Narrative: Clearance of Facility LV 426
Ghul Jensen Manufactorum Facility LV 426, class 4 manufacturing facility on the Ghul Jensen hive world. The mission of Udrad Slayfist was to seize the planet and convert the facilities to production. [Slayfist? Yeah, because the human auxiliaries love it. Got to keep them happy.] Due limited Askari Legion forces in Sanctus Reach and the currently limited space transport, arrangements were made and the Wudurk Pirates transported the war party, and the Pirates joined the fight to clear the planet.
Facility defenders consisted primarily of the local Imperial Guard force, reinforced by Adeptus Mechanicus, and a local space marine chapter (probably Obsidian Glaives or remnants.) Quick planetary bombardment and rapid descent to the planet meant most of the fighting occurred in ruins outside the manufacturing areas. The speed of the arrival from space and assault left most of the Imperial defense limited to ad hoc and scratch forces to fight off the invaders.
The following battle report represents a typical action during the clearance phase. Of particular note is the arrival of an Imperial squadron of escorts that bombarded the planet during the clearance phase at the time the Ork pirates were refueling at the gas giant.
Imperial defenders were not prepared for the Ork onslaught and small bands of mixed forces valiantly failed to stop the Orks. Udrad Slayfist as leader of this Askari Legion force used all the tactics typical of the Legion: attack using strategic and operational surprise, using cover of darkness, carefully, and methodically; all the while focused on the strategic goals.
Conclusion, the many small bands of disorganized Imperial defenders were cleared in the initial battles on Ghul Jensen by Warlork Udrad Slayfist
Orks: Derry, mega armor warboss with lucky stikk, painboy, 30 shoota boys with power klaw bosspole nob, 2 units of gretchin, 3 meganobs in trukk, 2 units of 10 flashgits in battlewagons with rams, kannon, 4 rokkits
Imperials: Nik, command squad, autocannon heavy weapons squad, platoon command squad with heavy and two flamers, IG squad, plasma priest and veteran squad in chimera, Leman Russ punisher with plasma sponsons, Valkyrie with rockets, Skitarii squad with plasma, anti aircraft dunecrawler, space marine speeder with assault cannon, space marine scouts on speeder
Orks went first with night fighting due to warlord trait. Imperials got 3 units with infiltrate and put leman russ, veterans in chimera outflanking in reserve, with both speeders and valkyrie.
Initially, most of the orks rushed forward the first turn to close in the range. The big mob of boys escorting Warboss Udrad were able to shoot at the skitarii that infiltrated too close. The first Imperial turn shooting was mostly ineffective due to limited number of units, cover of darkness effects, and the tanking ability of the Warboss (with lucky stikk.)
Second turn, the flashgitz in battlewagons closed in and began blasting the command squad, heavy weapons, and normal squad off the table. The Garkam’s meganobs moved up to center in order to go to fight either direction. The Udrad and his boys moved up to blast the rest of the skitarii squad from the table. Imperials concentrated missile, lasgun, and other fire to all bounce off the Warboss.
Turn 3 got Udrad and his boyz in close combat with the priest, veteran squad, and their chimera. The meganobs charged into and IG squad, and the flashgitz blasted the command squad and the heavy weapons squads. The Imperials dropped the platoon squad of 1 heavy and two flamers to burn off over 10 boyz, due to Udrad not being up front after the close combat, after boyz in the front get burned away, Udrad takes his first wound due to volume of fire (and not unlimited luckiness of the stikk.) The scout speeder deployed the scouts and failed to hit a battlewagon.
By turn 4, even though the battlewagons were all shot up, they still fought on. One worked on the Leman Russ punisher that outflanked but failed to kill it turn 3. The other battlewagon blasted the scouts and storm speeder away. Udrad and the boyz moved up to exact sweet revenge on the terrible flamers, and get the dunecrawler too. At this point it was late and pretty much over, but we played on because Nik needed a final chance at some revenge. Sadly little revenge happened. Great draws allowed the Orks to score six more points, making the score 12-4
Summary: 4 malestrom turns played, score 12-4, Orks win