corruption might not blemish the Pure. We ask if your men maintain the ability to serve the Emperor in constructing arco-flagellants for the use of the Church and the Emperor, and if so what sum we might pay you for your services.

We do maintain such technology. We can do so for 2F per batch, plus 1F in maintainence and replacement every 3-month period (one turn). (OOC: Each batch will improve the effectiveness of an infantry unit, of any type by a small amount, they are attached to. The Working Group can build 1 batch each turn and maintain a maximum of 4 at it's current strength.
 
TO COMMISAR VLADIMIR:

We agree with the sentiments but what right have you to judge thy brother?

++ ORDO HERETICUS COMMUNIQUE ++
++ APLHA RATING ++
++

THOUGHT FOR THE DAY: IN HIS NAME DO WE RISE, IN HIS NAME DO WE FALL.​

BRIDES OF THE EMPEROR, IN HIS NAME I COMMAND THEE TO ATTEND TO HIS HOLY CHURCH'S MOST GLORIOUS WITCH HUNT. FAITH SHALL BE THY SHIELD, DEATH TO THOSE WHO WOULD OPPOSE YOU AND IN HIS NAME DO I PROCLAIM THIS.
 
From Colonel-Commissar Vladimir Koschei (DEFENDER OF THE IMPERIUM), Leader of the Brotherhood of Iron
To "General" Aerion

You will ACKNOWLEDGE the truce between your guardsmen and the BROTHERHOOD, formally and publicly, and FORSWEAR all intent to do us HARM, or I will declare you a traitor and DISCHARGE my duty in the NAME of the Emperor, praise BE to him.

From General Aerion
To The False Commisar

The opinions of all true Imperial forces are against you. Give it up.
 
TO GENERAL AERION

You would dare speak for me, a servant of the High Lords of Terra and the Emperor?
 
TO GENERAL AERION

You would dare speak for me, a servant of the High Lords of Terra and the Emperor?

OOC: Bad thread-checking.

My apologies- we had recieved false reports. I will attend urgently to our communication systems.
 
TO COMMISAR VLADIMIR:

We agree with the sentiments but what right have you to judge thy brother?

From Colonel-Commissar Vladimir Koschei (DEFENDER OF THE IMPERIUM), Leader of the Brotherhood of Iron

I have the RIGHT, and not ONLY that, but the DUTY, to execute any guardsman or OFFICER that shows signs of cowardice, incompetence or TREASON. In Aerion I see an OFFICER who has become a PETTY warlord, and flouts the COMMANDS of higher authorities. If THAT is not worthy of DEATH, than what is?
 
To Dok Bok:
From: Da Meanerest Badderest Toughest Ork, Grimdurk, Chosen of Gork or possibly Mork


Youz making cybanetik boyz? Wez wants some. Deyz tuffer dan the weedy boys Iz gotz now. For da boyz, wez ain't gonna stomp yur face trill last. Youz can go stomp on sum 'umies firts, den wez can hav a good fight. Wez both gonna have more dakka den we haz now. So wez gets da mekinikal boyz and youz can go get more dakka. What 'oo say?
 
To Dok Bok:
From: Da Meanerest Badderest Toughest Ork, Grimdurk, Chosen of Gork or possibly Mork


Youz making cybanetik boyz? Wez wants some. Deyz tuffer dan the weedy boys Iz gotz now. For da boyz, wez ain't gonna stomp yur face trill last. Youz can go stomp on sum 'umies firts, den wez can hav a good fight. Wez both gonna have more dakka den we haz now. So wez gets da mekinikal boyz and youz can go get more dakka. What 'oo say?

Oi! You lots want some cyba boyz? Den youz got ta pay fer 'em! Youz gives ME a buncha boyz, and a buncha bitz, and we can figga out 'ow ta make sumfink nice an' shiny and rumbly and smashy outta yer boyz.

In Low Gothic: Give them 4 Orks and $10 per turn, and they'll make your wounded boys into cyborks, conferring on you the benefits of an alliance with the Painmob. If the agreement goes on long enough, you might get a discount on Nobz as well.
 
I have no orders from Yui108. His force is now an NPC. I will issue orders for them this update and give them a proper name. New players may choose to play as them.
 
Also: No orders from Masada. He has been active though, so he will remain in control of his faction, with upkeep subtracted and resources gathered, until he misses a second week.
 
Ok all, I have all the battle mods done and the map is partly done (only have to adjust numbers). I have to do stats, which shouldn't be too hard, work out the only major non-combat mod, which I have a sketch outline of, and finish the map. So far I have 11 pages, but only 3,694 words of mod done.

EDIT: Some players include their expected resource stocks for the end of the turn. Please do this! It means the mods get done a lot faster.
 
I have no orders from Yui108. His force is now an NPC. I will issue orders for them this update and give them a proper name. New players may choose to play as them.

Yep sorry, going to have to drop this for this update and the next. After finals I should be able to pick it back up again.
 
Update 1: He that stands beside me shall be my brother.
7000105.M42 until 7250105.M42

Thought for the day: Life is the Emperor’s Currency, Spend it Well

It wasn’t long after the Imperial withdrawal from Glorinth before those left behind began to squabble over the scraps of the last great hive city. Former brothers, some who had campaigned alongside each other for decades, found themselves on opposite sides of the new battle lines. The Lower and Upper Hive remain mostly in a state of détente as faction feel each other out, looking for allies to stand with in the dark days ahead. Those brave enough to make the first move may find themselves with an early advantage, or the victims of a united opposition.

The Under Hive, with its patchwork of control, soon fell into chaos as ten factions found themselves at war. It was predictable, when one thought about it. Here, brutality was the only common thread of life. The people here had fought every minute of their lives, now the battles were simply bigger, and there were no crowds to disappear into anymore.

To everyone’s surprise save the Balmung Compact , one of the first places war came too was the among glittering palaces of the Lower Spire. It became clear that the horrors of war would spare no one, rich or poor.

First Strike
Lower Markets
The Arbitrator had been wary of the Cathedral since before Imperial authority departed Balmung. The armies of the Cathedral struck him as an echo of the armies of the apostate Goge Vandire, despite the special dispensation for the forces of the Cathedral. Now that he was the reigning Adeptus Arbites authority on Glorinth, he ordered a battlegroup to attack the Cathedral in the Lower Markets.

His trusted compatriot, Commissar Zaytsev, led the assault. The Cathedral was heavily outnumbered, but determined to hold on. Bolstered by their fanaticism, they left the Penitential Banner, a hastily raised group of outcasts and sinners gathered up in the witch-hunts, to stall the Hydraphurian assault. They tried to prepare kill zones near the central bazaars, but the penitents fell quickly. The armoured column rolled through the markets, ahead of the infantry, hoping to catch the Cathedral’s Banners unprepared. The Banners fought hard, but outnumbered 2:1 and facing incredible firepower, were forced back.

The Cathedral forces tried to break into small groups and prepare ambushes to kill the tanks and Chimeras, but as often as it worked, they were betrayed by locals whose greedy palms had been greased by the Arbitrator. Many stayed faithful, but enough turned to hamper the defense. In the end, the Cathedral forces withdrew with whoever they could save and regrouped outside the Cathedral of the Emperor’s Salvation, in hopes that the Crusade would yield enough reinforcements to help them.

Outcome:
Lower Markets fall to the Arbitrator. Pilgrim’s Ring gains 1M, Lower Markets losses 1M, $10. Cathedral forces retreat to the Cathedral and Pilgrim’s Ring.

Forces Involved:
Strength – Losses – Survivors
The Arbitrator
1923rd Hydraphur (Imperial Guard Division): 1-.1-.9
1122nd Hydraphur (Imperial Guard Division): 1-.1-.9
243rd Ultima Macharian ‘Imperial Suns’ (Imperial Guard Division): 1-.1-.9
203rd Hydraphur ‘Lancers’ (Imperial Guard Mechanized Division): 1-.1-.9
101st Ultima Macharian Armored (Imperial Guard Armored Regiment): 1-.1-.9

The Cathedral
Saturus’ Banner (PDF Infantry Division): 1-.3-.7
Felicitas’ Banner (PDF Infantry Division): 1-.4-.6
Usthazares’ Penitential Banner (Ganger Militia/partially recruited: 1-.4-.6

Note: Both forces benefitted from the Order of the Emperor’s Tears bonus.


The Palace Becomes your Tomb
Administratum Palace
General Abnett knew that he had to act fast. The Grand Spire would tempt his many neighbours, the only question was who would try to stop him? Abnett ordered his best men to hurry to the tops of the Grand Spire and Spire Secundus while the rest dug in on all sides.

What he hadn’t counted on was the speed with which the Balmung Compact struck. He had expected the Compact to secure Spire Tertias first, or attack Spaceport Decius, not a direct attack on the Administratum Palace. He thought Melchoir Trent insane to strike at the Cadian HQ.
He would have been, had that been his main thrust. While costly, it tied up a large portion of the Cadian forces as General Abnett could not afford to strip his HQ in order to reinforce Guilds 4

Outcome: Raid on Palace repelled, no damage.

128th Cadian Battlegroup:
157th Cadian Infantry: 1-.1-.9
249th Cadian Infantry: 1-0-1
652nd Whiteshield Corps: 1-.1-.9
890th Whiteshield Corps: 1-.1-.9

Balmung Compact:
Losses included in Guilds 4 moderation

Guilds 4
The real battle would be fought for the central guild halls of the Spire, home to the greatest of the hive’s merchant houses and a good portion of their most important production facilities. The assault commenced before significant fortifications could be erected. A force of conscripts attacked first from the west, goaded on by house soldiers, ordered to kill their own if they fled. This kept the conscripts moving forward, resulting in horrendous casualties. The house regiments struck where they could to help the conscripts advance, but reserved their strength.

The Cadians more than held their own during the battle, holding back the conscripts with their own disciplined soldiers while the youthful 765th Whiteshields protected the southern flank. They were struck hard and fast by the combined might of the Compact PDF supported by tough House soldiers. The 765th quickly collapsed, forcing the other Cadian forces to retreat or face encirclement. The Cadian withdrawal threatened to become a rout until Mechanized reinforcements headed back down the spire, saving them from encirclement and destruction.

The Cadians withdrew in good order, preparing for a counterattack from a stronger defensive position in the base of Spire Secundus. The Compact reconsidered continuing on to the noble houses once they realized how much force the Cadians had there and surveyed the damage done to their own units.

Outcome: Balmung Compact captures Guilds 4. Guilds 4 suffers damage of $4. Cadians withdraw to Noble Houses 2. Cadian Mechanized withdraws to Governor’s Palace.

128th Cadian Battlegroup:
3789th Cadian Infantry: 1-.3-.7
7686th Whiteshield Corps: 1-.3-.7
765th Whiteshield Corps: 1-.6-.4
170th Cadian Mechanized (reinforcements): 1-.1-.9
Balmung Compact:
(includes losses for Administratum diversion)
1st House Regiment: 1-.1-.9
2nd House Regiment: 1-.2-.8
3rd House Regiment: 1-0-1
4th House Regiment: 1-.1-.9
1st PDF Regiment: 1-.2-.8
1st Conscript Corps: 1-.5-.5
2nd Conscript Corps: 1-.6-.4

Spaceport Decius/Foreign Quarter
The Balmung Compact saw less success at Spaceport Decius. They struck the Spaceport just as Cadian forces were launching their own attack on the Foreign Quarter. The superior numbers and training of the Cadians told against the Compact troops. They gave ground, giving up more than half of the region. Then, suddenly, the assault stopped. The Compact survivors dug in and waited, but only the occasional shot was fired. The time involved gave the new conscripts who were training in the region time to withdraw to Noble Houses 3 before they were plowed over by the Cadians.

Outcome: Foreign Quarter is now contested. Balmung Compact gathers half resources in turn 2 (rounding down). Foreign Quarter suffers damage of $3.

128th Cadian Battlegroup:
13th Cadian Infantry: 1-.2-.8
61st Whiteshield Corps: 1-.2-.8
65th Whiteshield Corps: 1-.3-.7

Balmung Compact:
3rd Conscript Corps: 1-.4-.6
4th Conscript Corps: 1-.5-.5

Agri-Dome 1
Seeing the damage being done to the Cadians, House Chaku gambled and made an attack of their own. The Cadians were planning their own assault against Munitorium Command and the Foreign Quarter when the Chakans struck.

The Chakans hit hard and fast, breaking the 173rd Whiteshields who had been left to guard the border. But the Cadians stemmed the tide and soon the Chakans were fighting tooth and nail for every corridor and plaza.

Reinforcements for both sides would tell in this battle: First, the Balmung Compact attacked. The Cadians were now badly outnumbered, facing attacks from two directions, and entirely cut off. The 173rd surrendered to the Chakans, but the rest refused to give up heart. Their steadfastness was rewarded when the 13th Cadian broke through from the Foreign Quarter, giving the Cadians a path of escape.

Outcome: House Chaka captures Agri-Dome 1, the Balmung Compact forces remain in Agri-dome 1. Agri-Dome 1 suffers damage of $1, 2F. Cadian forces retreat to Foreign Quarter.

128th Cadian Battlegroup:
5678th Cadian Infantry: 1-.4-.6
7800th Whiteshield Corps: 1-.6-.4
173rd Whiteshield Corps: 1-.5-.5 (surrendered)
13th Cadian Infantry (reinforcements): .8-.1-.7

House Chaku:
Chakan House Guard: 1-.2-.7
Chakan Men at Arms (PDF Infantry): 1-.4-.6

Balmung Compact:
2nd PDF Regiment: 1-.1-.9
5th Conscript Corps: 1-.1-.9
6th Conscript Corps: 1- .2-.8

I am Born and Die Beneath a Steel Sky
As with all things in Hive Balmung, the wretched people of the Under Hive bear the brunt of the suffering. The first blow was struck by the Necromundan forces under General Aerion. Though the General’s forces were few in number, they are extremely potent and faced a much less organized and powerful foe.

The Necromundans were ready to move when their scouts reported that the Brotherhood was on the move with an attack of their own on Warehouses 3. The Necromundans prepared defenses and waited. The Brotherhood struck with overwhelming numbers, but the Necromundans struck back with overwhelming force. General Aerion was gambling with an all-out attack on the Brotherhood, and the first phase of the battle seemed like it would pay off.

The Necromundans devastated the advanced parties of the Brotherhood. The gangers fell by the thousands, but in truth, they were the only ones who had a chance against the Spiders. This was their home turf, and they would make a fight of it. The support of the technicals helped to keep the Spiders in check, but there was litting they could do to defeat them. The Brotherhood was thrown back to their Hab Block. Reinforcements heading to the Crypt diverted to Hab Block 4 to assist, sensing that this attack was much stronger than the anticipated one on the Crypts. The Necromundans too, were forced to divert forces, but this time to fight an invasion behind their lines.

Though the Spiders continued to make gains, the sheer number of enemies was causing severe damage to the Necromundans. Even if they killed 10 brothers for every one of them who fell, they would still be overwhelmed in time. Two months into the conflict the Grenzland Militia attacked in support of the Necromundans. The Brothers, despite their losses and poor discipline, were filled with an unexpected fervor and did not break as expected. But the Brothers were pushed back and out of Hab Block 4, but at a tremendous cost.

As the Brotherhood retreated, the Necromundans and Grenzlanders prepared to push on to other regions, but the fighting must have damaged something essential to the hive. Electrical storms assailed the allies as they advanced, giving the Brotherhood time to regroup. The Grenzlanders were thrown into chaos and the Necromundans found it prudent to dig in.

Outcome: General Aerion captures Hab Block 4. Warehouses 3 suffers damage of $4. Hab Block 4 suffers damage of $2, 2M. Brotherhood retreats to Manufactoria 8

General Aerion:
1st Necromundan Spiders: 1-.4-.6
2nd Necromundan Spiders: 1-.3-.7
3rd Necromundan Spiders: 1- .5-.5
4th Necromundan Spiders: 1- .4-.6
5th Necromundan Spiders: 1- .5-.5
6th Necromundan Spiders: 1- .4-.6
7th Necromundan Spiders: Covered in Algae Storage 4 mod
8th Necromundan Spiders: Covered in Algae Storage 4 mod

The Grenzland Militia:
Carrera’s Rangers (Conscripts): 1-.3-.7
Siduo’s Snakes (Conscripts): 1-.2-.8

Brotherhood of Iron:
1st Brotherhood Infantry: 1-.3-.7
1st Brotherhood Militia: 1-.6-.4
2nd Brotherhood Militia: 1-.7-.3
3rd Brotherhood Militia: 1-.6-.4
4th Brotherhood Militia: 1-.4-.6
5th Brotherhood Militia: 1-.5-.5
1st Brotherhood Cavalry: 1-.3-.7
6th Brotherhood Militia (reinforcement): 1-.2-.8
7th Brotherhood Militia (reinforcement): 1-.2-.8
2nd Brotherhood Cavalry (reinforcement): 1-.1-.9

The Crypts:
The Brotherhood expected a major attack on the Crypts. They didn’t expect it to come from ther Balmung Compact. The Compact troops were ready for blood, expecting ganger allies with the Skulls to support them and predicting the Brotherhood would be occupied elsewhere.

They attacked the Brotherhood head on, using their technical to exploit any gains, but for the most part, the PDF held. Shortly after the attack, the Skulls arrived. To the horror of the Compact gang leaders, they opened fire on them, not the Brotherhood. Captured gangers claimed they’d taken the money and run, after being paid by both sides in the conflict. Once the Skulls attacked, the Compact broke off the attack, unwilling to waste their lives.

The Skulls used the opportunity to raise the Compact’s Under Hive base, fleeing before the gangers returned with as many ‘recruits’ as could be found.

Outcome: Brotherhood holds the Crypt. Crypt suffers $3 of damage. Skulls raid Hab Block 4, suffers damage of 1M. Skulls capture 8M, das can only gain 6M next turn from Hab Block 6, no penalty after that.

Balmung Compact:
1st Compact Militia: 1-.3-.7
2nd Compact Militia: 1-.4-.6
Compact Armoured Group: 1-.2-.8

Brotherhood of Iron:
2nd Brotherhood Infantry: 1-.2-.8
3rd Brotherhood Infantry: 1-.1-.9
4th Brotherhood Infantry: 1-.1-.9

The Skulls:
Red Skulls (Gangers): 1-.1-.9
Numb Skulls (Gangers): 1-.1-.9
Raskulls (Gangers) (Hab Block 6): 1-0-1

Hab Block 3
The Brotherhood found themselves attacked by yet another Imperial force while the battles for Hab Block 4 and the Crypt were at their height. The Glorinth Tactical regiments infiltrated their way into Hab Block 3, preparing traps and kill zones before they struck. Here, they were not as badly outnumbered, but still faced a much larger force. The militia here wasn’t supported by vehicles or professional infantry and lacked the fire of the gangers in Hab Block 4. They inflicted some damage on the Glorinth Tactical, but never stood a real chance.

Outcome: Hab Block 3 captured by the Arbitrator. Suffers $1 in damage. Brotherhood retreats to Manufactoria 8

The Arbitrator:
21st Glorinth Tactical (Necromundan Spiders Regiment): 1-.1-.9
22nd Glorinth Tactical (Necromundan Spiders Regiment): 1-.1-.9

Brotherhood of Iron:
8th Brotherhood Militia: 1-.3-.7
9th Brotherhood Militia: 1-.3-.7

Note: The Arbitrator benefited from the Order of the Emperor’s Tears bonus.


Hab Block 5
With his only Ork neighbor paying him tribute (at least in his mind) Dok Bok was free to direct the Painmob at the only target it had: The Brotherhood of Iron. The Brotherhood had few troops left. Their Infantry beat a fighting withdraw towards Hab Block 4, trying to rendezvous with the forces fighting there.

They didn’t make it to Hab Block 5, instead, they met a massive force of WLF soldiers coming to reinforce them. Seeing as the rest of the hive was quickly turning against the two, the WLF threw its lot in fully with the Brotherhood. They fought the Orks, but couldn’t stop the ferocity of the Painmob. Still, the WLF stopped Painmob outside of their own territory and allowed the Brotherhood troops to survive and prevented a repeat of Dakka Splatta’s rampage in the north.

Outcome: Dok Bok captures Hab Block 5. Suffers $2 and 3M in damage. Brotherhood and WLF retreat to Water Storage 1.

Dok Bok:
Da Boyz: 1-.3-.7
Da Uvver Boyz: 1-.3-.7
Cy-nobz: 1-.1-.9
Cyer-nobz: 1-.1-.9
Cyerer-nobz: 1-.1-.9
Dok’s Dreadmob (‘Eavy Armour) : 1-.2-.8

Brotherhood of Iron:
5th Brotherhood Infantry: 1-.3-.7

Worker Liberation Front:
1st Freemen (Conscripts): 1-.3-.7
2nd Freemen (Conscripts) : 1-.4-.6
3rd Freemen (Conscripts) : 1-.3-.7
Free Armoured Cavalry (Technicals) : 1-.2-.8

Note: The Painmob gains the benefit of being allied with the Painmob, oddly enough.

Warehouses 4
The Underalliance, sensing their chance, moved on General Aerion in force. They quickly seized the isolated warehouse district, suffering no losses.

Algae Storage 4
With both the Algae Storage and Wasteland under attack, General Aerion had to make a choice. They chose to sacrifice the wasteland in order to save the more important food tanks. They also favoured their chances against an Underalliance force than against the entire of Dakka Splatta’s Warband.

By the time the Spiders arrived, the Underalliance was already in control of much of the territory. Once again, the were outnumbered, but this time, they also faced a force that was their equal in the Machrius Lancers. Though the Lancers were out of their element here, they were able to support the gangers and their light vehicles. Together, the combined ganger hordes, armoured support, and special forces attacks forced the Necromundans, already weakened from their battle against the Brotherhood, out of the storage area.

Outcome: Algae Storage 4 captured by the Underalliance, suffers damage of $1 and 2F.

Underalliance:
4th Underalliance Division (Gangers): 1-.2-.8
Adherents (Gangers): 1-.2-.8
Road Hogs (Technicals): 1-.2-.8
Machrius Lancers (House Guard Regiment): 1-.2-.8

General Aerion:
7th Necromundan Spiders: 1-.5-.5
8th Necromundan Spiders: 1-.5-.5
 
Ere we go!
Wasteland 2 and Manufactoria 7
Aerion’s decision to abandon Wasteland 2 left the Underalliance’s Manufactoria 7 completely open to attack from Dakka Splatta on his race to the top. The Underalliance couldn’t spare the forces from the fight at the Algae Storage plant to hope to stop Dakka Splatta’s force. They stopped long enough to strip the plants and moved on.

Outcome: Dakka Splatta captures Wasteland 2 and Manufactoria 7. Wasteland 2 suffers no damage. Manufactoria 7 suffers $25 and 3M from looting. Dakka Splatta adds four times the $ to his income for this turn (already included in the stats). The M is wasted.

Manufactoria 3
Dakka Splatta continued up the spire, this time careening into the Adeptus Mechanicus remnants. The Ad Mech quickly shifted all of their assets to the manufactoria, hoping to stem the green tide. The Orks had an uphill battle against a very well-armed enemy. The battle for the Manufactoria may be the largest tank battle Hive Balmung will see as outnumbered Leman Russes and Baneblades tried to hold the line against looted tanks and gunwagons.

The Mechanicus forces were dug in, but only half of their forces were present when the green tide washed over them. Their fortifications proved of limited use against the heavy weapons of the orks and a fighting withdrawal was took the Mechanicus back towards their headquarters. The Mechanicus, pushed to desperation, had to unleash their heaviest servitors on the orks, despite the damage they would inflict on the hive. While the Skittari retreated, a Servitor group was left behind to hold off the Orks.

Mechanicus reinforcements arrived just in time to stem the tide. The Mechanicus was able to stabilize the front, but if the orks had had a full three months to attack, they might well have broken through.

Outcome: Manufactoria 3 is contested. Both forces draw half income. It suffers $15 and 2M in damage.

Dakka Splatta:
Boyz: 1-.3-.7
Moar Boyz: 1-.4-.6
Lotsa Boyz: 1-.3-.7
Lots Moar Boyz: 1-.4-.6
Lotsa lotsa Boyz: 1-.3-.7
Da Sneaky Gitz: 1-.1-.9
Tankzes: 1-.2-.7
Moar Tankzes: 1-.2-.8

Mechanicus Working Group Sigma Delta Epsilon:
1st Skittari: 1-.4-.6
2nd Skittari: 1-.3-.7
3rd Skittari: 1-.3-.7
Mechanicus Armoured Regiment: 1-.6-.4
Battle Servitor Group Alpha: 1-1-0
Battle Servitor Group Beta: 1-.3-.7

Wasteland 9
The Big Bad Ork Band, spread out and few in number, withdrew from the incoming forces of the Bad Motha Trukkas, much to the disappointment of both forces. The retreating Nobz wrecked as much of the region as they could, leaving a cunning trap for the Trukkas. A few Trukkas were caught in the destruction and were unable to pursue them into the Fungus Fields.

Outcome: Wasteland 9 falls to Bad Motha Trukkas. It suffers $1 in damage, one Trukka Speed Freaks unit suffers .2 damage.

Wasteland 12
The Underalliance gangers attacked the Orks, in a surprise move, from both sides. The brutal ganger chief Murthek led his men deeper into the sump. The Orks only forces here were ‘eavy armour, terrible for sump conditions, and that disadvantage was doubled by the lack of supporting infantry. Only a new unit of boyz, currently being herded together and fighting among themselves to establish a proper hierarchy, were there to ‘support’ the tanks.

The orks fought without any coherent strategy and found themselves easily overwhelmed by the Gangers. The Nobz in Wasteland 3 headed west when word of the battle reached them. They joined in and ripped apart the Illuminants, but couldn’t withstand the numbers they faced, so they withdrew to ‘catch dere brefs’.

Outcome: The Underalliance captures Wasteland 12. The Orks retreat to Fungus Field 2 except for the Nobz who retreat to Wasteland 3.

Underalliance:
Murthek's Marauders (Ganger Militia): 1-.2-.8
Illuminants (Ganger Militia): 1-.7-.3
Murthek's Warboars (Ganger Militia): 1-.2.8
Thornskulls (Ganger Militia): 1-.1-.9
Penitents (Ganger Militia): 1-.2.8

Big Bad Ork Band:
Da Big Guns (‘Eavy Armour): 1-.4-.6
Da Banda Boyz (Boyz/partially recruited): 1-.5-.5
Goff Rockerz Noisemob (Nobz /reinforcements): 1-.2-.8

Refugee Camp 2
As a quick followup attack, the Underalliance raided General Aerion’s refugee camp. Though they weren’t able to muster much of a followup, but were able to steal $3 in income from the camp. General Aerion will only gain $2 from income next turn.

Water Storage 4
With the bulk of their forces fighting for Wasteland 12, the Underalliance had little chance against Grimmdurk’s boys. They laid ambushes for the Orks, catching some of their battlewagons as they tried to navigate the difficult, rubble field caverns. The Gangers beat a hasty retreat soon after, pursued by the boyz all the way.

Outcome: Grimmdurk captures Water Storage 4. Suffers damage of 1F. Underalliance retreats to Wasteland 12

Underalliance:
3rd Underalliance Division (Ganger Militia): 1-.3-.7

Grimmdurk:
Da Blue Boyz (Boyz) : 1-0-1
Da Biggest Gunz (Nobz) : 1-.1-.9
Looty Goodness (‘Eavy Armour) : 1-.1-.9

Wasteland 4
Big Boss Grimmdurk initially ordered his boyz to raid Dakka Splatta’s small territory. Expecting a fight, da boyz charged in with glee, but found the place entirely deserted. Disappointed, they stomped around the territory, found some fungus beer, and invited over some Goff rockerz from Da Big Bad Ork Band to have a proper scrap and party to make up for the lack of fighting.

Outcome: Grimmdurk captures Wasteland 4 due to the ‘initiative’ of his boyz, no losses.


On the Homefront
The 128th Cadian Battlegroup is in dire straits. The loss of Agri-dome 1 and their failure to capture the grand spire has severely disrupted General Abnett’s plans. Though his forces are numerous, That advantage could be his downfall. His men have enough food for three months, no more. Already, strict rationing has been put in place, leading to significant civilian deaths from starvation. The Cadians are reaching out for food, offering to barter equipment, loot, and even civilian lives to anyone who can get food to them.

The Skulls, flushed with treasure, are expanding their forces, gathering the unaligned gangs of Underhive and their new ‘recruits’ from Compact territory into a new gang.

House Varangian has been quiet this turn, no one is sure what hides behind their border posts, but fortifications have appeared.

The Brotherhood is in dire straits. Their massive number of men under arms has put a strain on their limited resources. Save for food, they don’t have enough supplies for the next three months. Despite their significant losses of territory, the Brotherhood’s will is still as strong as their name suggests.

The forces of General Aerion, despite their losses, are also holding strong, due to the hard nature of the veteran Spiders.


The Diocesan Synod
The Cathedral called together all who preach the Emperor’s name to find guidance through this dark time. Some, like Lady Inquisitor Jezail Batzces, heeded their call. Others, like the Arbitrator, did not. It was well attended due to the relative peace in the Lower and Upper Hive, though very few in the Under Hive were able to attend.

The first matter that needed to be settled was the selection of a cardinal. Here, the Order of the Emperor’s Tears asserted their authority. Much to the surprise of many, they refused to support any of the major candidates and instead chose to support a man who didn’t put his name forward. Confessor Giacomo Borgia was one of the few Under Hive clergy to make the trip. A supporter of the Red Redemption, Borgia was chosen thanks to the arguments that he understood the people of the hive best and was not corrupted by the fractious aristo-ecclesiarchal power structure that paralyzed the hive during recent crises. The more traditional candidates refused to support each other, and Borgia was acclaimed.

Members of the Cathedral called for Borgia to support a renewed crusade, which was echoed by the Redemptionists. The attacks against Cathedral forces galvanized those present and the motion was quickly passed. Tithes are to be paid into the crusade, which for now includes the Cathedral and Order of the Emperor’s Tears. Other factions may join the crusade, but beware that active action must be taken against the Emperor’s enemies. Who those enemies are will be an interesting question, as the Arbitrator attacks Cathedral forces, both claiming to serve the Emperor’s will.

The two current members and any who join the crusade will receive 110% of their normal income, with the extra 10% due to tithes. They will both be expected to make attacks on whoever the crusade calls down as enemies. They will also receive .2 Ganger Militia that can be added to an existing unit or to create new ones each turn.

While Borgia is taking the initiative in organizing the crusade without, he and the Synod have declared that Confessor Hermas will deal with the crusade within. Players who join the crusade may randomly suffer Manpower damage, to their territories or their stockpiles as the witch-hunts claim their victims. This will keep down chaos influence in areas that submit to the crusade’s authority.

Additionally, the Red Redemption has formed its own crusader unit. It has been formed in the Pilgrim’s Ring and will act on its own.

Only time will tell whether the rest of the Hive will accept the Synod’s ruling.

Diplomacy
From: House Chaku
To: Anyone who is Hungry

We’ve got lots of food people. We’re happy to sell out food at a price of $4 per unit.

From: House Varangian
To: The Cathedral

We will traverse your territory in order to aid the Adeptus Mechanicus against the xenos. We expect not to be troubled.

From: The Cadian 128th Battlegroup
To: Lady Inquisitor Jezail Batzces

My lady, we have been set upon by our former brothers! We ask for your aid against the traitorous scum of the Balmung Compact and their allies House Chaku.

From: The Worker’s Liberation Front of Balmung
To: The people of Hive Balmung and the poor foreign slaves of the Imperium

Look around you brothers and sisters! The Orks are ravaging our homes, and what do the ‘loyal’
servants of the ‘Emperor’ do? They waste your lives killing each other! Rise up and join us, throw off the shackles of your slavery and join us. They kill you by the thousands because they are too blind to see that the alien is our true enemy, not each other. You have but one chance: Join us or die. This is not a thread, this is FACT. You only need to look at the orks who brought down so many of our sister spires. WE are the last hope for Glorinth, not some general or lord. The Imperium abandoned you! You owe it nothing. Live for yourself and your family! Together, we will live, as testament to what good, honest people can do unfettered by false gods.

From: Da Bad Motha Trukkas
To: Da weedy lil’ grots what’s call demselves da big bad ork band

Oi! You cowardly gits! Youz ain’t worth a proper fight! You give us $10 and 4F and we’ll leave you alone an go lookin fer a REAL fight somewhere else!

Notes
As you can see, having combined arms is beneficial. If you have vehicles and your opponent doesn’t, you will have a greater chance of victory. Keep in mind that ‘special forces’ type units are small in number. They will suffer high casualties if not used correctly, like being in their own in a stand up fight. They are better force multipliers.

Please let me know if I’ve made a mistake or missed something. This update is 13 pages long in Word and counting, not including the 9 pages of stats and the 7 level map.

I’m not sure if the casualties I’m inflicting are too high, or about right. Your thoughts?

Next turn, these locations will have Orks available for harvest and/or destruction:
Wasteland 12: 5 Orks
Water 4: 1 Ork
Wasteland 9: 1 Ork
Man 3: 16 Orks

Note that the map was attached to part 1 of the update.

Orders are due on Monday June 13th.
 
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