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“Dat is betta! Alright, we ‘ave a fight with them beakies ova de…”, he began strong, but trailed off. The flag grunt, he couldn’t remember this one’s name, had climbed onto the barrels and was tugging on his boot. “Wat?”, he said, looking down at the puny grunt. “S-s-s-orry boss, but they ain’t ‘beakies'”, replied the little grunt, the whole army now looking at him. “Wat?”, Gutrencha said, the anger in his voice now clear. The standard bearing grunt balked slightly but continued, “Dey ain’t got beakie ‘elmets. Der ‘elmets are flat in front”. Gutrencha groaned and kicked the grunt. It landed somewhere amongst a throng of other grunts at the back of the mob.
“As I was sayin’,” he yelled, “we’re gonna go an’ krump dem beakies. They’ll know what it is to be strong coz we’ll show ’em. Our boots, our choppas, our teef, our fists’ll shown ’em what Ork strength is. They’ll wish dey’d neva ‘ad come ‘er”. He fired his hand cannon into the air.
“Let’s get ’em!”
Dane and I played a 500pt game using the Combat Patrol rules and choosing a secondary objective from our faction Combat Patrol. He brought his beautifully painted Black Templars. In fact, between his gorgeous army, my fully painted Orks and the painted terrain, the spectacle was really impressive! We use the Sweeping Raid mission.

I did very well on the free CPs and spent everyone I could to make the Boyz faster, tougher and more killy as appropriate. The Waaagh! is terrifying on such a small board and my big mob of boys (with Warboss) and a unit of Nobz his the Templar’s line at the start of turn 2. The terrain limited the number who could get in and the scouts in the Crusader Squad tanked a lot of attacks (on 5+ FNPs). The Nobz removed a unit of Intercessors. From here it became a slugging match, but the Boyz and Gretchin had secured enough objectives for the VPs to be ticking up.
By the end of turn 3 the Templars had all fallen to the green tide…
It was a fun and beautiful game, but I might need to re-evaluate how fun 20 T5 Orks led by a Warboss that grants them +2″ of movement is for my opponents! On the Waaagh! with the ‘Ere We Go stratagem they have a 6+2+2+D6 Advance followed by a 2D6+2 Charge! That’s a 22″ threat! Pretty insane. Not fun as, if they can all make it into melee, that’s a bucket load of S5 -1AP attacks!
Yeah… might be time to reassess that for small games!
Until next time,
Owen