Showing posts with label Ultramarines. Show all posts
Showing posts with label Ultramarines. Show all posts

Sunday, 5 November 2023

Tiny Skirmish!

 Hi!

I fancied playing a bit of a game last night and not wanting to rummage out tons of 28mm scale terrain, I decided to play a small skirmish in 6mm scale using the first bits and bobs I found in my display cabinet.

Ultramarine Patrol

My Ultramarines would try and drive off the marauding Eldar who were seeking to raid the Imperial settlement somewhere on the border. The force was a bit adhoc, consisting of my command squad transported in a Rhino and supported by a pair of Centurion heavy power armour suits.


Eldar Warparty

The Eldar force had two squads of Guardians led by a Warlock and supported by a Wraithlord. Their objective was to occupy. the settlement and loot the buildings while holding off the forces of the Imperium.


The table was my small pinboard with a smattering of buildings and rocky outcrops and I pretty much made up the rules as I went, using a mixture of D6's and Havoc dice when I needed to roll for attacks and it worked out pretty well with the Imperials initially trying to drive out the Eldar with their heavy power armoured troops but taking fire from the Eldar dreadnought in return whilst the command team tried to outmanoeuvre the Eldar on the flank.

It looked like the Imperial troops were going to hold the field with the Eldar dreadnought taking damage and one of the Guardian stands wiped out but with some lucky dice rolls, the Warlocks raiding party destroyed both of the Centurions and it was left to the Rhino to suppress the Guardians occupying the building long enough for the command squad to get close enough but it was too late. Despite the stormbolter on the Rhino eventually shredding the Guardians, the Warlock then destroyed the vehicle with some Eldrich power leaving the command squad isolated and forced to retreat.

I must admit that I do really enjoy these tiny skirmishes in 6mm, especially as it reminds me of 2nd edition 40k and I will be playing some more games when I get chance with some slightly larger forces as its a great way to get some quick games in without needing a lot of space or time.

I'm actually thinking of making some more small skirmish forces in 6mm using GZG or Brigade Models as the basis with a platoon of infantry backed up with the odd vehicle or two or even throwing in a Battle Mech or two so I can play some small skirmishes in other settings too.

In other news, I've got the first half of my new warband for my Death in the Throne Room campaign painted and just need to add some bits and bobs to the bases before getting some pics so fingers crossed, I'll get them ready to update before I return to work tomorrow.

In the meantime, All the best!

Monday, 12 April 2021

Lockdown 2.0 Project Log Day 109: Battle for Jango's Landing

 Hi!

In a fit of nostalgia I pulled some of my old Epic collection out of my display cabinet and had a quick game using my own rules so without further ado, here's the battle report!

Background

While the Inquisition are probing the sewers beneath Farpoint's capitol Freeport City, Lieutenant Bolivar of the Ultramarines has been dispatched to defend one of the planets outlying settlements from a raiding party of traitor Marines.

Arriving from the north west, his scouts report that there is a force of the Sons of Titan rapidly approaching from the south and east and Bolivar begins issuing orders to his small force. The traitors will not ravage Jango's Landing while a single Ultramarine draws breath!

The Forces


Lieutenant Bolivars force consists of one command stand, two tactical stands, a Centurion battle suit and a land speeder. 


The Sons of Titan are lead by Konnix Darkslade, Champion of Titan. His force consists of one command stand, two tactical squads (one of which has a missile launcher upgrade), two rebel Squat squads and a Rhino APC.

Now these may seem like piddly forces for an Epic scaled game but I'm quite a fan of playing small games in the scale and looking at the two forces, they are about the size of a 2nd edition 40k force just scaled down.

The Setup


The game takes place in the town of Jango's Landing and as such there are a number of buildings scattered about the board which provides heavy cover for those occupying them. I didn't bother coming up with any scenario objectives, with the winner being whoever drove off the other force.

The Ultramarines deploy in the north west whilst the Sons of Titan arrive in the south east of the board. The board itself is 2'x2' and I was keen to see if I could play a game using such meagre space.

The Game

Aware that his force is outnumbered, Bolivar splits his tactical squad into two combat squads allowing for more flexibility and orders his forces forward. Like Epic Armageddon, a unit may activate normally and can then be pushed by passing a command check. If they succeed, they may activate a second time but if they fail, they receive a blast marker.

Turn one saw the Sons of Titan Space Marine squad rushing forward into the towns industrial zone, no doubt in search of supplies to loot. Their commander Konnix is distracted by his comm unit's snarled warning that Imperial troops are approaching his position and fails to activate while the forces Rhino speeds along one flank and the Squats move forward towards the town centre.


The Ultramarines begin to deploy with the two combat squads moving forward towards the town along with the command squad, who like the chaos commander, fails his activation check. The Centurion clanks forward towards the rock spires that overlook the towns northern edge, preparing to bring down heavy fire on whatever traitor he sees. Finally the Ultramarine speeder skims south towards the woods, intent on bringing some hurt to the traitors they detect moving towards the warehouses.


Turn two has activations swap between both sides fairly smoothly with the Ultramarine speeder rapidly closing on the traitors positions whilst both sides begin to consolidate their positions with the Ultramarines moving further into the town and occupying several buildings, preparing to use them as defensive redoubts to pour fire on the traitors when they approach.
 
The traitor Rhino speeds forward into the town, seeking shelter from the Ultramarine Centurions heavy weapons systems and the traitor marines close in on the warehouses chanting songs of battle as they do so.


Turn three has the action starting to hot up with the Ultramarine speeder making a drive by attack on the traitor marines but their fire only succeeds in placing a blast marker on the Sons of Titan. 


The failed attack is costly as the outraged renegades pour through the gap between the warehouses and rain fire into the loyalist skimmer and despite desperate evasion measures is sent spiralling to the ground in a ball of fire as bolter shells find it's engine. Chanting and bellowing, the traitor marines prepare to move on the main Ultramarine position.


Brother Vexus, the Ultramarine manning the Centurion battle suite spots the renegade tank but is unable to get a fix on it as it thunders behind a nearby building but his sensors do allow his weapons array to lock onto the traitor Squat squad and he proceeds to blaze away with his heavy bolter, shredding one of the stands and sending the traitorous survivors reeling.


Turn four has the traitors Rhino rapidly approaching the loyalist position and this time Brother Vexus can draw a bead on the tank and his heavy bolter fire shreds the machine.


Enraged at the loss of their tank, the Sons of Titan marines storm forward firing on one of the Ultramarine combat squads with their missile launcher causing no casualties but inflicting a blast marker on the stalwart defenders as the missile blasts a large hole in the building they are occupying.

Return fire from the marines is out of range and they hold their position, forcing the chaos marines to advance on them in the next turn.

Meanwhile the traitor Squats finally rally back in the chaos deployment zone and the renegade commander Konnix moves forward as fast as he can to support his renegades who are engaged in a fierce firefight in the town centre.

Turn five begins with the Sons of Titan marines rush into a series of buildings opposite the Imperial positions and open fire on the second combat squad. The ensuing firefight is savage and both sides take blast markers but the combined weight of fire of the Ultramarines as well as some poor rolls by the Chaos troops sees them wiped out.


Approaching the scene of the firefight, the rebel commander Konnix realises that his men have been slain and the Ultramarines are in possession of the town and that no doubt reinforcements are on their way. Cursing the loyalist scum, Konnix gathers up his surviving marines and retreats towards their landing zone, vowing revenge upon the Imperium in general and the Ultramarines in particular.

Conclusion

Well I had quite a bit of fun with that game and things went well for the staunch defenders of the Imperium! I need to rework the command system a bit as the renegade commander spent much of the game failing to activate due to poor rolls so will need to take that into account in future games. 

Konnix should have deployed in the Rhino and stormed forward with his renegade marines as I feel the combined force would have probably been able to overwhelm the Imperial positions but I sent it off by itself to distract the Centurion and stop him blowing away my marines.

I've really enjoyed playing in 6mm again and suspect that I'll be dusting off more figures in the future to play some slightly larger skirmishes and may need to make a stand to represent some of the assorted warbands that I have in 28mm scale as it would be great to have games using different scales to represent small encounters on the battlefield or as part of a larger campaign where the action hots up with a rebel uprising or xenos invasion forcing the different warbands to choose a side!

In other news I'm working on a load more sculpts for my fantasy project and should have some more stuff to show tomorrow but until then, All the best!

Friday, 28 February 2020

6mm Skirmish!

Hi!

Last night I found myself hankering after some 6mm gaming so had a rummage through my collection and settled on Chaos versus Ultramarines!

As I didn't have much time to play, I settled on tiny forces with less than half a dozen stands a side to see how Song of Blasters works with small numbers and I fancied a skirmish.

 Ultramarines

The Ultramarines had a command squad, Rhino, two tactical bases and a Centurion.

 Khorne!

The Chaos side consisted of an aspiring champion, Rhino and two marine stands, one of which toted a missile launcher.

The game itself took place on a nameless agri world somewhere on the border and the scenario called for both sides to take control of two settlements in order to win.


The game started with both command units roaring forward in their Rhinos to take control of the larger hab block whilst the Ultramarine tactical squads cautiously approached the peasant quarters. The Khorne marines took command of the centre of the board on top of a hill where their missile launcher could hit pretty much anything they could see.


Turn two had the chaos troops gain the initiative and whilst the champion moved into heavy cover and took potshots at the command rhino, it's rival machine hurtled round the side of the settlement and fired on the Ultramarine command stand causing a wound and blast marker.



Shrugging off missile fire from the distant Khorne marines, the Ultramarine Centurion turned it's lascannon on the Chaos Rhino and succeeded in damaging it at long range.


Meanwhile the Khorne marines realising they weren't acting very in character by standing around shooting stuff, decided to charge down the hill and into the village and engage the Ultramarine tactical squads. The ensuing firefight and combat saw the Ultramarines driven back out of the village after losing a base to the rampaging berzerkers.


Seeing his followers spilling blood in glorious close combat, the Khorne champion bellowed a challenge and burst from the cover of the building and charged the Ultramarine command stand. Weathering a storm of fire, the two units exchanged blows eventually seeing the Imperial forces driven back out of the hab zone too leaving the battlefield under Khornate control.

Whee! What a fun little game! I'm quite pleased with how Song of Blasters is developing and I'm now eying up my unpainted Epic gubbins to see what I can add to my armies.

Hopefully I'll get chance to play another game or two in the coming days and have been putting together some game aids to help move things along a bit so watch this space!

All the best!

Saturday, 25 May 2019

Badlands Skirmish

Hi!

After my angry review of the other day, I managed to get a quick game of a Song of Blasters using my Epic scaled Ultramarines versus some Eldar.

I've also been working on getting some new scenery put together in the form of some rock columns to add a bit of height to my setup.

 Early Deployment

The Imperials had a more mobile force consisting of several tactical squads mounted in Rhinos and a Landspeeder to give a bit of mobile punch to the patrol and the Imperial forces quickly took control of the settlement in the centre of the board and pushed forward towards the Eldar positions.

Some poor activation rolls saw the Eldar flank refusing to move off the hill which left the Warlock and his Guardians somewhat exposed with just a Falcon grav tank to support them. The Landspeeder had hurtled up the flank and hit the tank with a heavy plasma gun but only succeeded in damaging it and in return the Falcons Brightlance sent the skimmer crashing to the ground in flames.

At this point it became clear that the Eldar had the edge in ranged firepower with the Falcon, Dark Reapers and Warlock able to hit the Marines before their shorter range Bolters could be brought to bare and if it hadn't been for the use of their transports as a shield, the Ultramarines would have been in for a rough day.
The Dark Reapers on the flank blow up a squad of Marines 

Fortunately for the Marines, their transports sacrifice saw them able to get close enough to the Eldar to let rip with their bolters and the lithe Guardians were shredded in a storm of explosive shells.

At this point, the Eldar were forced to retreat having lost most of their infantry but the Ultramarines vehicles were all wrecked apart from the command Rhino.

 The Imperial Rhino's cook off following Brightlance strikes and Warlock Powers

I'm rather enjoying playing very small games in 6mm scale and think I may have some more skirmishes to play but do need to look at my rules a bit further to make things run a bit more smoothly and do need to add some more balancing units to my forces as my Ultramarines need some long range firepower while my Eldar need more swift moving units too!

At present, an average game lasts about 20-30 minutes which should allow me to run a decent mini campaign over the course of an evening but the more multi wound vehicles and units I add, the longer it takes to play.

In the meantime, I'm also starting work on my Orks and have managed to finish two stands of Goff boyz to test out how they look and if a more verdant base works with them. While I like the Orks, I'm not sure about the bases and think I need to add some green static grass or patches of vegetation like I did with my aris bases to make them pop.

Ork Boyz

I think I need to rummage my Epic boxes to see what I have and what I can add to my forces as it would be great to see some fully fleshed out little patrols duking it out over the coming months!

In the meantime, All the best!

Friday, 3 May 2019

Epic Command Squads

Hi!

I've passed the blip of mentalness concerning 28mm and have been working on repairing my Epic command stands that my cat so thoughtfully ate the banners from last year.

Ultramarine Command Squads, Techmarine, Captain and Medic

Whilst pootling away with them, it got me to thinking about how command squads are represented in Epic. In 2nd edition, each Space Marine character got it's own base with different abilities while in Epic 40k, things got streamlined and they all got combined on to one.

While I can see the wisdom of such a move, I do like the spectacle of having each little character moving around the battlefield carrying out their own role so went with mounting each on their own base with a bodyguard and banner.

I love the spectacle it provides and helps identify command elements from a distance and while a tad ostentatious, I think it fits the 40k universe quite well!

Here's a pic of all my command squads to show how they look:

Banners Aplenty

Eventually, I plan on adding a Chaplain and Librarian to my Ultramarine force and have got their stands underway as I type but I also have some Orks primed and ready as well as a batch of jungle terrain that I'm busily making for my retro green table!

I had forgotten how much fun it was to paint in Epic scale as it's surprisingly easy to paint up a small formation of troops and vehicles in a short period of time. The only downside is that I am running low on lipped bases so will need to replenish my supply soon. I'm also looking for some slightly larger lipped bases for superheavy tanks and titans so will need to have a bit of a peruse of the interwebs for a source that's not too expensive to fit my meagre budget.

In the meantime, All the best!

Friday, 14 December 2018

Epic 40k!

Hi!

I've managed to play yet another game, this time a 250 point skirmish using Epic 40k!

Epic 40k

Now Epic 40k is possibly the game I played most back in the day and have very fond memories of playing epic battles fielding my Orks against my friends Imperial Fists and I've always found it a shame that folks didn't warm to the ruleset.

Sadly my mega Ork Waaargh got flogged off many years ago but I thought I'd use the opportunity to play a game using the smaller warbands I have kicking around and while the game wasn't very long and the detachments were a bit wonky, I really enjoyed playing the game for the first time in about a decade!

Sneaky Xenos lurking in the undergrowth

The Eldar won the game rather quickly by winning the initiative for both movement and shooting and proceeded to use their Falcons to blow up my Landraider and it's speeder outrider while the main Eldar force lurked in cover and their Dreadnought and Dark Reapers sniped the Imperials as they approached.

Ultramarines deploy

After killing my Imperial flankers, the Eldar Falcons started shooting up my main detachment of Marines and the Imperials couldn't get close enough to the nippy Eldar to give them a taste of bolters and the survivors were forced from the field.

Snipe!

The game was great fun and very nostalgic but I did find that I could have done with a more balanced force on each side rather than whatever I had painted at the time. I'm tempted to use the approach that they showcase in the rulebook and form small detachments based on 2nd edition sized armies:

An Epic 40k Detachment

I'd highly recommend folks take a second look at Epic 40k as it's a wonderfully simple and streamlined ruleset that allows you to have a decent sized game in a short time. I love the effects of blast markers resulting in pinned units which then can force them to retire, the short range and deadly firefights and the brutal close combat phase!

Compared to earlier and later editions of the game, there's less crunch in the rules with most units having a Firepower rating instead of lots of different weapons but I must admit that I really like this approach as it makes for faster and more fluid games.

Sadly while Imperial, Chaos, Tyranid and Orky armies are getting lots of lovely new proxy miniatures, the Eldar seem to have been largely overlooked so I've added an EPIC WANTED PAGE for the odds and sods that I'm missing from my collection. It's mostly infantry that I'm after so if you've got some spare Epic Eldar gubbins, I'm more than happy to trade! I've got lots of Rogue Trader era Eldar and an assortment of painted stuff I'm willing to trade for them!

Sadly I'm now having to head out to work but I'll try to get another 15mm scale skirmish played this evening and another battle report soon but in the meantime, All the best!

Thursday, 13 December 2018

Assault on Glazers Gulch

Hi!

I've managed to try out Song of Blasters in 6mm scale using some of my Epic figures and thought I'd post a quick battle report!

It had started with panicked calls over the vox from the small settlement of Glazers Gulch and then silence had fallen despite Imperial comms repeated attempts to contact the township. Suspecting an Orkish raid, especially following the recent skirmishes with the local Badmoon tribe, Captain Vaughn of the Ultramarines has dispatched a squad of troops to find out what has befallen Glazers Gulch.

As the Rhino's approached the outlying buildings, they found a scene of devastation, the settlers slain and the buildings wrecked. This isn't the work of rampaging Orks and then in confirmation of his suspicions, the main settlement comes into view and groups of red and gold armoured forms can be seen. Traitor Marines!

Vaughn issues a prompt command to attack the despised Sons of Titan!

In game terms, I was trying out the smaller scale to see how it worked so this was more of a playtest than a real battle and featured a few stands a side but it actually went rather well and resulted in a fairly bloody skirmish!

The Ultramarines rolled well to win activation and speeded forward past the ruins of the outlying buildings of Glazers Gulch while the Sons of Titan seemed shocked by the sudden appearance of their Imperial foes and while the loyalists surged forward, the traitors failed to activate for the entire first turn!

 Imperial troops deploy (Vaughn's standard was lost to the jaws of a furry predator in an earlier incident and still needs replacing)

The Ultramarines also won the initiative in the second turn and opted to deploy from their Rhinos and let rip at the Sons of Titan before they got to activate. Their concentrated bolter fire shredded one of the traitors APC's but the rest survived the fusilade.

 Sons of Titan amongst the ruins

The following turn saw the traitors let forth a bellow of rage and storm towards the Ultramarines and in the ensuing carnage, Vaughn was killed and one of the Ultramarine Rhinos was badly damaged having been rammed by the Sons of Titan spiked APC.

In return the Ultramarines managed to slay the traitor champion before retreating with the body of their commander.

 Early on in the battle

All in all, the game lasted about 20 minutes and ran to about four turns. I need to tweak how transports work but it was rather good fun with the Ultramarines being excellent at short to medium range before getting a bit of a pasting in close combat from the Traitor marines.

Hopefully I'll have chance to play a somewhat larger game in the coming week with my Ultramarines facing off against my Eldar raiders and I'll see how Song of Blasters copes with multiple units, flyers and heavy tanks!

I've also been thinking of using my Epic stuff to try out 40k 8th edition as it looks like it could shoe horn in quite well but we shall see how we go...

In the meantime, All the best!

Wednesday, 12 December 2018

Small Scale Shenanigans

Hi!

Sadly I've not managed to get any more games played in the last couple of days as work has been getting SO busy with the run up to Christmas that I've not had the energy to set up and play a game when I get home. I've not been entirely idle though as I've been going through my Epic collection!

With my tinkering with Song of Blasters, I've been pondering the possibilities of using it to play slightly larger games than the small skirmishes I've been posting about and while I think I can get the 15mm scale gubbins up to about 2nd edition 40k level forces before the board gets a bit packed, my Epic goodies could allow for something a little grander...

 Ultramarines strut their stuff

I've got an absolute ton of unpainted Epic stuff lying around in boxes in our library/man cave/spare room and if I aim to paint up forces of around the size of your average 8th edition 40k army, I think it would make for a decent project, especially as the change of scale would stop me going mental and suffer painting burnout with my ongoing 15mm stuff.

Khorne Renegades

Sadly the move of house and the interest of our cat Mab has resulted in my command stands needing new flags (especially after finding Mab carrying the bases through to the living room and proceeding to bap them around the floor!) Fortunately the large lipped bases seems to have done the trick in stopping the miniatures themselves from getting damaged.

I've thus far given them a good dusting with a soft brush as for whatever reason, 6mm figures seem to pick up more dust than larger stuff! My next job will be to repair and replace banners and finish flocking some of the bases before having a rummage through my boxes to see what I have and what my tiny armies could do with to make them more playable (just looking at my Eldar, I realise that they are woefully short of Aspect Warriors for example!)

Saim-Hann Craftworlders

Game wise, I think I will start the ball rolling with a couple of squads plus a vehicle per side to see how things go and will try to post some reports here.

I'm also keen to keep up the momentum with my 15mm 40k projects and plan on fleshing out the assorted forces there too as time allows, namely getting the second of my Sentinels painted and finish my Ultramarine squad who have sat primed and unloved for almost ten years.

That was like, Ultra!

Much like my Epic stuff, I have a lot of 15mm gubbins sat in boxes awaiting painting so I think I'll be spending a bit of time looking through my leadpile to see what assorted stuff I have that I fancy painting!

It's interesting that the amount of games played in the last few weeks has really got my interest in painting and sculpting going and I'm hoping that 2019 is going to be a bumper year for me in all things hobby related!

In the meantime, All the best!

Monday, 3 December 2018

Incident at Promethium Plant 17

Hi!

I've just managed to play a couple of really quick little skirmishes using my Song of Blasters test rules and thought I'd post the results here!

Seething at the loss of his snazzy new lander last month at the hands of some uncouth Badmoon Orks, the Governor General has dispatched a combat team of Ultramarines of the second company under the command of Marine Veteran Harland to punish the clan responsible for the loss of his prized ride.

Having tracked the warband for some time, Harland has finally caught up with his quarry near an abandoned Promethium plant. The Orks have realised they have been followed and turn to face the numerically inferior humies...

The Battlefield

In Song of Blasters, each side rolls for initiative with a D10 with the highest getting to try and activate first. Activation requires the unit to roll over their Quality score on a D10, something the Space Marines did repeatedly early on in the battle (quite an achievement as their Quality is 2+!).

The Orks on the other hand had a better time of it in the early stages of the skirmish, rapidly closing on the Marines position in a typically forthright manner by charging forwards chanting and shooting wildly in the air.
Ere We Go!

The Marines soon regained the initiative and their better Quality began to show as they were regularly getting activations when the Orks flubbed resulting in the Marines reaching the ruins before their foe.

 The dash for the ruins

Despite reaching the cover of the ruined Promethium plant, the Orks scored a lucky hit with some wild bolter fire resulting in a Marine taking a wound having been shot in the face while peering through a ruined window.

In shooting, the shooter rolls a D10 and adds their Shooting stat, in this case a 4 for the Orkish blasters. The defending player rolls a D10 and adds their armour rating, in the case of the Marine, this was a 6 reflecting both his heavier armour and superhuman skills. The Ork hit with a 10 while the marine rolled low resulting in him taking a wound!

On the other flank, the second Ork unit approached the Promethium tank with caution, aware that the Ultramarines had a rocket launcher which had the range to hit them at a considerable distance. 

 The Promethium tank

The next turn saw the Orks luck run out with the first Marine element rapid firing their Bolters at the now exposed Ork Boyz wiping them out in a blaze of explosive shells. (I realised at this point that Rapid Fire was probably a wee bit overpowered as it allowed the Marines to shoot twice. In future, I will change this to them adding plus 1 to their shooting stat).

 Eat Bolter shells alien scum!

Meanwhile on the other flank, the Orks had taken a casualty from the second Marine element but the remaining visible Ork resisted Bolter fire and a direct hit from a rocket launcher

DAKKA DAKKA DAKKA! 

The remaining Orks, enraged at the loss of their fellow, broke from cover and let rip with everything they had at the rocket launcher unit but only managed to cause a single wound. The final turn of the game saw the other Marine element close in on the Orkish position and pepper them with shot, forcing them to retire and lick their wounds.

All in all, the game went well and was lots of fun but I need to tweak a few things here and there to make it a bit less overly shooty.

I even managed to play second game using the same units but with the revised rules and stats. The result still saw the Orks vanquished and driven off but with much closer results. I think in future, I may need to bulk up my Ork units to 6-8 strong to counter the might of the Marines who waded into the battle and survived pretty much unkillable.

 'Tis but a flesh wound.

I'm trying to tweak the game so that Marines are dead hard and shooty and rather killy in close combat but are going to be badly outnumbered so will need to shepherd their resources as even a single loss will be felt badly. The Orks on the other hand will be more inclined to get stuck in quickly, using their somewhat ineffectual shooting to weaken their foes before getting into close combat.

Maybe another try with the addition of a unit of Grots might spice things up a bit...

The final Ork position

Harland glanced at the rusted yellow armoured bodies that lay scattered around the old Promethium plant. It had been a short and bloody engagement which saw the Xenos driven off with significant losses in return for only two injured. Yes the Orks had been chastised for destroying Imperial equipment and attacking the Governor Generals forces but Harland knew the warlike Orks wouldn't take this lying down. 

Still it had felt good to get back into combat following months of travel from their last deployment and his squad had operated well together and if the Orks sought to make war on the Imperial presence on Farpoint, Harland knew his troops were more than a match for the savages. 'Let them come!' he thought. The Ultramarines will drive them back to the badlands humbled and bloodied and show the rebellious frontier what Imperial might really meant.

Hopefully I'll get chance to play a larger skirmish soon but I first need to paint up more Ultramarines and finish the Power Armoured Ork Nobz and Warboss I've been sculpting!

In the meantime, All the best!